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path: root/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs (follow)
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* limit max number of attachments to 38. All can be on same pointUbitUmarov2019-11-131-0/+1
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* cosmeticsUbitUmarov2019-08-021-8/+7
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* now i can login on win .net4.8, but just a little drop on a large (broken) ↵UbitUmarov2019-07-301-114/+114
| | | | OSD ocean. some of this changes are actually good even on good JIT. Failure seems to be on same code pattern, but same points seem to vary with each JIT compilation, sometimes work, others don't, others always fail, etc
* make materials save to grid less async on manual backup or shutdownUbitUmarov2019-06-141-4/+17
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* prims have at most 9 face texturesUbitUmarov2019-03-071-2/+2
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* cosmetics on terrain patchsUbitUmarov2019-01-201-2/+0
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* coment out a debug lineUbitUmarov2018-04-011-1/+1
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* several changes to materials, add llSet*PrimtiveParams*() support for them. ↵UbitUmarov2018-04-011-228/+292
| | | | They may be very broken now :(
* Make negative asset caching actually workMelanie Thielker2017-01-301-2/+1
| | | | | | Also fixes some merge artefacts in HGAssetBroker where cached assets were requested but not actually used and completely squelch a materials debug message because there is nothing the user can do to fix it anyway.
* Comment two very spammy debug messages that the usr can't do anything aboutMelanie Thielker2017-01-301-1/+2
| | | | Make a third one conditional.
* Massive tab and trailing space cleanupMelanie Thielker2017-01-051-20/+20
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* Refactor: Rename IImprovedAssetCache to IAssetCache as the old IAssetCache ↵Melanie Thielker2016-12-291-2/+2
| | | | is long gone.
* safeguard against unknown material replacemetUbitUmarov2016-11-231-1/+1
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* try to reduce the amount of assets created editing materialsUbitUmarov2016-09-041-23/+167
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* make sure materials are cached. Split POST and PUT handlers for better ↵UbitUmarov2016-09-041-125/+156
| | | | readability
* Fixed mistakes in string format specifiers (e.g., "{0)" instead of {0}")Oren Hurvitz2015-08-111-1/+1
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* Add MaxMaterialsPerTransaction to SimFeaturesCinder2015-06-191-0/+14
| | | | Signed-off-by: Diva Canto <diva@metaverseink.com>
* replace accidently deleted line from last commitdahlia2015-02-051-0/+2
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* Allow MaterialsModule to be enabled by default if [Materials] is absent from ↵dahlia2015-02-051-9/+6
| | | | OpenSim.ini
* Updated OpenSim-as-addin version from 0.5 to 0.8.1. The addin version number ↵Diva Canto2014-12-291-1/+1
| | | | doesn't need to match the release version number, but I think it's a very good idea that they do.
* If MaterialsModule unexpected sees a part with DefaultTexture of null, log ↵Justin Clark-Casey (justincc)2014-06-161-0/+4
| | | | this with a warning.
* In materials module, if a texture entry somehow has no default entry then ↵Justin Clark-Casey (justincc)2014-06-161-1/+2
| | | | don't try to extract materials data rather than throw an exception
* 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