* By popular demand, skipping trees from the map tile generation routine. Skipping these because we have no good representation, they just appear as blocks that obscure the rest of the map items.
parent
eda34a6d3a
commit
1fcb7c2db4
|
@ -1163,6 +1163,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
if (part == null)
|
||||
continue;
|
||||
|
||||
|
||||
// Draw if the object is at least 1 meter wide in any direction
|
||||
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
|
||||
{
|
||||
|
@ -1176,6 +1177,11 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
if (part.Shape == null)
|
||||
continue;
|
||||
|
||||
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
|
||||
continue; // eliminates trees from this since we don't really have a good tree representation
|
||||
// if you want tree blocks on the map comment the above line and uncomment the below line
|
||||
//mapdotspot = Color.PaleGreen;
|
||||
|
||||
if (part.Shape.Textures == null)
|
||||
continue;
|
||||
|
||||
|
|
Loading…
Reference in New Issue