From e869eeb0bfc48c769f680970f99e4c67dd5a1a70 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 9 Aug 2011 03:51:34 +0100 Subject: Implement first draft functions for saving and loading NPC appearance from storage. This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent. By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type. Notecards also allow different appearances to be swapped and manipulated easily. This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text. This works in my basic test but is not at all ready for user use or bug reporting yet. --- .../CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests') diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs index 1bd3b6e..b831b31 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs @@ -58,7 +58,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory for (byte i = 0; i < visualParams.Length; i++) visualParams[i] = i; - afm.SetAppearance(tc, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams); + afm.SetAppearanceFromClient(tc, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams); ScenePresence sp = scene.GetScenePresence(userId); -- cgit v1.1