terraforming changes: make sliders work, remove some brushs, etc. Feedback needed (run prebuild)

This commit is contained in:
UbitUmarov
2019-11-09 23:59:19 +00:00
parent 4b5a3308ad
commit 53339d2970
30 changed files with 160 additions and 1184 deletions

View File

@@ -5153,7 +5153,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int count = 0;
EntityUpdate eu;
for(int indx = 0; indx < objectUpdates.Count;++indx)
for(int indx = 0; indx < objectUpdates.Count; ++indx)
{
eu = objectUpdates[indx];
lastpos = zc.Position;
@@ -8971,34 +8971,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private bool HandlerModifyLand(IClientAPI sender, Packet Pack)
{
if (OnModifyTerrain == null)
return true;
ModifyLandPacket modify = (ModifyLandPacket)Pack;
#region Packet Session and User Check
if (modify.AgentData.SessionID != SessionId ||
modify.AgentData.AgentID != AgentId)
if (modify.ParcelData.Length == 0)
return true;
#region Packet Session and User Check
if (modify.AgentData.SessionID != SessionId || modify.AgentData.AgentID != AgentId)
return true;
#endregion
//m_log.Info("[LAND]: LAND:" + modify.ToString());
if (modify.ParcelData.Length > 0)
for (int i = 0; i < modify.ParcelData.Length; i++)
{
// Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore,
// a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit.
if (OnModifyTerrain != null)
{
for (int i = 0; i < modify.ParcelData.Length; i++)
{
ModifyTerrain handlerModifyTerrain = OnModifyTerrain;
if (handlerModifyTerrain != null)
{
handlerModifyTerrain(AgentId, modify.ModifyBlock.Height, modify.ModifyBlock.Seconds,
modify.ModifyBlock.BrushSize,
modify.ModifyBlock.Action, modify.ParcelData[i].North,
modify.ParcelData[i].West, modify.ParcelData[i].South,
modify.ParcelData[i].East, AgentId);
}
}
}
OnModifyTerrain?.Invoke(AgentId, modify.ModifyBlock.Height, modify.ModifyBlock.Seconds,
modify.ModifyBlockExtended[i].BrushSize, modify.ModifyBlock.Action,
modify.ParcelData[i].North, modify.ParcelData[i].West,
modify.ParcelData[i].South, modify.ParcelData[i].East);
}
return true;