* Hack to make sim saving terrain more friendly to larger parcel selection modifications
parent
d845da215f
commit
94d8976140
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@ -200,6 +200,7 @@ namespace OpenSim.Region.Terrain
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for (float y = west; y <= east; y++)
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for (float y = west; y <= east; y++)
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{
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{
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FlattenTerrain(y, x, size, (double)seconds / 5.0);
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FlattenTerrain(y, x, size, (double)seconds / 5.0);
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lastEdit = DateTime.Now;
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}
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}
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}
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}
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break;
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break;
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@ -210,6 +211,7 @@ namespace OpenSim.Region.Terrain
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for (float y = west; y <= east; y++)
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for (float y = west; y <= east; y++)
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{
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{
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RaiseTerrain(y, x, size, (double)seconds / 5.0);
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RaiseTerrain(y, x, size, (double)seconds / 5.0);
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lastEdit = DateTime.Now;
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}
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}
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}
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}
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break;
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break;
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@ -220,6 +222,7 @@ namespace OpenSim.Region.Terrain
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for (float y = west; y <= east; y++)
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for (float y = west; y <= east; y++)
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{
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{
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LowerTerrain(y, x, size, (double)seconds / 5.0);
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LowerTerrain(y, x, size, (double)seconds / 5.0);
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lastEdit = DateTime.Now;
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}
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}
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}
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}
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break;
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break;
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@ -248,6 +251,7 @@ namespace OpenSim.Region.Terrain
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for (float y = west; y <= east; y++)
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for (float y = west; y <= east; y++)
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{
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{
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NoiseTerrain(y, x, size, (double)seconds / 5.0);
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NoiseTerrain(y, x, size, (double)seconds / 5.0);
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lastEdit = DateTime.Now;
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}
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}
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}
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}
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break;
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break;
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@ -258,6 +262,7 @@ namespace OpenSim.Region.Terrain
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for (float y = west; y <= east; y++)
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for (float y = west; y <= east; y++)
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{
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{
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RevertTerrain(y, x, size, (double)seconds / 5.0);
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RevertTerrain(y, x, size, (double)seconds / 5.0);
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lastEdit = DateTime.Now;
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}
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}
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}
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}
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break;
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break;
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