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BulletSim: reduce the terrain collison margin to be the same as other
objects in the world. This was originally changed in an attempt to make vehicles work better but the effect was not that large and it causes avatars to float above the terrain.
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@@ -1251,6 +1251,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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try
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{
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/* test code using the terrain compressor in libOpenMetaverse
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int[] patchInd = new int[1];
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patchInd[0] = px + (py * Constants.TerrainPatchSize);
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LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(terrData.GetFloatsSerialized(), patchInd);
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*/
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LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
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// When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
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@@ -1322,6 +1327,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_scene.RegionInfo.RegionSizeX > Constants.RegionSize || m_scene.RegionInfo.RegionSizeY > Constants.RegionSize)
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layerType = (byte)TerrainPatch.LayerType.WindExtended;
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// LayerDataPacket layerpack = TerrainCompressor.CreateLayerDataPacket(patches, (TerrainPatch.LayerType)layerType);
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LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLayerDataPacket(patches, layerType,
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(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY);
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layerpack.Header.Zerocoded = true;
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@@ -1351,6 +1357,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_scene.RegionInfo.RegionSizeX > Constants.RegionSize || m_scene.RegionInfo.RegionSizeY > Constants.RegionSize)
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layerType = (byte)TerrainPatch.LayerType.CloudExtended;
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// LayerDataPacket layerpack = TerrainCompressor.CreateLayerDataPacket(patches, (TerrainPatch.LayerType)layerType);
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LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLayerDataPacket(patches, layerType,
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(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY);
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layerpack.Header.Zerocoded = true;
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