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a few more changes for hypothetical terrain PBR
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@@ -68,6 +68,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
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" that coordinate.",
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consoleSetTerrainTexture);
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m_module.Scene.AddCommand("Regions", m_module, "set terrain pbr",
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"set terrain pbr <number> <uuid> [<x>] [<y>]",
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"Sets the pbr <number> to <uuid>, if <x> or <y> are specified, it will only " +
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"set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" +
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" that coordinate.",
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consoleSetTerrainPBR);
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m_module.Scene.AddCommand("Regions", m_module, "set terrain heights",
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"set terrain heights <corner> <min> <max> [<x>] [<y>]",
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"Sets the terrain texture heights on corner #<corner> to <min>/<max>, if <x> or <y> are specified, it will only " +
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@@ -127,6 +134,44 @@ namespace OpenSim.Region.CoreModules.World.Estate
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}
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}
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}
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protected void consoleSetTerrainPBR(string module, string[] args)
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{
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string num = args[3];
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string uuid = args[4];
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int x = (args.Length > 5 ? int.Parse(args[5]) : -1);
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int y = (args.Length > 6 ? int.Parse(args[6]) : -1);
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if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x)
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{
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if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y)
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{
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int corner = int.Parse(num);
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UUID texture = UUID.Parse(uuid);
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m_log.Debug($"[ESTATEMODULE]: Setting terrain PBR asset for {m_module.Scene.RegionInfo.RegionName} to {texture}");
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switch (corner)
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{
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case 0:
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m_module.Scene.RegionInfo.RegionSettings.TerrainPBR1 = texture;
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break;
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case 1:
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m_module.Scene.RegionInfo.RegionSettings.TerrainPBR2 = texture;
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break;
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case 2:
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m_module.Scene.RegionInfo.RegionSettings.TerrainPBR3 = texture;
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break;
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case 3:
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m_module.Scene.RegionInfo.RegionSettings.TerrainPBR4 = texture;
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break;
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}
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m_module.Scene.RegionInfo.RegionSettings.Save();
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m_module.TriggerRegionInfoChange();
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m_module.sendRegionHandshakeToAll();
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}
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}
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}
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protected void consoleSetWaterHeight(string module, string[] args)
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{
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string heightstring = args[3];
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@@ -541,22 +541,45 @@ namespace OpenSim.Region.CoreModules.World.Estate
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if (texture.IsZero())
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return;
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switch (level)
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if((remoteClient.ViewerFlags & ViewerFlags.TPBR) != 0)
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{
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case 0:
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Scene.RegionInfo.RegionSettings.TerrainTexture1 = texture;
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break;
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case 1:
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Scene.RegionInfo.RegionSettings.TerrainTexture2 = texture;
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break;
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case 2:
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Scene.RegionInfo.RegionSettings.TerrainTexture3 = texture;
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break;
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case 3:
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Scene.RegionInfo.RegionSettings.TerrainTexture4 = texture;
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break;
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default:
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return;
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switch (level)
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{
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case 0:
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Scene.RegionInfo.RegionSettings.TerrainPBR1 = texture;
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break;
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case 1:
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Scene.RegionInfo.RegionSettings.TerrainPBR2 = texture;
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break;
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case 2:
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Scene.RegionInfo.RegionSettings.TerrainPBR3 = texture;
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break;
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case 3:
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Scene.RegionInfo.RegionSettings.TerrainPBR4 = texture;
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break;
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default:
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return;
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}
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}
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else
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{
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switch (level)
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{
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case 0:
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Scene.RegionInfo.RegionSettings.TerrainTexture1 = texture;
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break;
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case 1:
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Scene.RegionInfo.RegionSettings.TerrainTexture2 = texture;
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break;
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case 2:
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Scene.RegionInfo.RegionSettings.TerrainTexture3 = texture;
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break;
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case 3:
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Scene.RegionInfo.RegionSettings.TerrainTexture4 = texture;
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break;
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default:
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return;
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}
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}
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Scene.RegionInfo.RegionSettings.Save();
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