* Added time dilation property to Scene

* Default Terrain algorithm now produces something slightly less mountainous.
* Fixed lolcat
afrisby
Adam Frisby 2007-09-24 16:39:26 +00:00
parent b82b8b8f4f
commit 4e01aa4879
3 changed files with 15 additions and 0 deletions

View File

@ -100,6 +100,8 @@ namespace OpenSim.Region.Environment.Scenes
protected float m_timespan = 0.1f; protected float m_timespan = 0.1f;
protected DateTime m_lastupdate = DateTime.Now; protected DateTime m_lastupdate = DateTime.Now;
protected float m_timedilation = 1.0f;
private int m_update_physics = 1; private int m_update_physics = 1;
private int m_update_entitymovement = 1; private int m_update_entitymovement = 1;
private int m_update_entities = 1; private int m_update_entities = 1;
@ -307,6 +309,8 @@ namespace OpenSim.Region.Environment.Scenes
finally finally
{ {
updateLock.ReleaseMutex(); updateLock.ReleaseMutex();
m_timedilation = m_timespan / (float)SinceLastFrame.TotalSeconds;
m_lastupdate = DateTime.Now; m_lastupdate = DateTime.Now;
} }
} }

View File

@ -1128,6 +1128,10 @@ namespace OpenSim.Region.Terrain
heightmap.HillsSpheres(200, 20, 40, true, true, false); heightmap.HillsSpheres(200, 20, 40, true, true, false);
heightmap.Normalise(); heightmap.Normalise();
heightmap *= 60.0; // Raise to 60m heightmap *= 60.0; // Raise to 60m
heightmap.Clip(0.0, 25.0);
heightmap.Pertubation(2.5);
heightmap.Smooth(35.0);
heightmap.Normalise(0.0, 21.0);
} }
tainted++; tainted++;

View File

@ -328,4 +328,11 @@
<Key Name="inventoryType" Value="0" /> <Key Name="inventoryType" Value="0" />
<Key Name="fileName" Value="wood1.jp2" /> <Key Name="fileName" Value="wood1.jp2" />
</Section> </Section>
<Section Name="LOLCAT">
<Key Name="assetID" Value="13371337-1337-1337-1337-133713371337" />
<Key Name="name" Value="lolcat in ur assets" />
<Key Name="assetType" Value="0" />
<Key Name="inventoryType" Value="0" />
<Key Name="fileName" Value="peaches.jp2" />
</Section>
</Nini> </Nini>