diff --git a/OpenSim/Framework/Communications/Cache/CachedUserInfo.cs b/OpenSim/Framework/Communications/Cache/CachedUserInfo.cs
index d242cb3c2d..e1d0db3652 100644
--- a/OpenSim/Framework/Communications/Cache/CachedUserInfo.cs
+++ b/OpenSim/Framework/Communications/Cache/CachedUserInfo.cs
@@ -330,10 +330,11 @@ namespace OpenSim.Framework.Communications.Cache
///
/// Create a folder in this agent's inventory.
+ ///
///
/// If the inventory service has not yet delievered the inventory
/// for this user then the request will be queued.
- ///
+ ///
///
///
public bool CreateFolder(string folderName, UUID folderID, ushort folderType, UUID parentID)
diff --git a/OpenSim/Framework/Communications/Cache/UserProfileCacheService.cs b/OpenSim/Framework/Communications/Cache/UserProfileCacheService.cs
index 45102d8661..eb2e3a7263 100644
--- a/OpenSim/Framework/Communications/Cache/UserProfileCacheService.cs
+++ b/OpenSim/Framework/Communications/Cache/UserProfileCacheService.cs
@@ -224,11 +224,12 @@ namespace OpenSim.Framework.Communications.Cache
///
/// Handle a client request to update the inventory folder
+ ///
///
/// FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE
/// so this will work to rename an existing folder. Needless to say, to rely on this is very confusing,
/// and needs to be changed.
- ///
+ ///
///
///
///
diff --git a/OpenSim/Region/Environment/Modules/World/Terrain/FileLoaders/LLRAW.cs b/OpenSim/Region/Environment/Modules/World/Terrain/FileLoaders/LLRAW.cs
index 5f13d01ad4..88dd3a7bfd 100644
--- a/OpenSim/Region/Environment/Modules/World/Terrain/FileLoaders/LLRAW.cs
+++ b/OpenSim/Region/Environment/Modules/World/Terrain/FileLoaders/LLRAW.cs
@@ -88,23 +88,23 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.FileLoaders
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
BinaryReader bs = new BinaryReader(s);
- int currFileYOffset = 0;
+ int currFileYOffset = fileHeight - 1;
// if our region isn't on the first Y section of the areas to be landscaped, then
// advance to our section of the file
- while (currFileYOffset < offsetY)
+ while (currFileYOffset > offsetY)
{
// read a whole strip of regions
int heightsToRead = sectionHeight * (fileWidth * sectionWidth);
bs.ReadBytes(heightsToRead * 13); // because there are 13 fun channels
- currFileYOffset++;
+ currFileYOffset--;
}
// got to the Y start offset within the file of our region
// so read the file bits associated with our region
int y;
// for each Y within our Y offset
- for (y = 0; y < sectionHeight; y++)
+ for (y = sectionHeight - 1; y >= 0; y--)
{
int currFileXOffset = 0;
@@ -155,7 +155,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.FileLoaders
int x;
for (x = 0; x < retval.Width; x++)
{
- retval[x, y] = bs.ReadByte() * (bs.ReadByte() / 128.0);
+ retval[x, (retval.Height - 1) - y] = bs.ReadByte() * (bs.ReadByte() / 128.0);
bs.ReadBytes(11); // Advance the stream to next bytes.
}
}
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.FileLoaders
{
for (int x = 0; x < map.Width; x++)
{
- double t = map[x, y];
+ double t = map[x, (map.Height - 1) - y];
int index = 0;
// The lookup table is pre-sorted, so we either find an exact match or