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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.
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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.
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* 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
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* 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.
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