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cache without actually loading it. Make use limited use of it in
avatarfactory textures check. Also on llclientview
HandleAgentTextureCached that now should work. Other asset cache modules
for now will return false, so are broken. baked textures logic
still unchanged. *UNTESTED*
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LICENSE.txt.
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the region module version from this. This enables inter-server connections
to reuse connetor code from region modules.
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keys to allow caching the new crop of URI identified objects.
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- Change several classes to use the new plugin for handling of region-modules
(NOTE: No regionmodule is using this yet)
- Add necessary prebuild parts (don't forget to runprebuild)
Attention: Work in progress. This shouldn't break anything, but you never know...
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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* Shortened type references
* Removed redundant 'this' qualifier
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* 'remove redundant this qualifier' ftw
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So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote.
Needs more testing, so if it causes problems will have to swap back to db4o.
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