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list of assets exist.
This method is used to optimize sending assets with embedded assets: e.g., when a Hypergrid visitor takes an item into the inventory.
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master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing
changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
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outlining the situations in which AssetRetrieved may be called back with a null AssetBase.
These situations include asset not found and remote service not responding.
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always calls GetCached and code paths were identical
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IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
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cache only
* Adds GetTextureModule that implements the "GetTexture" capability, aka HTTP texture fetching. This is a significantly optimized path that does not require any server-side JPEG2000 decoding, texture priority queue, or UDP file transfer
* Sanity check for null reference in LLClientView.RefreshGroupMembership()
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IAssetService.Get() method
* Changing the SimianGrid asset service connector to match the corrected documentation
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for asset retrieval (full asset only) to ease migration to the new system
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