if at load all pbt terrain id are zero reset all to non pbr ids (so on version update they look the same automaticly)
if at load all pbt terrain id are zero reset all to non pbr ids (so on version update they look the same automaticly)
diff --git a/OpenSim/Framework/RegionSettings.cs b/OpenSim/Framework/RegionSettings.cs
index 7b74a1f..6ac75c3 100644
--- a/OpenSim/Framework/RegionSettings.cs
+++ b/OpenSim/Framework/RegionSettings.cs
@@ -263,28 +263,28 @@ namespace OpenSim.Framework
public UUID TerrainPBR1
{
get { return m_TerrainPBR1; }
- set { m_TerrainPBR1 = value.IsZero() ? DEFAULT_TERRAIN_PBR_1 : value; }
+ set { m_TerrainPBR1 = value;}
}
private UUID m_TerrainPBR2 = UUID.Zero;
public UUID TerrainPBR2
{
get { return m_TerrainPBR2; }
- set { m_TerrainPBR2 = value.IsZero() ? DEFAULT_TERRAIN_PBR_2 : value; }
+ set { m_TerrainPBR2 = value; }
}
private UUID m_TerrainPBR3 = UUID.Zero;
public UUID TerrainPBR3
{
get { return m_TerrainPBR3; }
- set { m_TerrainPBR3 = value.IsZero() ? DEFAULT_TERRAIN_PBR_3 : value; }
+ set { m_TerrainPBR3 = value; }
}
private UUID m_TerrainPBR4 = UUID.Zero;
public UUID TerrainPBR4
{
get { return m_TerrainPBR4; }
- set { m_TerrainPBR4 = value.IsZero() ? DEFAULT_TERRAIN_PBR_4 : value; }
+ set { m_TerrainPBR4 = value; }
}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 74df9f95..04d5ce1 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -856,14 +856,17 @@ namespace OpenSim.Region.Framework.Scenes
updatedTerrainTextures = true;
}
- if (rs.TerrainPBR1.IsZero())
- rs.TerrainPBR1 = RegionSettings.DEFAULT_TERRAIN_PBR_1;
- if (rs.TerrainPBR2.IsZero())
- rs.TerrainPBR2 = RegionSettings.DEFAULT_TERRAIN_PBR_2;
- if (rs.TerrainPBR3.IsZero())
- rs.TerrainPBR3 = RegionSettings.DEFAULT_TERRAIN_PBR_3;
- if (rs.TerrainPBR4.IsZero())
- rs.TerrainPBR4 = RegionSettings.DEFAULT_TERRAIN_PBR_4;
+ if (rs.TerrainPBR1.IsZero() &&
+ rs.TerrainPBR2.IsZero() &&
+ rs.TerrainPBR3.IsZero() &&
+ rs.TerrainPBR4.IsZero())
+ {
+ rs.TerrainPBR1 = rs.TerrainTexture1;
+ rs.TerrainPBR2 = rs.TerrainTexture2;
+ rs.TerrainPBR3 = rs.TerrainTexture3;
+ rs.TerrainPBR4 = rs.TerrainTexture4;
+ updatedTerrainTextures = true;
+ }
if (updatedTerrainTextures)
rs.Save();