| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
|
| |
Implementation of llModifyLand() and There is a bug on
permission-check of land-terraforming: x an y-coordinates
are interchanged on function-call ExternalChecksCanTerraformLand.
Correct: x is west, and y is north. 2) Missing check of
"Other allow to terraform-flag" (Parcel.ParcelFlags.AllowTerraform)
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
New patch (terrainedit2.patch) is attached that passes unit tests (
and in fact supplies the new unit test to pass..:) The previous
failure was due to the change of the brush size to be linear instead
of exponential, and the fact that the test parameters were assuming
the exponentional brush size.
This patch also removes dependency on 'duration' argument for
adjustment step size. This should address the widely differing reports
of instability with terrain editing.
Note: 'doing this right' implies ultimately reading the parameters
from the ini file, which this patch does not do.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
fixes the terrain spikes, and is the result of mostly a tuning
operation on the smooth and flatten tools. I dug in and found that the
spikes apparently result from smooth's overly aggressive iteration
steps toward the average curvature, which leads to an instability that
blows up the heights. I introduced a scaling factor to dampen the
'duration' parameter which tames progress and seems to keep things
stable.
|
|
|
|
|
|
|
| |
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* By default, texture rendering is on. This may be affected by using secure assets since your region hasn't registered with the gridserver before it asks for texture assets. It might also be affected by a slow asset server, so consider this release experimental.
* Defined interface IMapTileTerrainRenderer.
* Extracted "old" shaded maptile terrain rendering into ShadedMapTileRenderer;
streamlined it a bit and added "highlight" rendering to its "shadow"
rendering.
* Added "new" terrain-texture based maptile terrain rendering
(TexturedMapTileRenderer); made TerrainUtil.InterpolatedNoise public
* Adapted MapImageModule to allow switching between those two by configuration
* Added configuration option to OpenSim.ini.example
|
| |
|
| |
|
|
|
|
| |
This may slow down terraforming when it debug mode - feedback appreciated.
|
|
|
|
|
|
|
| |
HAZARDOUS if it modifies the simulator, NON_HAZARDOUS if it does a command that doesn't modify the simulator but does a background command such as a forced backup, and STATISTICAL if it returns debug or more information.
*This is useful for implementing a protection system from unwanted script execution or for application modules needing to know what a command does.
|
|
|
|
|
|
|
|
|
|
| |
Terrain revert using the PaintBrushes appears to work OK,
however when using 'apply to selection' the RevertArea
FloodEffect calculates the revert height incorrectly
unless the strength passed in from the viewer is 1.0
Attaching a patch to correctly reset the selected area
to the heights in the revertmap.
|
|
|
|
|
|
|
| |
Patch #4 of the region settings series. Partial functionality of the new
storage system. More patches to follow.
|
|
|
|
|
|
|
|
|
| |
instead of 4 at a time
* Certain terrains which are fine went patches are sent singly cause a libsecondlife failure when patches are sent in batches
* See http://opensimulator.org/mantis/view.php?id=1662 for more details
|
| |
|
|
|
|
|
|
|
|
| |
and from files
* Should be making use of this in the next revisions
|
|
|
|
|
|
|
|
| |
useful for places that the terrain map is needed in a serialised form. Also could add console commands to save and load from files, which should be faster than .raw files (these load/save commands are not included/implemented)
Add util functions to compress and uncompress strings.
Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
|
| |
|
|
|
|
|
|
|
| |
addresses: Rotation of terrains varies between all the formats,
Raw and R32 seem to be the same, while PNG, JPG, BMP all seem
to be rotated 180 degrees different.
|
|
|
|
|
|
| |
Implements terrain bake from Region/Estate dialog and
respects estate settings during terraforming
|
|
|
|
|
|
|
|
|
| |
same instance.
* Only generates a new maptile after a refresh interval
* Maptile names have the UnixTimeSinceEpoch that they were generated and the regionUUID they're from, so you can know which ones are no longer necessary.
* Updates RegionInfo, so backup your /bin/Region/*.xml files.
|
|
|
|
|
|
| |
* Linden uses a neutral height channel of 128.0 on their multiplier. OpenSim was using a neutral of 127.0 - this has been changed to 128.0, this may cause files exported to the .RAW format to look slightly different when loaded back in - it is highly recommended to use the R32 format instead which avoids these sorts of issues.
* Made a tweak to the Terrain Plugin loading process.
|
| |
|
|
|
|
|
| |
* This is to allow other region modules to install Terrain Effects.
|
|
|
|
| |
which dramatically speeds up exports.
|
|
|
|
|
| |
Fix spelling typo (Thanks ChrisDown for pointing this out)
|
| |
|
|
|
|
| |
fixing a really dumb bug.
|
|
|
|
|
| |
* Minor tweak to Permissions/PermissionsModule.cs
|
|
|
|
|
|
|
| |
permission module to follow this.
*This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
|
| |
|
| |
|
|
|
|
|
|
|
| |
* Fixed a bug with Terragen loader where it would do bad things on a non 256x256 sized terrain. Now loads the array correctly.
* Moved MapImageModule.cs to Modules/World/WorldMap
* Changed Location.RegionHandle to use Helpers.GetUlong instead of doing it ourselves.
|
| |
|
|
|
|
|
|
|
| |
* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
|
| |
|
|
|
|
|
| |
* Written some unit tests for Terrain Module as an example.
|
| |
|
| |
|
|
|