clamp all draw distance changes within region limits
parent
feb78b2910
commit
5b7a3c703d
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@ -561,9 +561,19 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public bool UseFakeGroupTitle { get; set; }
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// Agent's Draw distance.
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public float DrawDistance { get; set; }
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private float m_drawDistance = 255f;
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public float DrawDistance
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{
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get
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{
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return m_drawDistance;
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}
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set
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{
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m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance);
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}
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}
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public bool AllowMovement { get; set; }
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@ -2174,7 +2184,7 @@ namespace OpenSim.Region.Framework.Scenes
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// changes, then start using the agent's drawdistance rather than the
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// region's draw distance.
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DrawDistance = Util.Clamp(agentData.Far, 32, m_scene.MaxDrawDistance);
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DrawDistance = agentData.Far;
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m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
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@ -2534,7 +2544,7 @@ namespace OpenSim.Region.Framework.Scenes
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// changes, then start using the agent's drawdistance rather than the
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// region's draw distance.
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DrawDistance = Util.Clamp(agentData.Far, 32, m_scene.MaxDrawDistance);
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DrawDistance = agentData.Far;
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// Check if Client has camera in 'follow cam' or 'build' mode.
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Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
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@ -4187,11 +4197,7 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 offset = new Vector3(shiftx, shifty, 0f);
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// When we get to the point of re-computing neighbors everytime this
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// changes, then start using the agent's drawdistance rather than the
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// region's draw distance.
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DrawDistance = cAgentData.Far;
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// DrawDistance = Scene.DefaultDrawDistance;
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if (cAgentData.Position != marker) // UGH!!
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m_pos = cAgentData.Position + offset;
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