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* * Actually persist restored archives to the database - wasn't actually doing ↵Justin Clarke Casey2008-07-132-7/+18
| | | | | | | | this before (doh) * Not quite perfect yet
* * Elminate most of the debugging log output from the archive commandsJustin Clarke Casey2008-07-125-33/+35
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* * On archive loading, tell the user how many objects we are ignoring because ↵Justin Clarke Casey2008-07-121-3/+13
| | | | | | | | they already exist in the scene * (ability to give objects new uuids will come later)
* * Make archive default tar file modes more permissiveJustin Clarke Casey2008-07-121-1/+1
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* * Start compressing archivesJustin Clarke Casey2008-07-124-34/+30
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* * Don't fail the archive operation if exceptions are encountered while ↵Justin Clarke Casey2008-07-081-34/+42
| | | | analyzing prims
* * Start scripts loaded from an archiveJustin Clarke Casey2008-07-071-2/+10
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* * switch terrain archiving to raw32 rather than png to avoid unnecessary ↵Justin Clarke Casey2008-07-071-1/+1
| | | | posterization. Thanks to Adam for the tip.
* * In archiver, scan scripts for embedded asset uuids and save these outJustin Clarke Casey2008-07-061-1/+39
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* * refactor: archiver code clean up so that it's more readable for the next ↵Justin Clarke Casey2008-07-061-20/+43
| | | | functionality addition
* * extend archiving asset analysis to clothingJustin Clarke Casey2008-07-041-9/+9
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* * On archiving, analyze body parts and save textures referenced from themJustin Clarke Casey2008-07-041-1/+20
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* * refactor: break out archiver's combined sync-async asset request routine ↵Justin Clarke Casey2008-07-041-25/+37
| | | | ready for analysis of inventory item types other than objects
* * Allow archiver to operate even if there are 0 scene objects to saveJustin Clarke Casey2008-07-022-18/+14
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* * Start writing out control file in archive. Only contains version ↵Justin Clarke Casey2008-07-022-1/+36
| | | | information right now.
* * Twiddle with archive asset extensions yet againJustin Clarke Casey2008-07-022-45/+45
| | | | | | * Reintroducing asset type but this time in a long form, and with _ rather than .
* properly explaining each #pragma warning disableDr Scofield2008-06-301-4/+8
| | | | | | massaging OSHttpRequestPump to not abort on exceptions...
* * Reload terrain from archive if there is oneJustin Clarke Casey2008-06-291-5/+31
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* * Save terrain information in archiveJustin Clarke Casey2008-06-293-3/+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 Scofield2008-06-272-1/+5
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* * Experiment with not bothering with a seperate assets metadata file - ↵Justin Clarke Casey2008-06-273-32/+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 Casey2008-06-272-11/+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 archiveJustin Clarke Casey2008-06-263-14/+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 discussionJustin Clarke Casey2008-06-232-4/+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 Casey2008-06-214-65/+41
| | | | | | | | single large file * this is being done for reasons of compositionality
* * refactor: Making some of the serialization names consistent, both within ↵Justin Clarke Casey2008-06-211-13/+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 Casey2008-06-211-0/+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 archiveJustin Clarke Casey2008-06-211-1/+1
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* Minor formatting cleanup.Jeff Ames2008-06-182-27/+27
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* Update svn properties.Jeff Ames2008-06-172-187/+187
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* * Fix a bug in the archiver where I didn't realize a shape still needs its ↵Justin Clarke Casey2008-06-161-3/+8
| | | | default texture as well as its face textures
* * Allow archiver to save and load objects within other objects to arbitrary ↵Justin Clarke Casey2008-06-161-31/+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 classesJustin Clarke Casey2008-06-164-40/+96
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* * Refactor: Break out AssetsRequest to a separate file in the Archiver moduleJustin Clarke Casey2008-06-162-68/+111
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* Update svn properties. Formatting cleanup.Jeff Ames2008-06-102-13/+12
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* Update svn properties.Jeff Ames2008-06-051-25/+25
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* * refactor: rename now inaccurate textureUuids to assetUuidsJustin Clarke Casey2008-06-051-5/+5
| | | | | | * 5000 commits in this repository!
* * exprimental: Export and reimport all items within a prim except ObjectsJustin Clarke Casey2008-06-054-13/+34
| | | | | | * Not yet ready for public use
* * Change archiver 'textures' dir back to 'assets'Justin Clarke Casey2008-06-054-7/+7
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* * Dearchive using assets metadata rather than assuming everything is a textureJustin Clarke Casey2008-06-043-19/+199
| | | | | | * However, still not actually archiving anything except textures
* Update svn properties.Jeff Ames2008-06-041-129/+129
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* * Start writing out assets metadata file for archiverJustin Clarke Casey2008-06-042-17/+132
| | | | | | * Ignoring it on reload as of yet
* Formatting cleanup, minor refactoring, svn properties.Jeff Ames2008-06-043-68/+68
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* * experimental: archive out and reload textures within a prim's inventoryJustin Clarke Casey2008-06-031-0/+9
| | | | | | * no other prim items are archived yet
* * Change single assets/ archiver directory to be textures/ insteadJustin Clarke Casey2008-06-033-6/+5
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* * experimental: Once we've received all the required assets from the asset ↵Justin Clarke Casey2008-06-021-1/+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 Casey2008-06-021-2/+11
| | | | not all faces have the same texture
* Update svn properties.Jeff Ames2008-06-011-45/+45
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* * Enable loading of textures in OpenSim archives with load-oar/save-oarJustin Clarke Casey2008-05-311-2/+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 loadJustin Clarke Casey2008-05-313-3/+35
| | | | | | * No user functionality yet