Commit Graph

51 Commits

Author SHA1 Message Date
UbitUmarov
eaed2f5b02 add llSetRenderMaterial (ugly code) 2026-02-22 11:51:58 +00:00
UbitUmarov
257a9ad398 libomv now knows old opensim material asset type + dotnet8 usless changes 2024-04-21 13:44:35 +01:00
UbitUmarov
92bf9224de fix materials simulator features 2024-04-15 01:30:36 +01:00
UbitUmarov
52bd793120 some more rounding issues on pbr overrides 2024-01-31 17:19:53 +00:00
UbitUmarov
6ca32cb8ef some rounding issues on pbr overrides 2024-01-31 16:12:01 +00:00
UbitUmarov
cd4c009e64 a few changes to materials 2023-12-06 19:39:49 +00:00
UbitUmarov
cbdcf3b4a0 more changes on the test feature 2023-12-02 16:29:58 +00:00
UbitUmarov
602569e5f7 try to match viewer protocol changes on test feature 2023-12-01 23:32:25 +00:00
UbitUmarov
77d8bb9968 a few more test changes and cosmetics 2023-03-12 20:26:27 +00:00
UbitUmarov
0bbaedc051 a few test changes 2023-03-09 19:16:40 +00:00
UbitUmarov
a8932b9beb let viewers pre cache materials, again 2022-08-09 20:19:06 +01:00
UbitUmarov
6a404c98de a few changes to simulatorFeatures cap 2022-04-09 15:57:51 +01:00
UbitUmarov
38d3346a6a save ns using a cached response on materials 2022-02-09 22:39:53 +00:00
UbitUmarov
f4ae8d90ef a few changes to materials put cap 2022-02-09 20:30:19 +00:00
UbitUmarov
7e0fc95c3a == UUID.Zero is slow 2022-01-09 00:33:16 +00:00
UbitUmarov
c70904418a replace llsd xml fw encoder 2020-10-13 16:20:55 +01:00
UbitUmarov
5929e43c2c change MoapModule 2020-04-27 20:02:10 +01:00
UbitUmarov
07caee4956 move a materials cap to simpleStreamHandler 2020-04-24 17:50:13 +01:00
UbitUmarov
010f091dd4 mantis 8675: delay material delete (the reported log message may still happen, but less 2020-03-20 10:50:56 +00:00
UbitUmarov
28db80f100 mantis 8647: try to not lose materials on fast objects take, but without changing a lot of files 2020-01-19 00:31:28 +00:00
UbitUmarov
5d2ffdc35b limit max number of attachments to 38. All can be on same point 2019-11-13 18:44:58 +00:00
UbitUmarov
482c51a42a cosmetics 2019-08-02 04:28:34 +01:00
UbitUmarov
944a785a32 now i can login on win .net4.8, but just a little drop on a large (broken) OSD ocean. some of this changes are actually good even on good JIT. Failure seems to be on same code pattern, but same points seem to vary with each JIT compilation, sometimes work, others don't, others always fail, etc 2019-07-30 23:26:29 +01:00
UbitUmarov
05f508229c make materials save to grid less async on manual backup or shutdown 2019-06-14 20:12:33 +01:00
UbitUmarov
fbd741ece3 prims have at most 9 face textures 2019-03-07 12:12:11 +00:00
UbitUmarov
0c38d52538 cosmetics on terrain patchs 2019-01-20 20:58:27 +00:00
UbitUmarov
a8308e2a13 coment out a debug line 2018-04-01 02:19:53 +01:00
UbitUmarov
ee6034f751 several changes to materials, add llSet*PrimtiveParams*() support for them. They may be very broken now :( 2018-04-01 01:50:07 +01:00
Melanie Thielker
5a18ea31cf Make negative asset caching actually work
Also fixes some merge artefacts in HGAssetBroker where cached assets
were requested but not actually used and completely squelch a materials
debug message because there is nothing the user can do to fix it anyway.
2017-01-30 13:59:05 +00:00
Melanie Thielker
a17db1b3cd Comment two very spammy debug messages that the usr can't do anything about
Make a third one conditional.
2017-01-30 12:58:15 +00:00
Melanie Thielker
b16abc8166 Massive tab and trailing space cleanup 2017-01-05 19:07:37 +00:00
Melanie Thielker
f021c64eb0 Refactor: Rename IImprovedAssetCache to IAssetCache as the old IAssetCache is long gone. 2016-12-29 12:34:09 +00:00
UbitUmarov
72e20028d1 safeguard against unknown material replacemet 2016-11-23 20:26:14 +00:00
UbitUmarov
b5e7816b77 try to reduce the amount of assets created editing materials 2016-09-04 07:25:55 +01:00
UbitUmarov
6526de04cb make sure materials are cached. Split POST and PUT handlers for better readability 2016-09-04 04:19:10 +01:00
Oren Hurvitz
373455a6fa Fixed mistakes in string format specifiers (e.g., "{0)" instead of {0}") 2015-08-11 06:16:23 +01:00
Cinder
7edaf1d851 Add MaxMaterialsPerTransaction to SimFeatures
Signed-off-by: Diva Canto <diva@metaverseink.com>
2015-06-19 08:44:34 -07:00
dahlia
95a0f0d47b replace accidently deleted line from last commit 2015-02-05 13:44:39 -08:00
dahlia
bde7b2a7b5 Allow MaterialsModule to be enabled by default if [Materials] is absent from OpenSim.ini 2015-02-05 13:17:31 -08:00
Diva Canto
89c1ac4cff Updated OpenSim-as-addin version from 0.5 to 0.8.1. The addin version number doesn't need to match the release version number, but I think it's a very good idea that they do. 2014-12-29 15:05:44 -08:00
Justin Clark-Casey (justincc)
b59812b4e3 If MaterialsModule unexpected sees a part with DefaultTexture of null, log this with a warning. 2014-06-16 22:20:30 +01:00
Justin Clark-Casey (justincc)
696df33e5c In materials module, if a texture entry somehow has no default entry then don't try to extract materials data rather than throw an exception 2014-06-16 21:47:34 +01:00
dahlia
af58631f00 rather than converting existing materials to assets, just retrieve them and make them available for viewing. Any new materials added to the scene will become assets. 2014-01-20 13:57:14 -08:00
dahlia
1cae3664a5 add null texture entry face check before converting legacy materials 2014-01-20 11:53:33 -08:00
dahlia
36d8a24a86 force SOG update when converting legacy materials to ensure changes are persisted 2014-01-20 03:11:01 -08:00
dahlia
95c926b2cd delay texture entry parsing until absolutely necessary while converting legacy materials 2014-01-20 03:02:30 -08:00
dahlia
28723beb0c Add code to convert legacy materials stored in DynAttrs to new asset format and store them as assets 2014-01-20 02:57:08 -08:00
Oren Hurvitz
d1f16c4b4b Check agent permissions before modifying an object's materials. Also, when creating a Material asset, set the current agent as the Creator. 2014-01-20 00:38:44 -08:00
Oren Hurvitz
68d83425c6 When asked to change the Material for one face, change only that face; not the default material 2014-01-20 00:38:43 -08:00
Oren Hurvitz
3018b2c5d7 Materials module: a) Store materials as assets; b) Finalized it (removed the "Demo" label; removed most of the logging); c) Enabled by default
Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
2014-01-20 00:38:42 -08:00