diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs index d0a03cb3bc..390148249f 100644 --- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs +++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs @@ -951,8 +951,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain if (allowed) { StoreUndoState(); - m_floodeffects[(StandardTerrainEffects) action].FloodEffect( - m_channel, fillArea, size); + m_floodeffects[(StandardTerrainEffects) action].FloodEffect(m_channel, fillArea, size); //revert changes outside estate limits if (!god) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 9067a2c639..50f917a485 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -1,4 +1,4 @@ -/* +/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * @@ -136,7 +136,7 @@ public sealed class BSTerrainManager : IDisposable { DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); // The ground plane is here to catch things that are trying to drop to negative infinity - BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); + BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); Vector3 groundPlaneAltitude = new Vector3(0f, 0f, BSParam.TerrainGroundPlane); m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, BSScene.GROUNDPLANE_ID, groundPlaneAltitude, Quaternion.Identity); @@ -240,9 +240,6 @@ public sealed class BSTerrainManager : IDisposable // Called during taint-time. private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) { - DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}", - BSScene.DetailLogZero, id, minCoords, maxCoords); - // Find high and low points of passed heightmap. // The min and max passed in is usually the area objects can be in (maximum // object height, for instance). The terrain wants the bounding box for the @@ -262,6 +259,9 @@ public sealed class BSTerrainManager : IDisposable minCoords.Z = minZ; maxCoords.Z = maxZ; + DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}", + BSScene.DetailLogZero, id, minCoords, maxCoords); + Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); lock (m_terrains) @@ -270,7 +270,7 @@ public sealed class BSTerrainManager : IDisposable if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) { // There is already a terrain in this spot. Free the old and build the new. - DetailLog("{0},BSTErrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", + DetailLog("{0},BSTerrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", BSScene.DetailLogZero, id, terrainRegionBase, minCoords, maxCoords); // Remove old terrain from the collection