| Commit message (Collapse) | Author | Age | Files | Lines |
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entries to make a newly created user appear as a non-cloud on viewer 2
Viewer 2 no longer contains the default avatar assets (i.e. "Ruth") that would appear if the user had insufficient body part/clothing entries.
Instead, avatars always appear as a cloud, which is a very bad experience for out-of-the-box OpenSim.
Default is currently off. My intention is to switch it on for standalone shortly.
This is not particularly flexible as "Ruth" is hardcoded, but this can change in the future, in co-ordination with the existing RemoteAdmin capabilities.
Need to fix creation of suitable entries for users created as estate owners on standalone.
Avatars still appear with spooky empty eyes, need to see if we can address this.
This commit adds a "Default Iris" to the library (thanks to Eirynne Sieyes from http://opensimulator.org/mantis/view.php?id=1461) which can be used.
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they use the defaults instead.
Some items had completely wrong permissions - this is easier than correcting them all.
The ability to set permissions in xml is retained since there are use cases for this (e.g. to create no-mod library scripts)
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item xml files - always use PermissionMask.All instead (which was the existing default)."
There actually are uses for this. I will correct the perms instead since some entries appear to be wrong.
This reverts commit 667b54f5a2a04fa5a2859397868d270eab3913f1.
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files - always use PermissionMask.All instead (which was the existing default).
Library items always need the same permissions, so it doesn't make sense to load them from the xml files. This just opens the door to permissions mistakes.
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This will cause visual params to be persisted along with worn items. With
this, alpha and tattoo laters will be saved. Multiple layers MAY work, but
not tested because I don't use Viewer 2.
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This work conflicts with cmickeyb's more extensive, related work
This reverts commit 9c829c0410da89fdbb873f706d7ba63cf26b088f.
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- AssetType isn't InventoryType. Those enums contain different numbers. Use AssetType for the asset type, InventoryType for the inventory type.
- The ToString method (or ToLower) of AssetType/InventoryType doesn't necessarily return the correct LLSD string.
- Replaced several magic numbers by their corresponding enum.
- Fixed the invType for gestures and animations in the library.
This should fix Mantis #3610 and the non-terminating inventory loading
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usability problems when selecting textures. The texture is still in assets and can still be applied using the "Default" button or by uuid from scripts. The removal may not shown up until after clearing the cache.
Fixes Mantis #3460
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Fixes Mantis #3030
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* Add the KanEd scripts to the standard library
* Thanks Fly-Man-
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NOTE: I didn't mention that in my last checkin, but you'll have to
clear your viewer cache to see the new textures in the library.
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This fixes Mantis #2947. Thanks jhurliman
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Fixing types of gestures and animations.
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Corrects accidental removal of tags in /bin/inventory/Libraries.xml
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Reverts the deletion of the entry for "My Site Library" in
bin/assets/AssetSets.xml and replace with with "Open Textures Library"
pointing to "OpenTexturesLibrary/3DDCInventoryItems.xml"/.
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The included patch enable handling for PRIM_FULLBRIGHT in
llSetPrimitiveParams().
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uuids so that these new versions will show up in systems where they were
before.
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at IBM for distribution with OpenSim.
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library.
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my text board script to be part of the stock scripts.
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animation from Mo Hax at IBM. This took us a while to sort out
the conversion path, expection more efficiency in the future.
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Thanks CharlieO!
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simulator. It saves.
* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet.
* I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
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the default OpenSimLibrary files. Additional library folders and items can be added in a separate
directory
and linked in by an entry to inventory/Libraries.xml
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inventory/OpenSimLibrary - no hardcoded changes are required. For some reason, all the folders are currently
showing up as texture folders, even though they are configured with the same types as the agent inventory folders. This should be resolved soon.
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