Commit message (Collapse) | Author | Files | Lines | ||
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2008-07-21 | * minor: change misleading 'all assets found' message to instead tell how ↵ | Justin Clarke Casey | 1 | -1/+6 | |
many were actually located | |||||
2008-07-18 | * refactor: break out sog loading code into two parts so that ↵ | Justin Clarke Casey | 1 | -13/+11 | |
post-deserialization changes can be carried out before adding it to a scene | |||||
2008-07-14 | * On an archive load, make the master avatar the owner of all scene objects ↵ | Justin Clarke Casey | 1 | -0/+11 | |
for now | |||||
2008-07-14 | * For now, when loading an archive all the existing scene objects get ↵ | Justin Clarke Casey | 1 | -0/+5 | |
deleted by default | |||||
2008-07-13 | * Actually persist restored archives to the database - wasn't actually doing ↵ | Justin Clarke Casey | 1 | -6/+17 | |
this before (doh) * Not quite perfect yet | |||||
2008-07-12 | * Elminate most of the debugging log output from the archive commands | Justin Clarke Casey | 1 | -11/+13 | |
2008-07-12 | * On archive loading, tell the user how many objects we are ignoring because ↵ | Justin Clarke Casey | 1 | -3/+13 | |
they already exist in the scene * (ability to give objects new uuids will come later) | |||||
2008-07-12 | * Start compressing archives | Justin Clarke Casey | 1 | -2/+5 | |
2008-07-07 | * Start scripts loaded from an archive | Justin Clarke Casey | 1 | -2/+10 | |
2008-07-02 | * Twiddle with archive asset extensions yet again | Justin Clarke Casey | 1 | -1/+1 | |
* Reintroducing asset type but this time in a long form, and with _ rather than . | |||||
2008-06-29 | * Reload terrain from archive if there is one | Justin Clarke Casey | 1 | -5/+31 | |
2008-06-27 | * Experiment with not bothering with a seperate assets metadata file - ↵ | Justin Clarke Casey | 1 | -7/+44 | |
extract necessary minimum metadata from asset filenames * Make all file extensions single - double extensions look ugly and probably aren't good for Windows | |||||
2008-06-21 | * archive each object as a separate xml file rather than put them all in one ↵ | Justin Clarke Casey | 1 | -27/+8 | |
single large file * this is being done for reasons of compositionality | |||||
2008-06-21 | * refactor: Making some of the serialization names consistent, both within ↵ | Justin Clarke Casey | 1 | -13/+17 | |
their pairings and with the others * This does make some of the names less ideal than others - this should change in the future | |||||
2008-06-21 | * Remove a bug I created in r5171 where taking an object would terminate the ↵ | Justin Clarke Casey | 1 | -0/+15 | |
client session * change code to use an explicit state variable instead of using SOG.Name = null to signal deletion | |||||
2008-06-05 | * Change archiver 'textures' dir back to 'assets' | Justin Clarke Casey | 1 | -1/+1 | |
2008-06-04 | * Dearchive using assets metadata rather than assuming everything is a texture | Justin Clarke Casey | 1 | -19/+10 | |
* However, still not actually archiving anything except textures | |||||
2008-06-04 | Formatting cleanup, minor refactoring, svn properties. | Jeff Ames | 1 | -24/+24 | |
2008-06-03 | * Change single assets/ archiver directory to be textures/ instead | Justin Clarke Casey | 1 | -4/+3 | |
2008-05-31 | * Enable loading of textures in OpenSim archives with load-oar/save-oar | Justin Clarke Casey | 1 | -2/+0 | |
* Right now, this only saves and reloads textures that have been applied to the entire prim (not ones which have been applied to individual faces). * This is work in progress - it is currently experimental, hacky, inefficient, completely unsupported and liable to change rapidly at short notice :) | |||||
2008-05-31 | * Put in preparatory code to restore whole prim textures on archive load | Justin Clarke Casey | 1 | -1/+26 | |
* No user functionality yet | |||||
2008-05-30 | * Hook up archive loading to load in prim xml data | Justin Clarke Casey | 1 | -1/+4 | |
* This now has equivalent functionality to load-xml2 - no asset data is restored yet | |||||
2008-05-30 | * Successfully pick out prims.xml file from archive | Justin Clarke Casey | 1 | -1/+22 | |
2008-05-30 | * Read all files from tar archive | Justin Clarke Casey | 1 | -2/+6 | |
* No reload functionality implemented yet | |||||
2008-05-30 | Update svn properties. Formatting cleanup. | Jeff Ames | 1 | -66/+66 | |
2008-05-28 | * Minor: Another small log adjustment | Justin Clarke Casey | 1 | -1/+1 | |
2008-05-28 | * Put in stubs for "load-oar" command, including ultra-primitive temporary ↵ | Justin Clarke Casey | 1 | -71/+66 | |
tar loading code * Currently as a test, this will successfully load only the first file of an opensim archive and do absolutely nothing with it | |||||
2008-05-20 | Add copyright notices. | Jeff Ames | 1 | -3/+28 | |
Fix spelling typo (Thanks ChrisDown for pointing this out) | |||||
2008-05-11 | * Added NPCModule and NPCAvatar classes for NPCs. Primitive, but we can grow ↵ | Adam Frisby | 1 | -2/+0 | |
them out. * Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.) * Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this]) | |||||
2008-05-09 | Update svn properties. | Jeff Ames | 1 | -48/+48 | |
2008-05-08 | * Some refactorings. | Adam Frisby | 1 | -0/+48 | |
* Added shell of new Python scripting engine. Similar in design to the one used by Rex, but will be structured at a region rather than object level, also is a region module. |