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* If a caller attempts to set PrimitiveBaseShape.ProfileCurve with a HollowShape or ProfileShape component which is not a valid enum, a warning is spat out and a default shape
subtituted
* This does not solve any underlying problem if we're missing some enum values (though it's not obvious what these are), but it should allow save-xml2/load-xml2 to be used
without causing invalid enum value related exceptions. The checks will also guard against badly behaved clients.
* This change alters the order of shape values in the xml, since it appears properties are serialized after fields (at least this is the case in mono). .net native
deserialization can cope with this it appears, though people manipulating xml manually may need to adapt (if there are any).
* This may be a good argument against relying on .net [de]serialization for our xml format.
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survive. A tiny fraction of them will turn into a torus.
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it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
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perms are in line with project goals.
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* Fixes Sculpty handling
* Fixes Light handling
* Fixes Flexi handling
* Fixes Sculpty + Flexi handling
* Fixes handling of Flexi type
* Fixes Changing prim type after changing to sculpty corrupting prim.
* Ugly code.
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* Added new generic "Location" class to handle 2D integer locations. Going to use it to replace all RegionHandle and X,Y coordinate references throughout the entire project. You have been warned.
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* ignored bin
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and ProfileHollow
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PrimitiveBaseShape values
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scheme won't hold for serialization
* Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
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* This patch addresses a regression where 5 default textures, including the default "new prim" texture, would not be shown unless in viewer cache.
* Further, it supplies a new plywood texture as the base texture, which is purpose-made from locally photo-sourced material (means i took a picture and made it into a tile), which is closer in appearance and color to the Linden one.
* It changes the default new prim texture UUID to match the UUID generated by the viewer when "default" is clicked, which is a texture UUID hardcoded in some scripts as well, so it would cause compatibility issues if not addressed.
* The patch fixes a number of UUID duplications (same UUID for asset and inventory items) and capitalization issues in the XML files.
* It also includes new versions of 4 other textures, which were no longer loadable in grid mode.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility.
* Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
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* Adding namesetting to Create
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empty, but with the Id and 1-to-1 child fields instantiated and randomized.
* Added two shape constants that
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* Shortened type references
* Removed redundant 'this' qualifier
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Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
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the assetcache and asset server).
Attempt to fix bug # 326. (crashing when using save-xml and hollow prims)
Attempt to fix bug # 328 (limit of 50 items in a folder)
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sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already].
Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think).
Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups).
Some preliminary work on task inventory (ie object's/prim's inventory).
Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work).
Added a few more method to IClientAPI.
Sure there is something I'm forgeting.
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* We now have CylinderShape
* This commit dedicated to the birth of techno house.
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* Minor shape koncept experiments
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* Removed unused SendPrimitiveToClient that didn't have rot.
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* NetworkServersInfo settable without config file
* DefaultHomeLoc throws if getted before setted
* Removed nonsensical sandbox distinction
* Refactored default config file creation
* Some more small refactorings on shapes
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* Added Some ShapeTypes (shapes doesn't work though!)
* Fixed some \0 issues
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Done some work on lbsa71's simpleApp(hope he doesn't mind):
now have the avatar showing up and the terrain and his pulsating box (well except its not a box, as there seems to be something wrong with our PrimitiveBaseShape..DefaultBox() settings).
Also noticed a few other problems that I had to work around, so these need looking into.
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Done some work of fixing primitive/SceneObject copying.
Set DefaultHome region to 1000,1000.
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instead - w00t!
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* added some licensing info
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www.opensimulator.org rather than lbsa71's being there.
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progress as is all). Committing now as I've finished for the night and will be continued tomorrow.
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