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path: root/OpenSim/Region/Framework/Scenes/TerrainChannel.cs (follow)
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* remove terraindata abstraction layer, since we only have heightmap typeUbitUmarov2019-01-211-7/+7
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* remove those xml things no longer needed on .net >4.5.2UbitUmarov2018-01-171-4/+0
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* give up on a property that old monos do compile, but then smore ok execUbitUmarov2018-01-091-1/+1
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* fall back to a obsolete property since several monos in use (include our ↵UbitUmarov2018-01-081-1/+1
| | | | own) do not suporte the proper .net4.0 one
* a few more xml thingsUbitUmarov2018-01-051-7/+9
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* Massive tab and trailing space cleanupMelanie Thielker2017-01-051-2/+2
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* remove terrain height clamping left over the ushort format testingUbitUmarov2015-11-271-5/+1
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* Changes to TerrainChannel/ITerrainChannel to support importing OARs with ↵Jak Daniels2015-11-221-0/+142
| | | | | | different Region sizes to the destination region. Signed-off-by: UbitUmarov <ajlduarte@sapo.pt>
* seems to compile ( tests comented out)UbitUmarov2015-09-021-32/+0
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* bad merge?UbitUmarov2015-09-011-1/+43
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| * change terrain internal representation to float. ushort work with legalUbitUmarov2015-08-251-2/+2
| | | | | | | | | | sl terrain, but may break existent terrain and that may cost a lot more than the cost of memory
| * terrain stored as ushorts with gzip compressionUbitUmarov2015-08-251-1/+5
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| * change internal representation of terrain from int to ushort. This willUbitUmarov2015-08-241-2/+2
| | | | | | | | | | suporte height from 0 to 655.53m that includes SL limits ( still need to add code to trap eventual negative values from dbs or user input)
| * remove the noise part on the PinHeadIsland. why to want something thatUbitUmarov2015-08-211-1/+2
| | | | | | | | does not compress well on island?
| * minor changeUbitUmarov2015-08-191-7/+11
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| * varregion: refactor use of 'double heightmap[,]' into references to new ↵Robert Adams2015-03-271-106/+246
| | | | | | | | | | | | class TerrainData and push the implementation from Scene into the database readers and writers.
| * Guard against trying to access terrain heights out of bounds. Clamp to sim.Melanie2013-05-111-1/+9
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* | Fix issue where terrain height values > 327 caused chaotic spiked terrain.Justin Clark-Casey (justincc)2014-04-251-2/+2
| | | | | | | | | | | | | | | | | | | | | | Per http://wiki.secondlife.com/wiki/Tips_for_Creating_Heightfields_and_Details_on_Terrain_RAW_Files#Notes_for_Creating_Height_Field_Maps_for_Second_Life terrain heights up to 508 are possible on the LL grid (and were available on previous releases of OpenSimulator). The obvious way to allow both this and equivalent -z values, is to rewiden the internal terrain height storage from short to int. The memory tradeoff is most noticeable on the maximum 8192x8192 var region (equiv to 1024 normal regions), where it adds 128mb to resident use (128k on a normal region) This is still better than the double used in previous releases. This does not affect physics or data storage since they already use float and double respectively. This may not be the final solution if we actually want to sacrifice -z, >327 or something else. Relates to http://opensimulator.org/mantis/view.php?id=7076
* | Change terrain update sending to be triggered by frame tick ratherRobert Adams2014-03-101-11/+1
| | | | | | | | | | | | | | | | | | than everytime terrain is changed. The TerrainModule now hooks the frame event and, if terrain has changed, sends terrain updates to the clients. This polling pattern replaces the previous push on change pattern and will make it easier to do per client throttling and per scene presence terrain update ordering.
* | Fix raw32 terrain heightmap reader so it estimates terrain size fromRobert Adams2014-02-031-0/+4
| | | | | | | | | | | | the size of the input stream. This is required since the raw heightmap format (.r32) does not contain any size information. The estimation relies on terrain being square.
* | Implement terrain merging in TerrainChannel.Robert Adams2014-02-021-0/+72
| | | | | | | | | | | | Modify archiver to use terrain merging when loading oars. This makes displacement AND rotation properly work on terrain when loading oars. Especially useful when loading legacy region oars into large varregions.
* | varregion: add ITerrainChannel.GetHeightAtXYZ() for eventual mesh terrain.Robert Adams2013-11-281-1/+13
| | | | | | | | | | Implementation of same in TerrainChannel.cs. Check for bounds in TerrainChannel[x,y] to prevent array access exceptions.
* | varregion: elimination of Constants.RegionSize from all over OpenSimulator.Robert Adams2013-11-081-1/+1
| | | | | | | | | | | | | | Routines in Util to compute region world coordinates from region coordinates as well as the conversion to and from region handles. These routines have replaced a lot of math scattered throughout the simulator. Should be no functional changes.
* | varregion: push TerrainData implementation up and down the database storage ↵Robert Adams2013-11-011-6/+21
| | | | | | | | | | | | | | stack. Implement both LoadTerrain and StoreTerrain for all DBs. Move all database blob serialization/deserialization into TerrainData.
* | varregion: fix problem of X/Y dimensions swapped and incorrect terrainRobert Adams2013-10-311-9/+11
| | | | | | | | | | compression base computation. Complete replacement of float[] for terrain heightmap with TerrainData instance.
* | varregion: move the compressed heighmap compression factor fromRobert Adams2013-10-161-18/+6
| | | | | | | | | | Constants into TerrainData. Save compression factor with the terrain blob in the database.
* | varregion: plug in TerrainData class and modify TerrainModule and ↵Robert Adams2013-10-071-89/+56
| | | | | | | | LLClientView to use same. This passes a terrain info class around rather than passing a one dimensional array thus allowing variable regions. Update the database storage for variable region sizes. This should be downward compatible (same format for 256x256 regions).
* | varregion: serious rework of TerrainChannel:Robert Adams2013-09-281-91/+189
|/ | | | | | | | | -- addition of varaible region size in X and Y -- internal storage of heightmap changed from double[] to short[] -- helper routines for handling internal structure while keeping existing API -- to and from XML that adds region size information (for downward compatibility, output in the legacy XML format if X and Y are 256) Updated and commented Constants.RegionSize but didn't change the name for compatibility.
* Terrain: added [Terrain] section with an option to load an initial flat ↵Diva Canto2012-03-161-16/+44
| | | | terrain. Default is still pinhead island. I much rather have a flat land in the beginning.
* * Creates Util.UTF8 and switches some references of Encoding.UTF8 to ↵John Hurliman2009-10-021-1/+1
| | | | | | Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework) * Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+242
OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!