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path: root/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs (unfollow)
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2008-05-31* Put in preparatory code to restore whole prim textures on archive loadJustin Clarke Casey1-1/+26
* No user functionality yet
2008-05-30* Hook up archive loading to load in prim xml dataJustin Clarke Casey1-1/+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 archiveJustin Clarke Casey1-1/+22
2008-05-30* Read all files from tar archiveJustin Clarke Casey1-2/+6
* No reload functionality implemented yet
2008-05-30Update svn properties. Formatting cleanup.Jeff Ames1-66/+66
2008-05-28* Minor: Another small log adjustmentJustin Clarke Casey1-1/+1
2008-05-28* Put in stubs for "load-oar" command, including ultra-primitive temporary ↵Justin Clarke Casey1-71/+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
2008-05-20Add copyright notices.Jeff Ames1-3/+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 Frisby1-2/+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])
2008-05-09Update svn properties.Jeff Ames1-48/+48
2008-05-08* Some refactorings.Adam Frisby1-0/+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.