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authorUbitUmarov2016-11-09 22:12:27 +0000
committerUbitUmarov2016-11-09 22:12:27 +0000
commit53003db4cf8fe468a4c417db72c0dfd9b6c30404 (patch)
tree67add7e2cd01a7783c2aeb7b512fe2e484c4a690 /OpenSim
parentmove UserAccountCache access locking to its methods and not callers. (diff)
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stop warning about integer division cast to float
Diffstat (limited to 'OpenSim')
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs5
-rwxr-xr-xOpenSim/Region/Framework/Scenes/SceneGraph.cs4
2 files changed, 4 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 168080f..ca32940 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -67,8 +67,6 @@ namespace OpenSim.Region.Framework.Scenes
67 67
68 #region Fields 68 #region Fields
69 69
70 public bool EmergencyMonitoring = false;
71
72 /// <summary> 70 /// <summary>
73 /// Show debug information about animations. 71 /// Show debug information about animations.
74 /// </summary> 72 /// </summary>
@@ -4606,7 +4604,8 @@ Label_GroupsDone:
4606 } 4604 }
4607 4605
4608 // TODO: This check should probably be in QueryAccess(). 4606 // TODO: This check should probably be in QueryAccess().
4609 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2); 4607 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID,
4608 (float)RegionInfo.RegionSizeX * 0.5f, (float)RegionInfo.RegionSizeY * 0.5f);
4610 if (nearestParcel == null) 4609 if (nearestParcel == null)
4611 { 4610 {
4612 m_log.InfoFormat( 4611 m_log.InfoFormat(
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 1141f54..f5f83ca 100755
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -246,11 +246,11 @@ namespace OpenSim.Region.Framework.Scenes
246 // try to work around that scale down X and Y acording to region size, so reducing the resolution 246 // try to work around that scale down X and Y acording to region size, so reducing the resolution
247 // 247 //
248 // viewers need to scale up 248 // viewers need to scale up
249 float scaleX = m_parentScene.RegionInfo.RegionSizeX / Constants.RegionSize; 249 float scaleX = (float)m_parentScene.RegionInfo.RegionSizeX / (float)Constants.RegionSize;
250 if (scaleX == 0) 250 if (scaleX == 0)
251 scaleX = 1.0f; 251 scaleX = 1.0f;
252 scaleX = 1.0f / scaleX; 252 scaleX = 1.0f / scaleX;
253 float scaleY = m_parentScene.RegionInfo.RegionSizeY / Constants.RegionSize; 253 float scaleY = (float)m_parentScene.RegionInfo.RegionSizeY / (float)Constants.RegionSize;
254 if (scaleY == 0) 254 if (scaleY == 0)
255 scaleY = 1.0f; 255 scaleY = 1.0f;
256 scaleY = 1.0f / scaleY; 256 scaleY = 1.0f / scaleY;