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i can haz pantz?
You sure can. This change set restores pants (and the rest of the default appearance) in grid mode. The root issue had to do with serializing multi-faced textures to the grid server. This also restores the lookup path through the avatar factory module, as that seems the reasonable place to have it live. Some clean up patches are coming later as well, plus testing on standalone, but this should be in a good kicking around state for grid users.
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@@ -1780,28 +1780,27 @@ namespace OpenSim.Region.Environment.Scenes
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protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
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{
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AvatarAppearance appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
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AvatarAppearance appearance = null;
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GetAvatarAppearance(client, out appearance);
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ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance);
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return avatar;
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}
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// protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
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// {
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// appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
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protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
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{
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appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
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// // if (m_AvatarFactory == null ||
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// // !m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
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// // {
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// // //not found Appearance
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// // m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis");
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// // byte[] visualParams;
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// // AvatarWearable[] wearables;
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// // GetDefaultAvatarAppearance(out wearables, out visualParams);
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// // appearance = new AvatarAppearance(client.AgentId, wearables, visualParams);
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// // }
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// }
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if (m_AvatarFactory == null ||
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!m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
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{
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// not found Appearance
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m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis");
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appearance = new AvatarAppearance();
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}
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}
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/// <summary>
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/// Remove the given client from the scene.
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