Committing the Avination Scene Presence and related texture code

- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
This commit is contained in:
Melanie
2013-12-11 01:39:56 +00:00
parent 3df8990e6f
commit 5b73b9c4a8
19 changed files with 1621 additions and 619 deletions

View File

@@ -35,8 +35,8 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IAvatarFactoryModule
{
void SetAppearance(IScenePresence sp, AvatarAppearance appearance);
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems);
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems);
/// <summary>
/// Send the appearance of an avatar to others in the scene.
@@ -52,6 +52,8 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns>
Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId);
WearableCacheItem[] GetCachedItems(UUID agentId);
/// <summary>
/// Save the baked textures for the given agent permanently in the asset database.
/// </summary>