make terrain undo non op, it is broken and can't be global but per agent
parent
d1b4e0dd6a
commit
195dd054de
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@ -90,7 +90,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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private ITerrainChannel m_baked;
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private Scene m_scene;
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private volatile bool m_tainted;
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private readonly Stack<LandUndoState> m_undo = new Stack<LandUndoState>(5);
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private String m_InitialTerrain = "pinhead-island";
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@ -923,15 +922,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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private void client_OnLandUndo(IClientAPI client)
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{
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lock (m_undo)
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{
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if (m_undo.Count > 0)
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{
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LandUndoState goback = m_undo.Pop();
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if (goback != null)
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goback.PlaybackState();
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}
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}
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}
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/// <summary>
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@ -1137,10 +1128,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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int zx = (int) (west + 0.5);
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int zy = (int) (north + 0.5);
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int dx;
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int dx,dy;
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for (dx=-n; dx<=n; dx++)
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{
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int dy;
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for (dy=-n; dy<=n; dy++)
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{
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int x = zx + dx;
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@ -1236,21 +1226,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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private void StoreUndoState()
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{
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lock (m_undo)
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{
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if (m_undo.Count > 0)
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{
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LandUndoState last = m_undo.Peek();
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if (last != null)
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{
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if (last.Compare(m_channel))
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return;
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}
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}
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LandUndoState nUndo = new LandUndoState(this, m_channel);
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m_undo.Push(nUndo);
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}
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}
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#region Console Commands
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