Commit message (Collapse) | Author | Age | Files | Lines | |
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* | * Elminate most of the debugging log output from the archive commands | Justin Clarke Casey | 2008-07-12 | 5 | -33/+35 |
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* | * On archive loading, tell the user how many objects we are ignoring because ↵ | Justin Clarke Casey | 2008-07-12 | 1 | -3/+13 |
| | | | | | | | | they already exist in the scene * (ability to give objects new uuids will come later) | ||||
* | * Make archive default tar file modes more permissive | Justin Clarke Casey | 2008-07-12 | 1 | -1/+1 |
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* | * Start compressing archives | Justin Clarke Casey | 2008-07-12 | 4 | -34/+30 |
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* | * Don't fail the archive operation if exceptions are encountered while ↵ | Justin Clarke Casey | 2008-07-08 | 1 | -34/+42 |
| | | | | analyzing prims | ||||
* | * Start scripts loaded from an archive | Justin Clarke Casey | 2008-07-07 | 1 | -2/+10 |
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* | * switch terrain archiving to raw32 rather than png to avoid unnecessary ↵ | Justin Clarke Casey | 2008-07-07 | 1 | -1/+1 |
| | | | | posterization. Thanks to Adam for the tip. | ||||
* | * In archiver, scan scripts for embedded asset uuids and save these out | Justin Clarke Casey | 2008-07-06 | 1 | -1/+39 |
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* | * refactor: archiver code clean up so that it's more readable for the next ↵ | Justin Clarke Casey | 2008-07-06 | 1 | -20/+43 |
| | | | | functionality addition | ||||
* | * extend archiving asset analysis to clothing | Justin Clarke Casey | 2008-07-04 | 1 | -9/+9 |
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* | * On archiving, analyze body parts and save textures referenced from them | Justin Clarke Casey | 2008-07-04 | 1 | -1/+20 |
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* | * refactor: break out archiver's combined sync-async asset request routine ↵ | Justin Clarke Casey | 2008-07-04 | 1 | -25/+37 |
| | | | | ready for analysis of inventory item types other than objects | ||||
* | * Allow archiver to operate even if there are 0 scene objects to save | Justin Clarke Casey | 2008-07-02 | 2 | -18/+14 |
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* | * Start writing out control file in archive. Only contains version ↵ | Justin Clarke Casey | 2008-07-02 | 2 | -1/+36 |
| | | | | information right now. | ||||
* | * Twiddle with archive asset extensions yet again | Justin Clarke Casey | 2008-07-02 | 2 | -45/+45 |
| | | | | | | * Reintroducing asset type but this time in a long form, and with _ rather than . | ||||
* | properly explaining each #pragma warning disable | Dr Scofield | 2008-06-30 | 1 | -4/+8 |
| | | | | | | massaging OSHttpRequestPump to not abort on exceptions... | ||||
* | * Reload terrain from archive if there is one | Justin Clarke Casey | 2008-06-29 | 1 | -5/+31 |
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* | * Save terrain information in archive | Justin Clarke Casey | 2008-06-29 | 3 | -3/+32 |
| | | | | | | | * Not yet reloading * Terrain saving will be optional a little further down the line | ||||
* | last round of warning squashing. calling it a day now. | Dr Scofield | 2008-06-27 | 2 | -1/+5 |
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* | * Experiment with not bothering with a seperate assets metadata file - ↵ | Justin Clarke Casey | 2008-06-27 | 3 | -32/+69 |
| | | | | | | | | extract necessary minimum metadata from asset filenames * Make all file extensions single - double extensions look ugly and probably aren't good for Windows | ||||
* | * fix a bug where I was assuming all entities would be SceneObjectGroups - ↵ | Justin Clarke Casey | 2008-06-27 | 2 | -11/+18 |
| | | | | | | | | of course, some are ScenePresences * would be nice to have a separate list in InnerScene in the future since a lot of methods end up screen entities for SOGs | ||||
* | * Put extensions on all assets in an archive | Justin Clarke Casey | 2008-06-26 | 3 | -14/+66 |
| | | | | | | | * Choice of extensions is a scratch set, may not yet be correct * This facility is not useable yet - not least because I've just come across a significant save bug I need to investigate | ||||
* | * Remove all use of asset.InvType, as outlined in mailing list discussion | Justin Clarke Casey | 2008-06-23 | 2 | -4/+0 |
| | | | | | | * This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic | ||||
* | * archive each object as a separate xml file rather than put them all in one ↵ | Justin Clarke Casey | 2008-06-21 | 4 | -65/+41 |
