* Added time dilation property to Scene
* Default Terrain algorithm now produces something slightly less mountainous. * Fixed lolcatafrisby
parent
b82b8b8f4f
commit
4e01aa4879
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@ -100,6 +100,8 @@ namespace OpenSim.Region.Environment.Scenes
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protected float m_timespan = 0.1f;
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protected float m_timespan = 0.1f;
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protected DateTime m_lastupdate = DateTime.Now;
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protected DateTime m_lastupdate = DateTime.Now;
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protected float m_timedilation = 1.0f;
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private int m_update_physics = 1;
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private int m_update_physics = 1;
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private int m_update_entitymovement = 1;
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private int m_update_entitymovement = 1;
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private int m_update_entities = 1;
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private int m_update_entities = 1;
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@ -307,6 +309,8 @@ namespace OpenSim.Region.Environment.Scenes
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finally
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finally
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{
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{
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updateLock.ReleaseMutex();
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updateLock.ReleaseMutex();
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m_timedilation = m_timespan / (float)SinceLastFrame.TotalSeconds;
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m_lastupdate = DateTime.Now;
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m_lastupdate = DateTime.Now;
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}
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}
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}
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}
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@ -1128,6 +1128,10 @@ namespace OpenSim.Region.Terrain
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heightmap.HillsSpheres(200, 20, 40, true, true, false);
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heightmap.HillsSpheres(200, 20, 40, true, true, false);
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heightmap.Normalise();
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heightmap.Normalise();
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heightmap *= 60.0; // Raise to 60m
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heightmap *= 60.0; // Raise to 60m
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heightmap.Clip(0.0, 25.0);
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heightmap.Pertubation(2.5);
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heightmap.Smooth(35.0);
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heightmap.Normalise(0.0, 21.0);
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}
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}
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tainted++;
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tainted++;
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@ -328,4 +328,11 @@
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<Key Name="inventoryType" Value="0" />
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<Key Name="inventoryType" Value="0" />
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<Key Name="fileName" Value="wood1.jp2" />
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<Key Name="fileName" Value="wood1.jp2" />
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</Section>
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</Section>
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<Section Name="LOLCAT">
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<Key Name="assetID" Value="13371337-1337-1337-1337-133713371337" />
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<Key Name="name" Value="lolcat in ur assets" />
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<Key Name="assetType" Value="0" />
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<Key Name="inventoryType" Value="0" />
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<Key Name="fileName" Value="peaches.jp2" />
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</Section>
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</Nini>
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</Nini>
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