* Readjusted strength of the terrain brushes from seconds / 100.0 to seconds / 5.0. (5 seconds = raise one brush radius)
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				|  | @ -54,32 +54,32 @@ namespace OpenSim.Region.Environment.Scenes | ||||||
|             { |             { | ||||||
|                 case 0: |                 case 0: | ||||||
|                     // flatten terrain |                     // flatten terrain | ||||||
|                     Terrain.flatten(north, west, size, (double)seconds / 100.0); |                     Terrain.flatten(north, west, size, (double)seconds / 5.0); | ||||||
|                     RegenerateTerrain(true, (int)north, (int)west); |                     RegenerateTerrain(true, (int)north, (int)west); | ||||||
|                     break; |                     break; | ||||||
|                 case 1: |                 case 1: | ||||||
|                     // raise terrain |                     // raise terrain | ||||||
|                     Terrain.raise(north, west, size, (double)seconds / 100.0); |                     Terrain.raise(north, west, size, (double)seconds / 5.0); | ||||||
|                     RegenerateTerrain(true, (int)north, (int)west); |                     RegenerateTerrain(true, (int)north, (int)west); | ||||||
|                     break; |                     break; | ||||||
|                 case 2: |                 case 2: | ||||||
|                     //lower terrain |                     //lower terrain | ||||||
|                     Terrain.lower(north, west, size, (double)seconds / 100.0); |                     Terrain.lower(north, west, size, (double)seconds / 5.0); | ||||||
|                     RegenerateTerrain(true, (int)north, (int)west); |                     RegenerateTerrain(true, (int)north, (int)west); | ||||||
|                     break; |                     break; | ||||||
|                 case 3: |                 case 3: | ||||||
|                     // smooth terrain |                     // smooth terrain | ||||||
|                     Terrain.smooth(north, west, size, (double)seconds / 100.0); |                     Terrain.smooth(north, west, size, (double)seconds / 5.0); | ||||||
|                     RegenerateTerrain(true, (int)north, (int)west); |                     RegenerateTerrain(true, (int)north, (int)west); | ||||||
|                     break; |                     break; | ||||||
|                 case 4: |                 case 4: | ||||||
|                     // noise |                     // noise | ||||||
|                     Terrain.noise(north, west, size, (double)seconds / 100.0); |                     Terrain.noise(north, west, size, (double)seconds / 5.0); | ||||||
|                     RegenerateTerrain(true, (int)north, (int)west); |                     RegenerateTerrain(true, (int)north, (int)west); | ||||||
|                     break; |                     break; | ||||||
|                 case 5: |                 case 5: | ||||||
|                     // revert |                     // revert | ||||||
|                     Terrain.revert(north, west, size, (double)seconds / 100.0); |                     Terrain.revert(north, west, size, (double)seconds / 5.0); | ||||||
|                     RegenerateTerrain(true, (int)north, (int)west); |                     RegenerateTerrain(true, (int)north, (int)west); | ||||||
|                     break; |                     break; | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
|  | @ -56,7 +56,7 @@ namespace OpenSim.Region.Scripting.Examples | ||||||
|             string desc = prim.Description; |             string desc = prim.Description; | ||||||
|             string name = prim.Name; |             string name = prim.Name; | ||||||
|             LLVector3 pos = prim.Pos; |             LLVector3 pos = prim.Pos; | ||||||
|             LLVector3 rot = new LLVector3(); |             LLQuaternion rot = new LLQuaternion(prim.Rotation.x, prim.Rotation.y, prim.Rotation.z, prim.Rotation.w); | ||||||
|             LLVector3 scale = prim.Scale; |             LLVector3 scale = prim.Scale; | ||||||
|             LLVector3 rootPos = prim.WorldPos; |             LLVector3 rootPos = prim.WorldPos; | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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	 Adam Frisby
						Adam Frisby