Justin Clark-Casey (justincc)
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c3d82bdcb1
When loading library asset set, only store an asset if it's different from an existing one with the same id.
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13 yıl önce |
Justin Clark-Casey (justincc)
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913e6b70c6
minor: slightly shorten "show digest" printing code
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13 yıl önce |
Justin Clark-Casey (justincc)
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621279e498
on asset "show digest" command, print out the asset type name (e.g. texture) as well as its number
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13 yıl önce |
Justin Clark-Casey (justincc)
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9ff94a3a44
Say which filename an asset has been dumped to on a successful dump
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13 yıl önce |
Justin Clark-Casey (justincc)
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46baadbb65
remove the NDesk.Options using since didn't end up needing it
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13 yıl önce |
Justin Clark-Casey (justincc)
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bc49a0bc5d
Add "dump asset" command to the asset service for debugging purposes.
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13 yıl önce |
Justin Clark-Casey (justincc)
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a0d80140f2
Make all the objects in a coalescence reappears after being loaded from an IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
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13 yıl önce |
Diva Canto
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c169a62f55
Typo
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13 yıl önce |
Diva Canto
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ae4b02e115
WARNING: LOTS OF CONFIGURATION CHANGES AFFECTING PRIMARILY HG CONFIGS. Added capability to preserve creator information on HG asset transfers. Added a new HGAssetService that is intended to be the one outside the firewall. It processes and filters the assets that go out of the grid. Also fixed the normal AssetService to do special things for the main instance (console commands, etc). Moved HGInventoryService to OpenSim.Services.HypergridService. Changed the way the login service gets the ServiceURL configs.
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14 yıl önce |
Diva Canto
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b233a4b2ca
* Fixed spamming the assets table with map tiles. The tile image ID is now stored in regionsettings. Upon generation of a new tile image, the old one is deleted. Tested for SQLite and MySql standalone.
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14 yıl önce |
Melanie
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60357d3778
Implement the "delete" path for assets. Adds a new option to allow remote asset deletion in robust handler.
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14 yıl önce |
Melanie
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9b22393cf3
Add a field asset_flags and a corresponding enum to the asset database. This
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14 yıl önce |
John Hurliman
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e838776920
* Thanks cmickeyb, for a patch that sanity checks if the response from m_Database.GetAsset(assetID) is null in AssetService.cs
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14 yıl önce |
John Hurliman
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3f6c4c150e
* Adds IAssetService.GetCached() to allow asset fetching from the local cache only
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14 yıl önce |
Jeff Ames
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af265e001d
Formatting cleanup.
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14 yıl önce |
Justin Clark-Casey (justincc)
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802a969267
Fix http://opensimulator.org/mantis/view.php?id=4224
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14 yıl önce |
John Hurliman
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0d2e6463d7
* Minimized the number of times textures are pulled off the priority queue
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15 yıl önce |
Jeff Ames
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ee205e7e81
Formatting cleanup.
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15 yıl önce |
Kunnis
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f1287cc7af
* Switching IAssetData to follow the new naming schema, removing the separate insert and update methods.
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15 yıl önce |
Melanie
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430cc0a24a
Add "show digest <id>" console commdn to the ROBUST asset handler
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15 yıl önce |
Jeff Ames
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840de6c036
Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt.
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15 yıl önce |
diva
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fb6d314d4d
This should make HG asset transfers work much better. It now uses HGUuidGatherer, which is a subclass of UuidGatherer. Hence, on-line HG asset transfers use exactly the same UUID collection code as save oar/xml. If it doesn't work, it's Justin's fault :D
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15 yıl önce |
diva
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aac8ca0411
HG asset transfers starting to work -- GETs only for now.
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15 yıl önce |
Justin Clarke Casey
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c11e047410
* Resolve bug where save oar would never complete if any assets were missing
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15 yıl önce |
Melanie Thielker
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461e213a39
Plumb the HG asset broker. More naming changes to clarify things. Lots more
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15 yıl önce |
Melanie Thielker
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1a910b6e1d
Connect up the new asset cache and introduce an asynchronous call path
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15 yıl önce |
Melanie Thielker
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cc2b072f6e
FInish basic asset server functionality on the new asset server
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15 yıl önce |
Melanie Thielker
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a1631c496e
The new asset server now actually serves existing assets
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15 yıl önce |
Melanie Thielker
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aec069d161
More additions to the nextgen reference UGAIM
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15 yıl önce |