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authorAdam Frisby2007-09-24 16:39:26 +0000
committerAdam Frisby2007-09-24 16:39:26 +0000
commit4e01aa4879381a6b6230ea63b52c513656a2896f (patch)
treeaf82ae54f0792381e410142d876fc23aaa5eaf30 /OpenSim
parent* Fixed an issue where it chose the smaller rather than larger of the two num... (diff)
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* Added time dilation property to Scene
* Default Terrain algorithm now produces something slightly less mountainous. * Fixed lolcat
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs4
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs4
2 files changed, 8 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index fbda669..5849519 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -100,6 +100,8 @@ namespace OpenSim.Region.Environment.Scenes
100 protected float m_timespan = 0.1f; 100 protected float m_timespan = 0.1f;
101 protected DateTime m_lastupdate = DateTime.Now; 101 protected DateTime m_lastupdate = DateTime.Now;
102 102
103 protected float m_timedilation = 1.0f;
104
103 private int m_update_physics = 1; 105 private int m_update_physics = 1;
104 private int m_update_entitymovement = 1; 106 private int m_update_entitymovement = 1;
105 private int m_update_entities = 1; 107 private int m_update_entities = 1;
@@ -307,6 +309,8 @@ namespace OpenSim.Region.Environment.Scenes
307 finally 309 finally
308 { 310 {
309 updateLock.ReleaseMutex(); 311 updateLock.ReleaseMutex();
312
313 m_timedilation = m_timespan / (float)SinceLastFrame.TotalSeconds;
310 m_lastupdate = DateTime.Now; 314 m_lastupdate = DateTime.Now;
311 } 315 }
312 } 316 }
diff --git a/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
index fe6eefb..6454bdc 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
@@ -1128,6 +1128,10 @@ namespace OpenSim.Region.Terrain
1128 heightmap.HillsSpheres(200, 20, 40, true, true, false); 1128 heightmap.HillsSpheres(200, 20, 40, true, true, false);
1129 heightmap.Normalise(); 1129 heightmap.Normalise();
1130 heightmap *= 60.0; // Raise to 60m 1130 heightmap *= 60.0; // Raise to 60m
1131 heightmap.Clip(0.0, 25.0);
1132 heightmap.Pertubation(2.5);
1133 heightmap.Smooth(35.0);
1134 heightmap.Normalise(0.0, 21.0);
1131 } 1135 }
1132 1136
1133 tainted++; 1137 tainted++;