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path: root/OpenSim/Region/Framework/Scenes/UuidGatherer.cs (unfollow)
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2008-11-12* refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey1-1/+1
SceneGraph to make it more descriptive of its intended function
2008-11-07* refactor: allocate local ids to prims only when an object is attached to a ↵Justin Clarke Casey1-1/+1
scene
2008-11-03* Use the UUID regex sitting in utils for detection of uuids embedded in scriptsJustin Clarke Casey1-9/+1
* Replaces the one in the module itself, which had a dumb bug in it anyway
2008-11-01* Introduce an IsAttachment property on the group level (which just returns ↵Justin Clarke Casey1-1/+1
false if the group is already deleted) * This is to avoid repetitive null checks - I'm beginning to think that blasting away the root part on object deletion is actually a bad move. Perhaps we should leave it around and let the client ignore any superfluous packets (which it may well do anyway), since we're constantly exposing a race condition
2008-11-01* Fix http://opensimulator.org/mantis/view.php?id=2517Justin Clarke Casey1-1/+6
* Don't save attachments on saving oar, which stops them coming back as ghost prims
2008-09-09Update svn properties, formatting cleanup.Jeff Ames1-2/+2
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-16/+16
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
2008-08-18Formatting cleanup.Jeff Ames1-27/+27
2008-07-25* Remove dumb bug I put in which meant that an archive save would never ↵Justin Clarke Casey1-1/+2
complete if there were any missing assets
2008-07-13* Actually persist restored archives to the database - wasn't actually doing ↵Justin Clarke Casey1-1/+1
this before (doh) * Not quite perfect yet
2008-07-12* Elminate most of the debugging log output from the archive commandsJustin Clarke Casey1-10/+10
2008-07-08* Don't fail the archive operation if exceptions are encountered while ↵Justin Clarke Casey1-34/+42
analyzing prims
2008-07-06* In archiver, scan scripts for embedded asset uuids and save these outJustin Clarke Casey1-1/+39
2008-07-06* refactor: archiver code clean up so that it's more readable for the next ↵Justin Clarke Casey1-20/+43
functionality addition
2008-07-04* extend archiving asset analysis to clothingJustin Clarke Casey1-9/+9
2008-07-04* On archiving, analyze body parts and save textures referenced from themJustin Clarke Casey1-1/+20
2008-07-04* refactor: break out archiver's combined sync-async asset request routine ↵Justin Clarke Casey1-25/+37
ready for analysis of inventory item types other than objects
2008-07-02* Allow archiver to operate even if there are 0 scene objects to saveJustin Clarke Casey1-15/+13
2008-06-29* Save terrain information in archiveJustin Clarke Casey1-1/+6
* Not yet reloading * Terrain saving will be optional a little further down the line
2008-06-27* fix a bug where I was assuming all entities would be SceneObjectGroups - ↵Justin Clarke Casey1-6/+13
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
2008-06-21* archive each object as a separate xml file rather than put them all in one ↵Justin Clarke Casey1-31/+4
single large file * this is being done for reasons of compositionality
2008-06-18Minor formatting cleanup.Jeff Ames1-20/+20
2008-06-16* Fix a bug in the archiver where I didn't realize a shape still needs its ↵Justin Clarke Casey1-3/+8
default texture as well as its face textures
2008-06-16* Allow archiver to save and load objects within other objects to arbitrary ↵Justin Clarke Casey1-31/+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
2008-06-16* refactor: Fission ArchiveWriteRequest into prepare and execute classesJustin Clarke Casey1-36/+10
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