| Commit message (Collapse) | Author | Files | Lines |
|
|
|
|
|
texture ids were available for the rebake request
|
|
This allows some logic simplification and allows an external caller to manually request rebakes even if textures are uploaded (future command).
|
|
AvatarFactoryModule from AppearanceInfoModule so that it can be used in debug (inactive).
Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25.
Adjust some method doc
Minor changes to some logging messages.
|
|
endings from previous commit.
|
|
scene presence by client ID.
|
|
Assets have to be marked non-local as well as non-temporary to persist. This is now done.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
|
|
storage.
This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent.
By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type.
Notecards also allow different appearances to be swapped and manipulated easily.
This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text.
This works in my basic test but is not at all ready for user use or bug reporting yet.
|
|
This now creates an avatar but appearance is always cloudy.
Move doesn't work.
Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
|
|
send in the scene presence constructor... need to figure this out
later.
|
|
|
|
LICENSE.txt.
|
|
- Change several classes to use the new plugin for handling of region-modules
(NOTE: No regionmodule is using this yet)
- Add necessary prebuild parts (don't forget to runprebuild)
Attention: Work in progress. This shouldn't break anything, but you never know...
|
|
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
|
|
|
|
* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
|
|
|
|
|
|
* Shortened type references
* Removed redundant 'this' qualifier
|
|
|
|
* 'remove redundant this qualifier' ftw
|
|
|
|
So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote.
Needs more testing, so if it causes problems will have to swap back to db4o.
|