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Close-to-final tweaking with appearance. This time sending *everything*. Addresses mantis #3223.
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@@ -251,7 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
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public UUID GranterID;
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// Appearance
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public UUID[] AgentTextures;
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public byte[] AgentTextures;
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public byte[] VisualParams;
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public UUID[] Wearables;
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@@ -311,13 +311,16 @@ namespace OpenSim.Region.Framework.Scenes
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args["animations"] = anims;
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}
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//if ((AgentTextures != null) && (AgentTextures.Length > 0))
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//{
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// OSDArray textures = new OSDArray(AgentTextures.Length);
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// foreach (UUID uuid in AgentTextures)
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// textures.Add(OSD.FromUUID(uuid));
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// args["agent_textures"] = textures;
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//}
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if ((AgentTextures != null) && (AgentTextures.Length > 0))
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{
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OSDArray textures = new OSDArray(AgentTextures.Length);
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foreach (UUID uuid in AgentTextures)
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textures.Add(OSD.FromUUID(uuid));
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args["agent_textures"] = textures;
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}
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args["texture_entry"] = OSD.FromBinary(AgentTextures);
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if ((VisualParams != null) && (VisualParams.Length > 0))
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args["visual_params"] = OSD.FromBinary(VisualParams);
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@@ -448,14 +451,17 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array)
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{
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OSDArray textures = (OSDArray)(args["agent_textures"]);
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AgentTextures = new UUID[textures.Count];
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int i = 0;
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foreach (OSD o in textures)
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AgentTextures[i++] = o.AsUUID();
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}
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//if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array)
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//{
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// OSDArray textures = (OSDArray)(args["agent_textures"]);
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// AgentTextures = new UUID[textures.Count];
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// int i = 0;
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// foreach (OSD o in textures)
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// AgentTextures[i++] = o.AsUUID();
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//}
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if (args["texture_entry"] != null)
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AgentTextures = args["texture_entry"].AsBinary();
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if (args["visual_params"] != null)
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VisualParams = args["visual_params"].AsBinary();
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