* Applying issue#230 - Avatar stuck at region edge (Thanks Babblefrog!)
* Fix for issue #237 - Sim startup cannot read a terrain file (Reported by CutterRubio)afrisby
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0f90cdfed1
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c33b29a105
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@ -99,49 +99,43 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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foreach (BasicActor actor in _actors)
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{
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if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
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{
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float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
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actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
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actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
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if (actor.Flying)
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float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
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actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
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actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
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if (actor.Flying)
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{
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if (actor.Position.Z + (actor.Velocity.Z * timeStep) <
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_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
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{
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actor.Position.Z = height;
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actor.Velocity.Z = 0;
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}
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else
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{
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actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
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}
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}
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else
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if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
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{
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actor.Position.Z = height;
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actor.Velocity.Z = 0;
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}
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else
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{
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actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
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}
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}
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else
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{
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if (actor.Position.Y < 0)
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{
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actor.Position.Y = 0;
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}
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else if (actor.Position.Y > 256)
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{
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actor.Position.Y = 256;
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}
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actor.Position.Z = height;
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actor.Velocity.Z = 0;
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}
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if (actor.Position.X < 0)
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{
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actor.Position.X = 0;
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}
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if (actor.Position.X > 256)
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{
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actor.Position.X = 256;
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}
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if (actor.Position.Y < 0)
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{
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actor.Position.Y = 0;
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}
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else if (actor.Position.Y > 256)
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{
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actor.Position.Y = 256;
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}
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if (actor.Position.X < 0)
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{
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actor.Position.X = 0;
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}
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if (actor.Position.X > 256)
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{
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actor.Position.X = 256;
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}
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}
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}
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@ -1010,7 +1010,7 @@ namespace OpenSim.Region.Terrain
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for (int y = 0; y < copy.h; y++)
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{
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// 512 is the largest possible height before colours clamp
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int colorindex = (int)(Math.Max(Math.Min(1.0, copy.Get(copy.h - y, x) / 512.0), 0.0) * pallete);
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int colorindex = (int)(Math.Max(Math.Min(1.0, copy.Get(copy.h - y, x) / 512.0), 0.0) * (pallete - 1));
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bmp.SetPixel(x, y, colours[colorindex]);
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}
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}
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