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* rather than converting existing materials to assets, just retrieve them and ↵dahlia2014-01-201-32/+12
| | | | make them available for viewing. Any new materials added to the scene will become assets.
* add null texture entry face check before converting legacy materialsdahlia2014-01-201-2/+2
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* force SOG update when converting legacy materials to ensure changes are ↵dahlia2014-01-201-0/+2
| | | | persisted
* delay texture entry parsing until absolutely necessary while converting ↵dahlia2014-01-201-4/+4
| | | | legacy materials
* Add code to convert legacy materials stored in DynAttrs to new asset format ↵dahlia2014-01-201-20/+102
| | | | and store them as assets
* Check agent permissions before modifying an object's materials. Also, when ↵Oren Hurvitz2014-01-201-10/+21
| | | | creating a Material asset, set the current agent as the Creator.
* When asked to change the Material for one face, change only that face; not ↵Oren Hurvitz2014-01-201-18/+5
| | | | the default material
* Materials module: a) Store materials as assets; b) Finalized it (removed the ↵Oren Hurvitz2014-01-201-327/+191
| | | | | | "Demo" label; removed most of the logging); c) Enabled by default Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
* Renamed MaterialsDemoModule to MaterialsModuleOren Hurvitz2014-01-201-1/+1
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* - Materials: support the viewer removing the material (in which case ↵Oren Hurvitz2014-01-201-35/+42
| | | | matsMap["Material"] is missing) - Reduced logging
* Try naming the materials handlers again, this time registering the POST as ↵Justin Clark-Casey (justincc)2013-07-111-3/+6
| | | | | | | | RenderMaterials This was probably the mistake. The other handlers are named RenderMaterials as well but this actully has no affect apart from on stats, due to a (counterintuitive) disconnect between the registration name and the name of the request handler. Will be tested very soon and reverted if this still does not work.
* remove names from Capability handlers (added by justincc in commit ↵dahlia2013-07-101-7/+4
| | | | 013710168b3878fc0a93a92a1c026efb49da9935) as they seem to disable the use of multiple access methods for a single Capability in MaterialsDemoModule
* remove some cruft and trigger a rebuilddahlia2013-07-081-1/+0
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* remove an invalid null UUID check which caused a warningdahlia2013-07-081-8/+1
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* For stat purposes, add names to capability request handlers where these were ↵Justin Clark-Casey (justincc)2013-07-081-4/+7
| | | | not set
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimdahlia2013-06-281-67/+69
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| * Reinsert code for gathering uuids reference by materials back directly into ↵Justin Clark-Casey (justincc)2013-06-281-67/+69
| | | | | | | | | | | | | | UuidGatherer for now. This cannot be triggered as an event from Scene.EventManager since some invocations of UuidGatherer (e.g. IAR saving) use scene objects which are not in scenes. There needs to be some way for modules to register for events which are not connected with a particular scene.
* | add some locking to materials storage dictionarydahlia2013-06-281-30/+42
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* and yet another check for null returned from DynAttrs.GetStore()dahlia2013-06-271-0/+4
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* test for null return from DynAttrs.GetStore()dahlia2013-06-271-0/+3
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* refactor: Move code for gathering textures referenced by materials into ↵Justin Clark-Casey (justincc)2013-06-271-2/+70
| | | | | | MaterialsDemoModule from UuidGatherer This code is now triggered via EventManager.OnGatherUuids which modules can subscribe to.
* Make the concept of namespaces explicit in dynamic attributesJustin Clark-Casey (justincc)2013-06-271-16/+10
| | | | | | | | This is in order to reduce the likelihood of naming clashes, make it easier to filter in/out attributes, ensure uniformity, etc. All dynattrs in the opensim distro itself or likely future ones should be in the "OpenSim" namespace. This does alter the underlying dynattrs data structure. All data in previous structures may not be available, though old structures should not cause errors. This is done without notice since this feature has been explicitly labelled as experimental, subject to change and has not been in a release. However, existing materials data is being preserved by moving it to the "Materials" store in the "OpenSim" namespace.
* Materials persistence via SceneObjectPart.dynAttrs. This appears to work ↵dahlia2013-04-201-8/+154
| | | | across region restarts and taking objects into inventory, but probably will not work across archiving via OAR or IAR as materials texture assets may not be adequately referenced to trigger archiving.
* handle PUT verb for RenderMaterials Capdahlia2013-04-201-1/+5
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* RenderMaterials POST Cap now return material entries when invoked with an ↵dahlia2013-04-191-61/+108
| | | | OSDArray of MaterialIDs
* remove default parameter value that apparently mono cant handledahlia2013-04-181-1/+1
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* Initial experimental support for materials-capable viewers. This is in a ↵dahlia2013-04-181-0/+382
very early stage and this module is disabled by default and should only be used by developers for testing as this module could cause data corruption and/or viewer crashes. No materials are persisted yet.