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path: root/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs (follow)
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* minor: remove unnecessary IsAttachment = false setting for new object in ↵Justin Clark-Casey (justincc)2012-06-141-1/+0
| | | | UploadObjectAssetModule, property always starts as false
* Implement optional name and description on http stream handlers so that we ↵Justin Clark-Casey (justincc)2012-05-031-6/+9
| | | | | | can relate a slow request to what the handler actually does and the agent it serves, if applicable. This is most useful for capabilities where the url is not self-describing.
* When an asset is uploaded (e.g. a mesh) set individual copy/move/transfer ↵Justin Clark-Casey (justincc)2012-02-101-1/+1
| | | | | | | | permissions, not PermissionMask.All Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set. This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is). Should resolve http://opensimulator.org/mantis/view.php?id=5651
* Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.Dan Lake2011-11-021-3/+4
| | | | | | | | | | | | | | | | | UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on SOP consistently now. Also started working toward eliminating those calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule from outside SOP in favor of just setting properties on SOP and let SOP decide if an update should be scheduled. This consolidates the update policy within SOP and the client rather than everywhere that makes changes to SOP. Some places forget to call update while others call it multiple times, "just to be sure". UpdateFlag and Schedule*Update will both be made private shortly. UpdateFlag is intended to be transient and internal to SOP so it has been removed from XML serializer for SOPs.
* refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-271-1/+1
| | | | pointless duplication of identical values
* refactor: make SceneObjectGroup.GroupScale() a property rather than a mehodJustin Clark-Casey (justincc)2011-07-161-4/+6
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* minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-091-3/+1
| | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
* Nope, that didn't feel right. Moving all those modules to Linden space.Diva Canto2011-04-301-0/+374