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Send multiple terrain patches per terrain update packet if terrain
draw distance optimization is enabled. Makes terrain editting a lot snappier.
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@@ -119,6 +119,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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xPieces[0] = patchX; // patch X dimension
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yPieces[0] = patchY;
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return CreateLandPacket(terrData, xPieces, yPieces);
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}
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public static LayerDataPacket CreateLandPacket(TerrainData terrData, int[] xPieces, int[] yPieces)
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{
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byte landPacketType = (byte)TerrainPatch.LayerType.Land;
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if (terrData.SizeX > Constants.RegionSize || terrData.SizeY > Constants.RegionSize)
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{
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@@ -148,8 +153,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// Array of indexes in the grid of patches.
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/// </param>
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/// <param name="type"></param>
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/// <param name="pRegionSizeX"></param>
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/// <param name="pRegionSizeY"></param>
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/// <returns></returns>
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public static LayerDataPacket CreateLandPacket(TerrainData terrData, int[] x, int[] y, byte type)
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{
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