From 269ff893df525ad5ea8ad8fbe2528f7045dec8d9 Mon Sep 17 00:00:00 2001
From: mingchen
Date: Fri, 8 Jun 2007 03:54:03 +0000
Subject: *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
---
Common/OpenSim.Framework/OpenSim.Framework.csproj | 4 ++--
.../OpenSim.Framework/OpenSim.Framework.dll.build | 4 ++--
Common/OpenSim.Framework/Types/EstateSettings.cs | 23 +++++++++++-----------
3 files changed, 15 insertions(+), 16 deletions(-)
(limited to 'Common')
diff --git a/Common/OpenSim.Framework/OpenSim.Framework.csproj b/Common/OpenSim.Framework/OpenSim.Framework.csproj
index 3059daa..f481d2e 100644
--- a/Common/OpenSim.Framework/OpenSim.Framework.csproj
+++ b/Common/OpenSim.Framework/OpenSim.Framework.csproj
@@ -159,7 +159,7 @@
Code
-
+
Code
@@ -186,7 +186,7 @@
Code
-
+
Code
diff --git a/Common/OpenSim.Framework/OpenSim.Framework.dll.build b/Common/OpenSim.Framework/OpenSim.Framework.dll.build
index ae01398..7577fd1 100644
--- a/Common/OpenSim.Framework/OpenSim.Framework.dll.build
+++ b/Common/OpenSim.Framework/OpenSim.Framework.dll.build
@@ -36,7 +36,7 @@
-
+
@@ -45,7 +45,7 @@
-
+
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
public int redirectGridX = 0; //??
public int redirectGridY = 0; //??
- public uint regionFlags = 0; //??
-
- public byte simAccess = 0; //??
+ public libsecondlife.Simulator.RegionFlags regionFlags = libsecondlife.Simulator.RegionFlags.None; //Booleam values of various region settings
+ public libsecondlife.Simulator.SimAccess simAccess = libsecondlife.Simulator.SimAccess.Mature; //Is sim PG, Mature, etc? Mature by default.
public float sunHour = 0;
public float terrainRaiseLimit = 0;
public float terrainLowerLimit = 0;
- public bool useEstateSun = false;
+ public bool useFixedSun = false;
public int pricePerMeter = 1;
public ushort regionWaterHeight = 20;
@@ -74,18 +73,18 @@ namespace OpenSim.Framework.Types
public LLUUID terrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
// First quad - each point is bilinearly interpolated at each meter of terrain
- public float terrainStartHeightNW = 10.0f; // NW Corner ( I think )
- public float terrainStartHeightNE = 10.0f; // NE Corner ( I think )
- public float terrainStartHeightSW = 10.0f; // SW Corner ( I think )
- public float terrainStartHeightSE = 10.0f; // SE Corner ( I think )
+ public float terrainStartHeight0 = 10.0f;
+ public float terrainStartHeight1 = 10.0f;
+ public float terrainStartHeight2 = 10.0f;
+ public float terrainStartHeight3 = 10.0f;
// Second quad - also bilinearly interpolated.
// Terrain texturing is done that:
// 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y]
- public float terrainHeightRangeNW = 60.0f; //00
- public float terrainHeightRangeNE = 60.0f; //01
- public float terrainHeightRangeSW = 60.0f; //10
- public float terrainHeightRangeSE = 60.0f; //11
+ public float terrainHeightRange0 = 60.0f; //00
+ public float terrainHeightRange1 = 60.0f; //01
+ public float terrainHeightRange2 = 60.0f; //10
+ public float terrainHeightRange3 = 60.0f; //11
// Terrain Default (Must be in F32 Format!)
public string terrainFile = "default.r32";
--
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