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path: root/OpenSim/Tests/Common/Setup/AssetHelpers.cs (unfollow)
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2011-03-10in AssetHelpers.CreateAsset(), create objects using the 'original' xml ↵Justin Clark-Casey (justincc)1-1/+1
format rather than 'xml2'
2010-09-12Formatting cleanup.Jeff Ames1-2/+2
2010-06-11create inactive test for iar folders/items merged with existing pathsJustin Clark-Casey (justincc)1-12/+34
add various helper functions for simplifying test readability
2010-05-21minor: refactor CreateAsset to eliminate dupe codeJustin Clark-Casey (justincc)1-3/+5
2010-05-21add prim item and test asset save in save oar unit testJustin Clark-Casey (justincc)1-3/+11
2010-02-22Changed asset CreatorID to a stringJohn Hurliman1-2/+2
2010-02-22* Adds CreatorID to asset metadata. This is just the plumbing to support ↵John Hurliman1-6/+3
CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
2009-11-23Formatting cleanup.Jeff Ames1-1/+1
2009-11-12refactor: extract another test asset helper methodJustin Clark-Casey (justincc)1-0/+13
2009-11-12refactor some test asset creation into a helper classJustin Clark-Casey (justincc)1-13/+15
remove mono compiler warning
2009-10-01Formatting cleanup.Jeff Ames1-2/+2
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-02-06This changeset is the step 1 of 2 in refactoringDr Scofield1-2/+2
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!
2008-12-19* refactor: Move tree code out into a separate moduleJustin Clarke Casey1-14/+15
2008-08-18Formatting cleanup.Jeff Ames1-1/+1
2008-07-03* On client login, send only one terrain patch at a time (with pauses) ↵Justin Clarke Casey1-0/+6
instead of 4 at a time * Certain terrains which are fine went patches are sent singly cause a libsecondlife failure when patches are sent in batches * See http://opensimulator.org/mantis/view.php?id=1662 for more details
2008-06-25Added support for terrain map to be serialised to xml(as base64 binary). ↵MW1-0/+2
useful for places that the terrain map is needed in a serialised form. Also could add console commands to save and load from files, which should be faster than .raw files (these load/save commands are not included/implemented) Add util functions to compress and uncompress strings. Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
2008-03-29Re-enabled terrain texture generation for the world map. Adam can clean up/ ↵MW1-0/+1
sort it out when he gets time. Most likely doesn't really work in grid mode as the generated textures are marked as temporary and I don't think they are updated to the asset server. We have to either live with these textures being sent to the asset server, and manually clean them out from time to time or wait until there is some asset management system in place. Also currently the texture is only generated at region startup, it is not updated after terraforming.
2008-03-18Formatting cleanup.Jeff Ames1-26/+25
2008-03-06* Disabled ancient TerrainEngine.Adam Frisby1-0/+1
* Enabled new TerrainModule. (The king is dead, long live the king!) * Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format. * MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
2008-03-05* New Terrain Module (disabled, search for 'usingTerrainModule = false' to ↵Adam Frisby1-0/+1
reenable) * *Much* faster terraforming (woot!) * New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example) * New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times. * New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in. * Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
2008-03-03* Removed and sorted using clauses in a number of files.Adam Frisby1-1/+1
* Cleaned up ITerrainChannel * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes * Implemented Export functionality for RAW32 terrain loader * Implemented Import/Export for SLRAW terrain loader * Implemented Export for JPEG terrain loader
2008-02-17Added copyright notices.Jeff Ames1-1/+29
2008-02-15Update svn properties.Jeff Ames1-10/+10
2008-02-14* Fixed accessibility problem on ITerrainChannelAdam Frisby1-1/+1
2008-02-14* Made new Framework.Constants class, added RegionSize member.Adam Frisby1-0/+10
* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.