| | | | | | | | | single large file * this is being done for reasons of compositionality | ||||
* | * refactor: Making some of the serialization names consistent, both within ↵ | Justin Clarke Casey | 2008-06-21 | 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 | ||||
* | * Remove a bug I created in r5171 where taking an object would terminate the ↵ | Justin Clarke Casey | 2008-06-21 | 1 | -0/+15 |
| | | | | | | | | client session * change code to use an explicit state variable instead of using SOG.Name = null to signal deletion | ||||
* | * minor: start saving current prims xml to an objects/ directory in the archive | Justin Clarke Casey | 2008-06-21 | 1 | -1/+1 |
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* | Minor formatting cleanup. | Jeff Ames | 2008-06-18 | 2 | -27/+27 |
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* | Update svn properties. | Jeff Ames | 2008-06-17 | 2 | -187/+187 |
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* | * Fix a bug in the archiver where I didn't realize a shape still needs its ↵ | Justin Clarke Casey | 2008-06-16 | 1 | -3/+8 |
| | | | | default texture as well as its face textures | ||||
* | * Allow archiver to save and load objects within other objects to arbitrary ↵ | Justin Clarke Casey | 2008-06-16 | 1 | -31/+99 |
| | | | | | | | | | | levels * This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved contained items). These will be found and eliminated in subsequent patches. * Not yet ready for use | ||||
* | * refactor: Fission ArchiveWriteRequest into prepare and execute classes | Justin Clarke Casey | 2008-06-16 | 4 | -40/+96 |
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* | * Refactor: Break out AssetsRequest to a separate file in the Archiver module | Justin Clarke Casey | 2008-06-16 | 2 | -68/+111 |
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* | Update svn properties. Formatting cleanup. | Jeff Ames | 2008-06-10 | 2 | -13/+12 |
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* | Update svn properties. | Jeff Ames | 2008-06-05 | 1 | -25/+25 |
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* | * refactor: rename now inaccurate textureUuids to assetUuids | Justin Clarke Casey | 2008-06-05 | 1 | -5/+5 |
| | | | | | | * 5000 commits in this repository! | ||||
* | * exprimental: Export and reimport all items within a prim except Objects | Justin Clarke Casey | 2008-06-05 | 4 | -13/+34 |
| | | | | | | * Not yet ready for public use | ||||
* | * Change archiver 'textures' dir back to 'assets' | Justin Clarke Casey | 2008-06-05 | 4 | -7/+7 |
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* | * Dearchive using assets metadata rather than assuming everything is a texture | Justin Clarke Casey | 2008-06-04 | 3 | -19/+199 |
| | | | | | | * However, still not actually archiving anything except textures | ||||
* | Update svn properties. | Jeff Ames | 2008-06-04 | 1 | -129/+129 |
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* | * Start writing out assets metadata file for archiver | Justin Clarke Casey | 2008-06-04 | 2 | -17/+132 |
| | | | | | | * Ignoring it on reload as of yet | ||||
* | Formatting cleanup, minor refactoring, svn properties. | Jeff Ames | 2008-06-04 | 3 | -68/+68 |
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* | * experimental: archive out and reload textures within a prim's inventory | Justin Clarke Casey | 2008-06-03 | 1 | -0/+9 |
| | | | | | | * no other prim items are archived yet | ||||
* | * Change single assets/ archiver directory to be textures/ instead | Justin Clarke Casey | 2008-06-03 | 3 | -6/+5 |
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* | * experimental: Once we've received all the required assets from the asset ↵ | Justin Clarke Casey | 2008-06-02 | 1 | -1/+13 |
| | | | | service, launch the actual writing of the archive on a separate thread (to stop tieing up the asset cache received notifier thread) | ||||
* | * experimental: Make OpenSim archiver save and reload all prim textures when ↵ | Justin Clarke Casey | 2008-06-02 | 1 | -2/+11 |
| | | | | not all faces have the same texture | ||||
* | Update svn properties. | Jeff Ames | 2008-06-01 | 1 | -45/+45 |
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* | * Enable loading of textures in OpenSim archives with load-oar/save-oar | Justin Clarke Casey | 2008-05-31 | 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 :) | ||||
* | * Put in preparatory code to restore whole prim textures on archive load | Justin Clarke Casey | 2008-05-31 | 3 | -3/+35 |
| | | | | | | * No user functionality yet | ||||
* | * Hook up archive loading to load in prim xml data | Justin Clarke Casey | 2008-05-30 | 1 | -1/+4 |
| | | | | | | * This now has equivalent functionality to load-xml2 - no asset data is restored yet |