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if at load all pbt terrain id are zero reset all to non pbr ids (so on version update they look the same automaticly)
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@@ -263,28 +263,28 @@ namespace OpenSim.Framework
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public UUID TerrainPBR1
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{
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get { return m_TerrainPBR1; }
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set { m_TerrainPBR1 = value.IsZero() ? DEFAULT_TERRAIN_PBR_1 : value; }
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set { m_TerrainPBR1 = value;}
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}
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private UUID m_TerrainPBR2 = UUID.Zero;
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public UUID TerrainPBR2
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{
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get { return m_TerrainPBR2; }
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set { m_TerrainPBR2 = value.IsZero() ? DEFAULT_TERRAIN_PBR_2 : value; }
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set { m_TerrainPBR2 = value; }
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}
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private UUID m_TerrainPBR3 = UUID.Zero;
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public UUID TerrainPBR3
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{
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get { return m_TerrainPBR3; }
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set { m_TerrainPBR3 = value.IsZero() ? DEFAULT_TERRAIN_PBR_3 : value; }
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set { m_TerrainPBR3 = value; }
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}
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private UUID m_TerrainPBR4 = UUID.Zero;
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public UUID TerrainPBR4
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{
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get { return m_TerrainPBR4; }
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set { m_TerrainPBR4 = value.IsZero() ? DEFAULT_TERRAIN_PBR_4 : value; }
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set { m_TerrainPBR4 = value; }
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}
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@@ -856,14 +856,17 @@ namespace OpenSim.Region.Framework.Scenes
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updatedTerrainTextures = true;
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}
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if (rs.TerrainPBR1.IsZero())
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rs.TerrainPBR1 = RegionSettings.DEFAULT_TERRAIN_PBR_1;
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if (rs.TerrainPBR2.IsZero())
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rs.TerrainPBR2 = RegionSettings.DEFAULT_TERRAIN_PBR_2;
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if (rs.TerrainPBR3.IsZero())
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rs.TerrainPBR3 = RegionSettings.DEFAULT_TERRAIN_PBR_3;
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if (rs.TerrainPBR4.IsZero())
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rs.TerrainPBR4 = RegionSettings.DEFAULT_TERRAIN_PBR_4;
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if (rs.TerrainPBR1.IsZero() &&
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rs.TerrainPBR2.IsZero() &&
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rs.TerrainPBR3.IsZero() &&
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rs.TerrainPBR4.IsZero())
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{
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rs.TerrainPBR1 = rs.TerrainTexture1;
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rs.TerrainPBR2 = rs.TerrainTexture2;
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rs.TerrainPBR3 = rs.TerrainTexture3;
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rs.TerrainPBR4 = rs.TerrainTexture4;
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updatedTerrainTextures = true;
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}
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if (updatedTerrainTextures)
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rs.Save();
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