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path: root/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs (follow)
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* Warnings--onefang2019-06-041-1/+1
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* Various logging fix ups.onefang2019-05-191-2/+3
| | | | | | Mostly removing console spam. Default to INFO on the console and DEBUG in the log files. More time stamp resolution.
* Dump OpenSim 0.9.0.1 into it's own branch.onefang2019-05-191-14/+16
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* Remove zero length XML blob spam.David Walter Seikel2016-11-221-2/+3
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* Various random white space clean ups.David Walter Seikel2016-11-221-25/+25
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* Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel2016-11-031-44/+43
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* If a component of a coalesced object fails to deserialization, do not add a ↵Justin Clark-Casey (justincc)2013-02-081-4/+18
| | | | | | | null where the object should be. This prevents a later load IAR failure. This code is currently only used by IAR loading.
* Fix bug where an avatar that had an object they owned attached through ↵Justin Clark-Casey (justincc)2012-05-231-2/+18
| | | | | | | llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene. This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
* Alter uuid gather so that it properly analyzes coalesced objects.Justin Clark-Casey (justincc)2011-04-211-18/+29
| | | | This should correct save all the assets required for the items within the coalesced objects in an IAR. This should also correctly gather the items on hypergrid takes.
* Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)2011-04-151-6/+41
| | | | | | | IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing. From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug. It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
* refactor: move code to obtain the coalescence size and object offsets into ↵Justin Clark-Casey (justincc)2011-04-131-15/+12
| | | | CoalescedSceneObjects from the serializer.
* Add coalesced scene objects class and serializer. This is currently only ↵Justin Clark-Casey (justincc)2011-04-131-0/+117
used by the TestRezCoalescedObject() regression test. This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc. Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item. Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place. This bug will be addressed shortly.