| Commit message (Collapse) | Author | Age | Files | Lines |
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complete if there were any missing assets
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This reverts commit 80e1c3742a3ba7eb9aa1686a242b36f64331095a.
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This reverts commit 60e13a9997da89d224fbe8a97ab42bfc6114a45f.
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* commented out [Obsolete(....)] attributes where no replacement feature
was available: if we want to attribute code that we think needs to be
reworked, we should define a new attribute and use that instead
(together with a little tool to retrieve all the attributed code then)
* commenting out unused variables
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The (de)serialization of extraparams is wrong.
prims with scuplt texture won't be seen as it expected.
This patch fixes the problem .
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In function "ReadInExtraParamsBytes", parameter "data" is used without a boundary check.
if data.Length==0, an "out of index" exception will be thrown.
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default texture as well as its face textures
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* If a caller attempts to set PrimitiveBaseShape.ProfileCurve with a HollowShape or ProfileShape component which is not a valid enum, a warning is spat out and a default shape
subtituted
* This does not solve any underlying problem if we're missing some enum values (though it's not obvious what these are), but it should allow save-xml2/load-xml2 to be used
without causing invalid enum value related exceptions. The checks will also guard against badly behaved clients.
* This change alters the order of shape values in the xml, since it appears properties are serialized after fields (at least this is the case in mono). .net native
deserialization can cope with this it appears, though people manipulating xml manually may need to adapt (if there are any).
* This may be a good argument against relying on .net [de]serialization for our xml format.
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survive. A tiny fraction of them will turn into a torus.
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it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
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perms are in line with project goals.
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* Fixes Sculpty handling
* Fixes Light handling
* Fixes Flexi handling
* Fixes Sculpty + Flexi handling
* Fixes handling of Flexi type
* Fixes Changing prim type after changing to sculpty corrupting prim.
* Ugly code.
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* Added new generic "Location" class to handle 2D integer locations. Going to use it to replace all RegionHandle and X,Y coordinate references throughout the entire project. You have been warned.
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* ignored bin
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and ProfileHollow
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PrimitiveBaseShape values
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scheme won't hold for serialization
* Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
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* This patch addresses a regression where 5 default textures, including the default "new prim" texture, would not be shown unless in viewer cache.
* Further, it supplies a new plywood texture as the base texture, which is purpose-made from locally photo-sourced material (means i took a picture and made it into a tile), which is closer in appearance and color to the Linden one.
* It changes the default new prim texture UUID to match the UUID generated by the viewer when "default" is clicked, which is a texture UUID hardcoded in some scripts as well, so it would cause compatibility issues if not addressed.
* The patch fixes a number of UUID duplications (same UUID for asset and inventory items) and capitalization issues in the XML files.
* It also includes new versions of 4 other textures, which were no longer loadable in grid mode.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility.
* Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
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* Adding namesetting to Create
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empty, but with the Id and 1-to-1 child fields instantiated and randomized.
* Added two shape constants that
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