| Commit message (Collapse) | Author | Age | Files | Lines |
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* Enabled new TerrainModule. (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
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reenable)
* *Much* faster terraforming (woot!)
* New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example)
* New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times.
* New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in.
* Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
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Below is a patch for the smooth tool.
I factored out the essential computations and placed it in a
channel method to work similar to raise and lower.
It now performs about the same rate as raise and lower.
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remove unnecessary terrain stores at region startup
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all TerrainEngine.LoadFromFileX(string filename) methods don't set the dirty bits in heightmap.diff[,] in contrast to the TerrainEngine.LoadFromFileX(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY) cousins. this has the unpleasant drawback that the Scene.SendTerrainUpdate(bool) will not send layer data to the client.
the attached patch fixes all LoadFromFileX(.) methods.
Thanks!
* Also small build fix for AvatarFactoryModule
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http://opensimulator.org/mantis/bug_view_page.php?bug_id=490
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* Patch from Sophie Lee [webmage] - IBM. Thanks very much!
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for later removal/replacement.
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should be much more responsive.
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tool + amount + apply;
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better.
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elevated with positive or negative values
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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* Added osTerrainGetHeight(int x, int y) to LSL commands
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modifications
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* SelectAABB + Radio Button Action + 'brush size' + Apply works now.
* There's something wrong with the byte for brush size that causes it to be unpredictable sometimes causing massive spikes. This appears to have always been this way, however it's more noticeable now that you can apply the effect to a selection of terrain.
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notice of doom
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was upside down.
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* Shortened type references
* Removed redundant 'this' qualifier
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* Attempted fix for lag/pause when doing lots of updates.
* Some naming fixes to libTerrain.
* Refactored terrain bitmap generation into a common call for both world map and export.
General:
* Switched some calls to Console.WriteLine to use MainLog.Warn/Verbose/Notice.
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* Default Terrain algorithm now produces something slightly less mountainous.
* Fixed lolcat
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Added preliminary IRegionModule interface.
Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way.
Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule.
Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular.
Stopped Child agents showing up as part of the "show users" command.
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terrain commands on a specific sim.
* Made arguments for terrain save grdmap optional. Uses defaultstripe if no argument specified.
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somehow they had got out of sync with the terrain.
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One last try at getting the X and Y all set straight.
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One last array with X and Y flipped. Terrain load-tile should be working now.
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This time I think I have BOTH terrain rotation AND terraforming working. Could those of you with large terrain maps please test this thoroughly?
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Backing out previous change to GetHeights1D. Terrain should now load with the correct rotation, but terraforming is now broken again.
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Fix for terraforming: now works across the region, not just when x=y! Wahoo!
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* RAW/HiRAW export modes now work again
* Filename variables (such as %x%) now work correctly when loading or saving multiple tiles.
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* Added "terrain smooth" command
* Added "terrain clip" command
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heightmap.
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to allow loading of single terrain files for multiple regions.
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* Fix for issue #237 - Sim startup cannot read a terrain file (Reported by CutterRubio)
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specific height value.
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