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authorMW2007-09-04 13:43:56 +0000
committerMW2007-09-04 13:43:56 +0000
commitbfd36e2e836f92539e68bba077104d5016c5bf8b (patch)
tree36491a61df9cb936500cf349fa7a1ac377b2f350 /OpenSim/Framework/Communications
parentreverting opensim.ini to proper default state (diff)
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Some work on Module loading/management.
Some more modules templates classes (hoping that someone will pick some of these and work on implementing them). Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them). Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim. Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs7
1 files changed, 6 insertions, 1 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index 3f594af..d947228 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -151,7 +151,7 @@ namespace OpenSim.Framework.Communications.Caches
151 151
152 public void AddAsset(AssetBase asset) 152 public void AddAsset(AssetBase asset)
153 { 153 {
154 // Console.WriteLine("adding asset " + asset.FullID.ToStringHyphenated()); 154 System.Console.WriteLine("adding asset " + asset.FullID.ToStringHyphenated());
155 if (asset.Type == 0) 155 if (asset.Type == 0)
156 { 156 {
157 //Console.WriteLine("which is a texture"); 157 //Console.WriteLine("which is a texture");
@@ -161,6 +161,11 @@ namespace OpenSim.Framework.Communications.Caches
161 this.Textures.Add(textur.FullID, textur); 161 this.Textures.Add(textur.FullID, textur);
162 this._assetServer.UploadNewAsset(asset); 162 this._assetServer.UploadNewAsset(asset);
163 } 163 }
164 else
165 {
166 TextureImage textur = new TextureImage(asset);
167 this.Textures[asset.FullID] = textur;
168 }
164 } 169 }
165 else 170 else
166 { 171 {