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Fix logins and avatar appearance. Contains a Migration. May contain nuts.
This will cause visual params to be persisted along with worn items. With this, alpha and tattoo laters will be saved. Multiple layers MAY work, but not tested because I don't use Viewer 2.
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@@ -150,7 +150,11 @@ namespace OpenSim.Framework
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m_attachments = new Dictionary<int, List<AvatarAttachment>>();
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}
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public AvatarAppearance(AvatarAppearance appearance)
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public AvatarAppearance(AvatarAppearance appearance) : this(appearance, true)
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{
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}
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public AvatarAppearance(AvatarAppearance appearance, bool copyWearables)
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{
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// m_log.WarnFormat("[AVATAR APPEARANCE] create from an existing appearance");
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@@ -175,7 +179,7 @@ namespace OpenSim.Framework
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m_wearables = new AvatarWearable[AvatarWearable.MAX_WEARABLES];
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for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++ )
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m_wearables[i] = new AvatarWearable();
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if (appearance.Wearables != null)
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if (copyWearables && (appearance.Wearables != null))
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{
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for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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SetWearable(i,appearance.Wearables[i]);
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@@ -198,6 +202,28 @@ namespace OpenSim.Framework
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AppendAttachment(new AvatarAttachment(attachment));
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}
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public void GetAssetsFrom(AvatarAppearance app)
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{
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for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++ )
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{
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for (int j = 0 ; j < m_wearables[i].Count ; j++)
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{
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UUID itemID = m_wearables[i][j].ItemID;
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UUID assetID = app.Wearables[i].GetAsset(itemID);
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if (assetID != UUID.Zero)
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m_wearables[i].Add(itemID, assetID);
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}
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}
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}
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public void ClearWearables()
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{
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m_wearables = new AvatarWearable[AvatarWearable.MAX_WEARABLES];
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for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++ )
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m_wearables[i] = new AvatarWearable();
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}
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protected virtual void SetDefaultWearables()
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{
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m_wearables = AvatarWearable.DefaultWearables;
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@@ -205,11 +231,11 @@ namespace OpenSim.Framework
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protected virtual void SetDefaultParams()
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{
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m_visualparams = new byte[VISUALPARAM_COUNT];
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for (int i = 0; i < VISUALPARAM_COUNT; i++)
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{
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m_visualparams[i] = 150;
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}
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m_visualparams = new byte[] { 56,23,66,0,0,25,0,124,107,0,0,91,137,36,180,79,78,20,32,255,0,63,137,137,63,122,0,71,127,94,63,0,150,150,150,17,0,0,0,0,0,127,0,0,255,127,114,127,99,63,127,140,127,127,0,0,0,191,0,78,0,0,0,0,0,0,0,0,0,145,216,133,0,0,0,219,107,150,150,165,135,0,150,150,150,63,112,155,150,150,150,150,150,150,150,150,150,150,150,0,0,0,0,188,255,91,219,124,0,150,127,165,127,127,127,127,59,63,107,71,68,89,33,79,114,178,127,2,141,66,0,0,127,127,0,0,0,0,127,0,159,0,0,178,127,0,85,131,117,127,147,163,104,0,140,18,0,107,130,0,150,150,198,0,0,40,38,91,165,209,198,127,127,153,204,51,51,150,150,255,204,0,150,150,150,150,150,150,150,150,150,150,150,0,150,150,150,150,150,0,127,22,150,150,150,150,150,150,150,150,0,0,150,51,132,150,150,150 };
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// for (int i = 0; i < VISUALPARAM_COUNT; i++)
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// {
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// m_visualparams[i] = 150;
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// }
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}
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protected virtual void SetDefaultTexture()
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