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Major ass changes to terrain (now uses libTerrain-BSD!) and all-round improvements to code quality. Terrain saving/loading may work now (running through setHeights1D and getHeights1D before DB4o) **WARNING: UNTESTED**
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@@ -44,7 +44,7 @@ namespace OpenSim.world
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
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ControllingClient = TheClient;
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localid = 8880000 + (this.m_world._localNumber++);
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Pos = new LLVector3(100.0f, 100.0f, m_world.Terrain.map[(int)Pos.X, (int)Pos.Y] + 1.0f);
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Pos = new LLVector3(100.0f, 100.0f, m_world.Terrain[(int)Pos.X, (int)Pos.Y] + 1.0f);
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visualParams = new byte[218];
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for (int i = 0; i < 218; i++)
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{
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@@ -332,7 +332,7 @@ namespace OpenSim.world
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public override void LandRenegerated()
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{
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Pos = new LLVector3(100.0f, 100.0f, m_world.Terrain.map[(int)Pos.X, (int)Pos.Y] + 50.0f);
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Pos = new LLVector3(100.0f, 100.0f, m_world.Terrain[(int)Pos.X, (int)Pos.Y] + 50.0f);
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}
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}
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@@ -198,7 +198,7 @@ namespace OpenSim.world
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{
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this.phyScene.SetTerrain(Terrain.getHeights1D());
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}
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this.localStorage.SaveMap(this.Terrain.map);
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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foreach (SimClient client in m_clientThreads.Values)
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{
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@@ -213,12 +213,12 @@ namespace OpenSim.world
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public void RegenerateTerrain(float[,] newMap)
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{
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this.Terrain.map = newMap;
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this.Terrain.setHeights2D(newMap);
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lock (this.LockPhysicsEngine)
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{
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this.phyScene.SetTerrain(this.Terrain.getHeights1D());
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}
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this.localStorage.SaveMap(this.Terrain.map);
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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foreach (SimClient client in m_clientThreads.Values)
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{
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@@ -239,7 +239,7 @@ namespace OpenSim.world
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{
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this.phyScene.SetTerrain(this.Terrain.getHeights1D());
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}
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this.localStorage.SaveMap(this.Terrain.map);
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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foreach (SimClient client in m_clientThreads.Values)
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{
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@@ -252,7 +252,7 @@ namespace OpenSim.world
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public void LoadWorldMap()
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{
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float[,] map = this.localStorage.LoadWorld();
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float[] map = this.localStorage.LoadWorld();
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if (map == null)
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{
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this.Terrain.hills();
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@@ -260,7 +260,7 @@ namespace OpenSim.world
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}
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else
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{
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this.Terrain.map = map;
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this.Terrain.setHeights1D(map);
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}
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}
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