#1644 On-water property lines persist at water level
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d8f0faf128
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a5f1cca075
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@ -581,7 +581,7 @@ void LLViewerParcelOverlay::addPropertyLine(F32 start_x, F32 start_y, F32 dx, F3
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outside_y += dy * (dy - LINE_WIDTH);
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// Middle part, full width
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const S32 GRID_STEP = S32( PARCEL_GRID_STEP_METERS );
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const S32 GRID_STEP = (S32)PARCEL_GRID_STEP_METERS;
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for (S32 i = 1; i < GRID_STEP; i++)
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{
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inside_z = land.resolveHeightRegion( inside_x, inside_y );
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@ -666,7 +666,9 @@ void LLViewerParcelOverlay::renderPropertyLines()
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return;
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LLSurface& land = mRegion->getLand();
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F32 water_z = land.getWaterHeight() + 0.01f;
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bool render_water = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER);
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F32 water_z = render_water ? land.getWaterHeight() + 0.01f : 0;
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LLGLSUIDefault gls_ui; // called from pipeline
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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