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* Set svn:eol-style.Jeff Ames2008-01-0915-706/+706
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* Third part of CharlieO's library rework. We now have library organization! ↵Brian McBee2008-01-093-423/+73
| | | | Thanks CharlieO!
* More inventory work for CharlieO. Final patch to make it all work yet to come.Brian McBee2008-01-0754-0/+1917
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* For CharlieO: new folders created for new asset set stuff. Mantis 313Brian McBee2008-01-0662-0/+40
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* Make it possible for new inventory 'libraries' to be added without changing ↵Justin Clarke Casey2007-12-311-3/+8
| | | | | | | | | the default OpenSimLibrary files. Additional library folders and items can be added in a separate directory and linked in by an entry to inventory/Libraries.xml
* Allow OpenSim operators to specify their own asset sets without needing to ↵Justin Clarke Casey2007-12-292-0/+25
| | | | | | | | change the default OpenSim set. Equivalent changes to allow operators to also specify their own standard inventory library directories and items to follow.
* Migrate opensim default assets up another directory in preparation for ↵Justin Clarke Casey2007-12-2873-0/+0
| | | | extraction of hardcoded asset locations into xml
* Move OpenSimAssetSet assets file up into assets pending further changesJustin Clarke Casey2007-12-281-0/+478
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* * Patch from Melanie. Thanks Melanie!Teravus Ovares2007-12-285-0/+0
| | | | | | | | | * This patch addresses a regression where 5 default textures, including the default "new prim" texture, would not be shown unless in viewer cache. * Further, it supplies a new plywood texture as the base texture, which is purpose-made from locally photo-sourced material (means i took a picture and made it into a tile), which is closer in appearance and color to the Linden one. * It changes the default new prim texture UUID to match the UUID generated by the viewer when "default" is clicked, which is a texture UUID hardcoded in some scripts as well, so it would cause compatibility issues if not addressed. * The patch fixes a number of UUID duplications (same UUID for asset and inventory items) and capitalization issues in the XML files. * It also includes new versions of 4 other textures, which were no longer loadable in grid mode.
* Fixed that we weren't actually loading in some of the Library assets. Thanks ↵Brian McBee2007-12-215-0/+0
| | | | Sakai!
* Extended svn:eol-style to check some other file types.Jeff Ames2007-12-201-120/+120
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* Whoops! Missing cloud texture.Brian McBee2007-11-141-0/+0
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* Better moon with new improved alpha-channel action!Brian McBee2007-11-111-0/+0
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* moonBrian McBee2007-11-111-0/+0
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* * Added 'Jim' and 'Goblin' shapes; not available in inventory yet thoughlbsa712007-10-274-0/+309
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* update url in default welcome noteSean Dague2007-09-141-2/+2
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* Added texture set for the library. To enable, delete your regionassets.yap. ↵Brian McBee2007-08-2548-0/+37
| | | | WARNING: IF YOU DELETE THIS FILE YOU WILL LOSE ANY ASSETS THAT YOU HAVE UPLOADED.
* Should now have version 0.1 of our new ruth default avatar. At the moment, ↵MW2007-07-277-3/+133
| | | | | | | | you only see your own avatar correctly, all other user's avatars show up as the old ruth. This will be fixed soon. We also need better clothing for the new ruth and to edit the body shape. To get this working you will need to delete your asset yap file and also in grid mode the user server needs to be updated.
* More work on inventory and opensim library.MW2007-07-262-0/+61
| | | | | Fixed a number of bugs in the AssetCache related to asset downloading.
* Added the default shape to the OpenSim library. Now need to get the new ruth ↵MW2007-07-251-8/+8
| | | | into asset format and add that.
* * In ur trunk adding ur assets.Adam Frisby2007-07-161-0/+0
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* * Slider settings for default "Newruth".Adam Frisby2007-07-161-0/+120
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* * Committing Cory Edo's fantastic new skinned Ruth. (not hooked up as the ↵Adam Frisby2007-07-165-0/+0
| | | | default yet, needs some code from Zircon ported to Sugilite first)
* Very Preliminary local teleporting added (currently only can teleport ↵MW2007-06-179-0/+105
within the current region). Now need to add teleporting between regions and use of the dynamic texture for the terrain.