* Readjusted strength of the terrain brushes from seconds / 100.0 to seconds / 5.0. (5 seconds = raise one brush radius)
parent
fea3c20576
commit
5524b96b10
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@ -54,32 +54,32 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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case 0:
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case 0:
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// flatten terrain
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// flatten terrain
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Terrain.flatten(north, west, size, (double)seconds / 100.0);
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Terrain.flatten(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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break;
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case 1:
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case 1:
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// raise terrain
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// raise terrain
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Terrain.raise(north, west, size, (double)seconds / 100.0);
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Terrain.raise(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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break;
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case 2:
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case 2:
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//lower terrain
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//lower terrain
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Terrain.lower(north, west, size, (double)seconds / 100.0);
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Terrain.lower(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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break;
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case 3:
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case 3:
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// smooth terrain
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// smooth terrain
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Terrain.smooth(north, west, size, (double)seconds / 100.0);
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Terrain.smooth(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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break;
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case 4:
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case 4:
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// noise
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// noise
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Terrain.noise(north, west, size, (double)seconds / 100.0);
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Terrain.noise(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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break;
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case 5:
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case 5:
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// revert
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// revert
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Terrain.revert(north, west, size, (double)seconds / 100.0);
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Terrain.revert(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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break;
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@ -56,7 +56,7 @@ namespace OpenSim.Region.Scripting.Examples
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string desc = prim.Description;
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string desc = prim.Description;
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string name = prim.Name;
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string name = prim.Name;
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LLVector3 pos = prim.Pos;
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LLVector3 pos = prim.Pos;
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LLVector3 rot = new LLVector3();
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LLQuaternion rot = new LLQuaternion(prim.Rotation.x, prim.Rotation.y, prim.Rotation.z, prim.Rotation.w);
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LLVector3 scale = prim.Scale;
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LLVector3 scale = prim.Scale;
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LLVector3 rootPos = prim.WorldPos;
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LLVector3 rootPos = prim.WorldPos;
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