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path: root/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs (unfollow)
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2008-06-16* refactor: Fission ArchiveWriteRequest into prepare and execute classesJustin Clarke Casey1-168/+0
2008-06-16* Refactor: Break out AssetsRequest to a separate file in the Archiver moduleJustin Clarke Casey1-68/+6
2008-06-05* refactor: rename now inaccurate textureUuids to assetUuidsJustin Clarke Casey1-5/+5
* 5000 commits in this repository!
2008-06-05* exprimental: Export and reimport all items within a prim except ObjectsJustin Clarke Casey1-2/+2
* Not yet ready for public use
2008-06-04* Start writing out assets metadata file for archiverJustin Clarke Casey1-17/+3
* Ignoring it on reload as of yet
2008-06-04Formatting cleanup, minor refactoring, svn properties.Jeff Ames1-10/+10
2008-06-03* experimental: archive out and reload textures within a prim's inventoryJustin Clarke Casey1-0/+9
* no other prim items are archived yet
2008-06-03* Change single assets/ archiver directory to be textures/ insteadJustin Clarke Casey1-1/+1
2008-06-02* experimental: Once we've received all the required assets from the asset ↵Justin Clarke Casey1-1/+13
service, launch the actual writing of the archive on a separate thread (to stop tieing up the asset cache received notifier thread)
2008-06-02* experimental: Make OpenSim archiver save and reload all prim textures when ↵Justin Clarke Casey1-2/+11
not all faces have the same texture
2008-05-31* Put in preparatory code to restore whole prim textures on archive loadJustin Clarke Casey1-1/+3
* No user functionality yet
2008-05-30* Successfully pick out prims.xml file from archiveJustin Clarke Casey1-3/+3
2008-05-28* Minor: Log message clean up in archiver codeJustin Clarke Casey1-0/+2
2008-05-28* Put in stubs for "load-oar" command, including ultra-primitive temporary ↵Justin Clarke Casey1-6/+4
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
2008-05-28* Put textures into a separate assets/ directory in the opensim archiveJustin Clarke Casey1-1/+11
* Fix nre where the asset couldn't be found * Not ready yet
2008-05-28Formatting cleanup.Jeff Ames1-34/+34
2008-05-28Update svn properties. Fix inconsistent newlines.Jeff Ames1-187/+187
2008-05-27* Include prims.xml file in archiveJustin Clarke Casey1-3/+7
2008-05-27* Add .jp2 extension to archived texturesJustin Clarke Casey1-1/+1
2008-05-27* Write prim archives out as v7 tar files temporarily for testing purposes - ↵Justin Clarke Casey1-1/+12
not even gzipping yet! * Using hacked up code to create the correct tar archive headers - this stuff should really go away again before too long * No user functionality yet
2008-05-27* Implement asynchronous assets request for archivingJustin Clarke Casey1-116/+187
* No user functionality yet
2008-05-26* Break out baby archiving code into separate class ready for async asset ↵Justin Clarke Casey1-39/+20
requesting * No user functionality yet
2008-05-26* Extract and boil down necessary texture UUIDs for an archive of the scene ↵Justin Clarke Casey1-1/+14
prims * no user functionality yet
2008-05-25Update svn properties. Formatting cleanup.Jeff Ames1-20/+20
2008-05-24* Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey1-0/+6
instead, on the basis that this is less likely to cause confusion with c#'s base object type
2008-05-24* Get the xml2 entities serialization representation in the archiver moduleJustin Clarke Casey1-5/+51
* Not yet reusing serialization module - this will happen in the future * No user functionality yet
2008-05-22* Plug in stubbed out archiver moduleJustin Clarke Casey1-24/+23
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.