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fix animation asset name to "animatn", use "animset" for the new
animationSet
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@@ -530,6 +530,7 @@ namespace OpenSim.Region.ClientStack.Linden
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if (llsdRequest.asset_type == "texture" ||
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llsdRequest.asset_type == "animation" ||
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llsdRequest.asset_type == "animatn" || // this is the asset name actually used by viewers
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llsdRequest.asset_type == "mesh" ||
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llsdRequest.asset_type == "sound")
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{
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@@ -757,13 +758,6 @@ namespace OpenSim.Region.ClientStack.Linden
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inType = (sbyte)InventoryType.Animation;
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assType = (sbyte)AssetType.Animation;
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}
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// add add both animationset and animset until is clear what name Liru will use
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else if (inventoryType == "animationset")
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{
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inType = (sbyte)CustomInventoryType.AnimationSet;
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assType = (sbyte)CustomAssetType.AnimationSet;
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m_log.Debug("got animationset upload request");
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}
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else if (inventoryType == "animset")
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{
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inType = (sbyte)CustomInventoryType.AnimationSet;
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@@ -1121,7 +1115,15 @@ namespace OpenSim.Region.ClientStack.Linden
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// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
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// (owner) permissions. This becomes a problem if next permissions are changed.
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if (restrictPerms)
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if (inType == (sbyte)CustomInventoryType.AnimationSet)
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{
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item.BasePermissions = (uint)(PermissionMask.Copy | PermissionMask.Modify);
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item.CurrentPermissions = (uint)(PermissionMask.Copy| PermissionMask.Modify);
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item.EveryOnePermissions = 0;
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item.NextPermissions = 0;
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}
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else if (restrictPerms)
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{
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item.BasePermissions = (uint)(PermissionMask.Move | PermissionMask.Modify);
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item.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Modify);
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