let physics know about region water level change

LSLKeyTest
UbitUmarov 2016-08-09 22:29:11 +01:00
parent 6f5f6431a4
commit 8fb7a3543f
1 changed files with 5 additions and 1 deletions

View File

@ -572,6 +572,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
bool UseEstateSun, bool UseFixedSun, float SunHour, bool UseEstateSun, bool UseFixedSun, float SunHour,
bool UseGlobal, bool EstateFixedSun, float EstateSunHour) bool UseGlobal, bool EstateFixedSun, float EstateSunHour)
{ {
double lastwaterlevel = Scene.RegionInfo.RegionSettings.WaterHeight;
// Water Height // Water Height
Scene.RegionInfo.RegionSettings.WaterHeight = WaterHeight; Scene.RegionInfo.RegionSettings.WaterHeight = WaterHeight;
@ -584,6 +585,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
Scene.RegionInfo.RegionSettings.FixedSun = UseFixedSun; Scene.RegionInfo.RegionSettings.FixedSun = UseFixedSun;
Scene.RegionInfo.RegionSettings.SunPosition = SunHour; Scene.RegionInfo.RegionSettings.SunPosition = SunHour;
if(Scene.PhysicsEnabled && Scene.PhysicsScene != null && lastwaterlevel != WaterHeight)
Scene.PhysicsScene.SetWaterLevel(WaterHeight);
Scene.TriggerEstateSunUpdate(); Scene.TriggerEstateSunUpdate();
//m_log.Debug("[ESTATE]: UFS: " + UseFixedSun.ToString()); //m_log.Debug("[ESTATE]: UFS: " + UseFixedSun.ToString());
@ -1471,7 +1475,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
Scene.RegionInfo.EstateSettings.FixedSun, Scene.RegionInfo.EstateSettings.FixedSun,
(float)Scene.RegionInfo.EstateSettings.SunPosition); (float)Scene.RegionInfo.EstateSettings.SunPosition);
sendRegionInfoPacketToAll(); // sendRegionInfoPacketToAll(); already done by setRegionTerrainSettings
} }