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authorJustin Clark-Casey (justincc)2011-08-09 03:51:34 +0100
committerJustin Clark-Casey (justincc)2011-08-09 03:51:34 +0100
commite869eeb0bfc48c769f680970f99e4c67dd5a1a70 (patch)
tree749440ee4ba12140b708e2fe68e98419710d6ea0 /OpenSim/Framework
parentfactor out common notecard caching code from 3 methods. (diff)
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Implement first draft functions for saving and loading NPC appearance from storage.
This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent. By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type. Notecards also allow different appearances to be swapped and manipulated easily. This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text. This works in my basic test but is not at all ready for user use or bug reporting yet.
Diffstat (limited to 'OpenSim/Framework')
-rw-r--r--OpenSim/Framework/AvatarAppearance.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Framework/AvatarAppearance.cs b/OpenSim/Framework/AvatarAppearance.cs
index 73b068d..02af5d9 100644
--- a/OpenSim/Framework/AvatarAppearance.cs
+++ b/OpenSim/Framework/AvatarAppearance.cs
@@ -539,7 +539,7 @@ namespace OpenSim.Framework
539 /// </summary> 539 /// </summary>
540 public void Unpack(OSDMap data) 540 public void Unpack(OSDMap data)
541 { 541 {
542 if ((data != null) && (data["serial"] != null)) 542 if ((data != null) && (data["serial"] != null))
543 m_serial = data["serial"].AsInteger(); 543 m_serial = data["serial"].AsInteger();
544 if ((data != null) && (data["height"] != null)) 544 if ((data != null) && (data["height"] != null))
545 m_avatarHeight = (float)data["height"].AsReal(); 545 m_avatarHeight = (float)data["height"].AsReal();