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authormingchen2007-06-08 03:54:03 +0000
committermingchen2007-06-08 03:54:03 +0000
commit269ff893df525ad5ea8ad8fbe2528f7045dec8d9 (patch)
tree6b3957c356c76a59b360bf938ddea9c64932a26e /Common/OpenSim.Framework/Types/EstateSettings.cs
parent*Added basic support for EstateOwnerMessage (diff)
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*Added Estate Tools for terrain texturing, terrain texturing heights per corner, water height, region flags, etc basic settings
*Parcel now sends ParcelProperties when the owner changes information as soon as the information is changed
Diffstat (limited to 'Common/OpenSim.Framework/Types/EstateSettings.cs')
-rw-r--r--Common/OpenSim.Framework/Types/EstateSettings.cs23
1 files changed, 11 insertions, 12 deletions
diff --git a/Common/OpenSim.Framework/Types/EstateSettings.cs b/Common/OpenSim.Framework/Types/EstateSettings.cs
index b34a1ac..baa3eef 100644
--- a/Common/OpenSim.Framework/Types/EstateSettings.cs
+++ b/Common/OpenSim.Framework/Types/EstateSettings.cs
@@ -46,15 +46,14 @@ namespace OpenSim.Framework.Types
46 46
47 public int redirectGridX = 0; //?? 47 public int redirectGridX = 0; //??
48 public int redirectGridY = 0; //?? 48 public int redirectGridY = 0; //??
49 public uint regionFlags = 0; //?? 49 public libsecondlife.Simulator.RegionFlags regionFlags = libsecondlife.Simulator.RegionFlags.None; //Booleam values of various region settings
50 50 public libsecondlife.Simulator.SimAccess simAccess = libsecondlife.Simulator.SimAccess.Mature; //Is sim PG, Mature, etc? Mature by default.
51 public byte simAccess = 0; //??
52 public float sunHour = 0; 51 public float sunHour = 0;
53 52
54 public float terrainRaiseLimit = 0; 53 public float terrainRaiseLimit = 0;
55 public float terrainLowerLimit = 0; 54 public float terrainLowerLimit = 0;
56 55
57 public bool useEstateSun = false; 56 public bool useFixedSun = false;
58 public int pricePerMeter = 1; 57 public int pricePerMeter = 1;
59 58
60 public ushort regionWaterHeight = 20; 59 public ushort regionWaterHeight = 20;
@@ -74,18 +73,18 @@ namespace OpenSim.Framework.Types
74 public LLUUID terrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000"); 73 public LLUUID terrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
75 74
76 // First quad - each point is bilinearly interpolated at each meter of terrain 75 // First quad - each point is bilinearly interpolated at each meter of terrain
77 public float terrainStartHeightNW = 10.0f; // NW Corner ( I think ) 76 public float terrainStartHeight0 = 10.0f;
78 public float terrainStartHeightNE = 10.0f; // NE Corner ( I think ) 77 public float terrainStartHeight1 = 10.0f;
79 public float terrainStartHeightSW = 10.0f; // SW Corner ( I think ) 78 public float terrainStartHeight2 = 10.0f;
80 public float terrainStartHeightSE = 10.0f; // SE Corner ( I think ) 79 public float terrainStartHeight3 = 10.0f;
81 80
82 // Second quad - also bilinearly interpolated. 81 // Second quad - also bilinearly interpolated.
83 // Terrain texturing is done that: 82 // Terrain texturing is done that:
84 // 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y] 83 // 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y]
85 public float terrainHeightRangeNW = 60.0f; //00 84 public float terrainHeightRange0 = 60.0f; //00
86 public float terrainHeightRangeNE = 60.0f; //01 85 public float terrainHeightRange1 = 60.0f; //01
87 public float terrainHeightRangeSW = 60.0f; //10 86 public float terrainHeightRange2 = 60.0f; //10
88 public float terrainHeightRangeSE = 60.0f; //11 87 public float terrainHeightRange3 = 60.0f; //11
89 88
90 // Terrain Default (Must be in F32 Format!) 89 // Terrain Default (Must be in F32 Format!)
91 public string terrainFile = "default.r32"; 90 public string terrainFile = "default.r32";