BulletSim: non-functional changes to debugging statements and formatting.

0.8.0.3
Robert Adams 2014-04-28 18:36:50 -07:00
parent 63aea3a5f2
commit df89e15290
2 changed files with 7 additions and 8 deletions

View File

@ -951,8 +951,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
if (allowed) if (allowed)
{ {
StoreUndoState(); StoreUndoState();
m_floodeffects[(StandardTerrainEffects) action].FloodEffect( m_floodeffects[(StandardTerrainEffects) action].FloodEffect(m_channel, fillArea, size);
m_channel, fillArea, size);
//revert changes outside estate limits //revert changes outside estate limits
if (!god) if (!god)

View File

@ -1,4 +1,4 @@
/* /*
* Copyright (c) Contributors, http://opensimulator.org/ * Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders. * See CONTRIBUTORS.TXT for a full list of copyright holders.
* *
@ -240,9 +240,6 @@ public sealed class BSTerrainManager : IDisposable
// Called during taint-time. // Called during taint-time.
private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) 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. // Find high and low points of passed heightmap.
// The min and max passed in is usually the area objects can be in (maximum // 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 // object height, for instance). The terrain wants the bounding box for the
@ -262,6 +259,9 @@ public sealed class BSTerrainManager : IDisposable
minCoords.Z = minZ; minCoords.Z = minZ;
maxCoords.Z = maxZ; 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); Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);
lock (m_terrains) lock (m_terrains)
@ -270,7 +270,7 @@ public sealed class BSTerrainManager : IDisposable
if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
{ {
// There is already a terrain in this spot. Free the old and build the new. // 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); BSScene.DetailLogZero, id, terrainRegionBase, minCoords, maxCoords);
// Remove old terrain from the collection // Remove old terrain from the collection