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path: root/OpenSim/Region/OptionalModules/Scripting/Minimodule/Graphics.cs (follow)
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* Changed asset CreatorID to a stringJohn Hurliman2010-02-221-1/+1
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* * Adds CreatorID to asset metadata. This is just the plumbing to support ↵John Hurliman2010-02-221-1/+1
| | | | CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
* Changing the AssetBase constructors to avoid initializing assets with an ↵John Hurliman2009-11-051-4/+1
| | | | unknown asset type, and log an error if it ever does happen
* Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva2009-05-151-2/+2
| | | | | | | | | | | | -- please see the example. Affects region servers only. This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing. Known problems: * HG asset transfers are borked for now * missing texture is missing * 3 unit tests commented out for now
* * Applies Mantis #3630 - Adds support for outside MRM initialisation, makes ↵Adam Frisby2009-05-121-1/+1
| | | | MRMModule compatible with the Visual Studio MRMLoader ( http://forge.opensimulator.org/gf/project/mrmloader/ )
* Add copyright headers.Jeff Ames2009-04-141-1/+28
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* Update svn properties.Jeff Ames2009-04-141-48/+48
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* * Implements IObject.Materials[].*Adam Frisby2009-04-091-1/+1
| | | | | * This lets you do things like IObject.Materials[0].Texture = new UUID("0000-...");
* * Implements IGraphics interface for MRM Scripting.Adam Frisby2009-04-091-0/+48
* This allows you to utilize System.Drawing tools on textures within the region. * Example: use System.Drawing.Bitmap to make your texture, then use Host.Graphics.SaveBitmap to make an asset from it in JPEG2K. You can edit (but not overwrite) existing textures using Host.Graphics.LoadBitmap.