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path: root/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs (follow)
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* rather than converting existing materials to assets, just retrieve them and ↵dahlia2014-01-201-32/+12
| | | | make them available for viewing. Any new materials added to the scene will become assets.
* add null texture entry face check before converting legacy materialsdahlia2014-01-201-2/+2
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* force SOG update when converting legacy materials to ensure changes are ↵dahlia2014-01-201-0/+2
| | | | persisted
* delay texture entry parsing until absolutely necessary while converting ↵dahlia2014-01-201-4/+4
| | | | legacy materials
* Add code to convert legacy materials stored in DynAttrs to new asset format ↵dahlia2014-01-201-20/+102
| | | | and store them as assets
* Check agent permissions before modifying an object's materials. Also, when ↵Oren Hurvitz2014-01-201-10/+21
| | | | creating a Material asset, set the current agent as the Creator.
* When asked to change the Material for one face, change only that face; not ↵Oren Hurvitz2014-01-201-18/+5
| | | | the default material
* Materials module: a) Store materials as assets; b) Finalized it (removed the ↵Oren Hurvitz2014-01-201-327/+191
| | | | | | "Demo" label; removed most of the logging); c) Enabled by default Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
* Renamed MaterialsDemoModule to MaterialsModuleOren Hurvitz2014-01-201-0/+664