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BulletSim: non-functional changes to debugging statements and formatting.
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@@ -951,8 +951,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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if (allowed)
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{
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StoreUndoState();
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m_floodeffects[(StandardTerrainEffects) action].FloodEffect(
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m_channel, fillArea, size);
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m_floodeffects[(StandardTerrainEffects) action].FloodEffect(m_channel, fillArea, size);
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//revert changes outside estate limits
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if (!god)
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@@ -1,4 +1,4 @@
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/*
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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@@ -136,7 +136,7 @@ public sealed class BSTerrainManager : IDisposable
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{
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DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName);
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// The ground plane is here to catch things that are trying to drop to negative infinity
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BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin);
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BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin);
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Vector3 groundPlaneAltitude = new Vector3(0f, 0f, BSParam.TerrainGroundPlane);
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m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape,
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BSScene.GROUNDPLANE_ID, groundPlaneAltitude, Quaternion.Identity);
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@@ -240,9 +240,6 @@ public sealed class BSTerrainManager : IDisposable
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// Called during taint-time.
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private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
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{
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DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}",
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BSScene.DetailLogZero, id, minCoords, maxCoords);
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// Find high and low points of passed heightmap.
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// The min and max passed in is usually the area objects can be in (maximum
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// object height, for instance). The terrain wants the bounding box for the
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@@ -262,6 +259,9 @@ public sealed class BSTerrainManager : IDisposable
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minCoords.Z = minZ;
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maxCoords.Z = maxZ;
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DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}",
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BSScene.DetailLogZero, id, minCoords, maxCoords);
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Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);
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lock (m_terrains)
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@@ -270,7 +270,7 @@ public sealed class BSTerrainManager : IDisposable
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if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
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{
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// There is already a terrain in this spot. Free the old and build the new.
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DetailLog("{0},BSTErrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
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DetailLog("{0},BSTerrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
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BSScene.DetailLogZero, id, terrainRegionBase, minCoords, maxCoords);
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// Remove old terrain from the collection
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