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-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs18
1 files changed, 10 insertions, 8 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 01d4248..9b12dd2 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -530,6 +530,7 @@ namespace OpenSim.Region.ClientStack.Linden
530 530
531 if (llsdRequest.asset_type == "texture" || 531 if (llsdRequest.asset_type == "texture" ||
532 llsdRequest.asset_type == "animation" || 532 llsdRequest.asset_type == "animation" ||
533 llsdRequest.asset_type == "animatn" || // this is the asset name actually used by viewers
533 llsdRequest.asset_type == "mesh" || 534 llsdRequest.asset_type == "mesh" ||
534 llsdRequest.asset_type == "sound") 535 llsdRequest.asset_type == "sound")
535 { 536 {
@@ -757,13 +758,6 @@ namespace OpenSim.Region.ClientStack.Linden
757 inType = (sbyte)InventoryType.Animation; 758 inType = (sbyte)InventoryType.Animation;
758 assType = (sbyte)AssetType.Animation; 759 assType = (sbyte)AssetType.Animation;
759 } 760 }
760// add add both animationset and animset until is clear what name Liru will use
761 else if (inventoryType == "animationset")
762 {
763 inType = (sbyte)CustomInventoryType.AnimationSet;
764 assType = (sbyte)CustomAssetType.AnimationSet;
765 m_log.Debug("got animationset upload request");
766 }
767 else if (inventoryType == "animset") 761 else if (inventoryType == "animset")
768 { 762 {
769 inType = (sbyte)CustomInventoryType.AnimationSet; 763 inType = (sbyte)CustomInventoryType.AnimationSet;
@@ -1121,7 +1115,15 @@ namespace OpenSim.Region.ClientStack.Linden
1121 // If we set PermissionMask.All then when we rez the item the next permissions will replace the current 1115 // If we set PermissionMask.All then when we rez the item the next permissions will replace the current
1122 // (owner) permissions. This becomes a problem if next permissions are changed. 1116 // (owner) permissions. This becomes a problem if next permissions are changed.
1123 1117
1124 if (restrictPerms) 1118 if (inType == (sbyte)CustomInventoryType.AnimationSet)
1119 {
1120 item.BasePermissions = (uint)(PermissionMask.Copy | PermissionMask.Modify);
1121 item.CurrentPermissions = (uint)(PermissionMask.Copy| PermissionMask.Modify);
1122 item.EveryOnePermissions = 0;
1123 item.NextPermissions = 0;
1124 }
1125
1126 else if (restrictPerms)
1125 { 1127 {
1126 item.BasePermissions = (uint)(PermissionMask.Move | PermissionMask.Modify); 1128 item.BasePermissions = (uint)(PermissionMask.Move | PermissionMask.Modify);
1127 item.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Modify); 1129 item.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Modify);