clamp all draw distance changes within region limits

avinationmerge
UbitUmarov 2015-09-30 05:57:02 +01:00
parent feb78b2910
commit 5b7a3c703d
1 changed files with 14 additions and 8 deletions

View File

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