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Very partial Avatar Appearance (ie, clothes/body parts) "storage". In standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist.
Just need to store this data out to a database.
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@@ -949,7 +949,7 @@ namespace OpenSim.Region.Environment.Scenes
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CreateAndAddScenePresence(client, child);
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m_LandManager.sendParcelOverlay(client);
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CommsManager.UserProfileCache.AddNewUser(client.AgentId);
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CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);
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CommsManager.TransactionsManager.AddUser(client.AgentId);
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}
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@@ -999,10 +999,10 @@ namespace OpenSim.Region.Environment.Scenes
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client.OnGodKickUser += handleGodlikeKickUser;
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client.OnCreateNewInventoryItem += CreateNewInventoryItem;
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client.OnCreateNewInventoryFolder += CommsManager.UserProfileCache.HandleCreateInventoryFolder;
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client.OnFetchInventoryDescendents += CommsManager.UserProfileCache.HandleFecthInventoryDescendents;
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client.OnCreateNewInventoryFolder += CommsManager.UserProfileCacheService.HandleCreateInventoryFolder;
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client.OnFetchInventoryDescendents += CommsManager.UserProfileCacheService.HandleFecthInventoryDescendents;
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client.OnRequestTaskInventory += RequestTaskInventory;
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client.OnFetchInventory += CommsManager.UserProfileCache.HandleFetchInventory;
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client.OnFetchInventory += CommsManager.UserProfileCacheService.HandleFetchInventory;
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client.OnUpdateInventoryItem += UDPUpdateInventoryItemAsset;
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client.OnCopyInventoryItem += CopyInventoryItem;
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client.OnAssetUploadRequest += CommsManager.TransactionsManager.HandleUDPUploadRequest;
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