- New events: ObjectPhysicsDataEvent, ParcelPropertiesEvent, NewObjectEvent, ObjectUpdateEvent, ObjectKilledEvent - Added getXML function to Color4, Vector2, Vector3, Vector4, GameObject, Region, Quaternion, UUID for opensim-compatible XML export - Added TextureAnim and ParticleSystem decoding to the "full" ObjectStore - Object store will automatically request missing "parent" prims - "setPersist" - When persist is TRUE, the ObjectStore will not forget about "killed" prims - useful for region scanning - Support for Flexible params, Light params, LightImage params, Mesh data, Sculpt maps - Fixed object scale being incorrectly calculated - Add terrain decoding (this was a ballache) - Add parcel map decoding - Add support for region windlight settings (region.environment) - Add support for materials (normal / specular maps) - Add getBuffer, getLong and bitwiseOr to UUID - Added a circular-reference-safe JSONStringify to Utils - Add XferFile capability to Circuit PUBLIC API: AssetCommands: - Rework "downloadAsset" to detect failures - NEW: downloadInventoryAsset() - uses TransferRequest for prim inventory items - NEW: getMaterials() - resolves material UUIDs RegionCommands: - NEW: getTerrainTextures() - NEW: exportSettings() - OpenSim XML export of region settings - NEW: async getTerrain() - Get binary terrain heightmap, 256x256 float32 - resolveObjects() - now fetches task inventory contents too. - resolveObjects() - fix calculation of land impact - NEW: getObjectByLocalID(localID: number, timeout: number) - NEW: getObjectByUUID(uuid: UUID, timeout: number) - NEW: getParcels(); - NEW: pruneObjects - removes missing GameObjects from a list - NEW: setPersist - prevent objectstore from forgetting about killed gameobjects
20 lines
507 B
TypeScript
20 lines
507 B
TypeScript
import {Vector3} from '../../Vector3';
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import {UUID} from '../../UUID';
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import {Color4} from '../../Color4';
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import {Vector2} from '../../Vector2';
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export interface WaterPreset
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{
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blurMultiplier: number,
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fresnelOffset: number,
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fresnelScale: number,
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normalScale: Vector3,
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normalMap: UUID,
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scaleAbove: number,
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scaleBelow: number,
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underWaterFogMod: number,
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waterFogColor: Color4,
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waterFogDensity: number,
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wave1Dir: Vector2,
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wave2Dir: Vector2
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} |