actually just go back to extension settings.bin. Actual name it totally irrelevant, as long it is unique
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eec92454b0
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16c18c0855
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@ -126,7 +126,7 @@ namespace OpenSim.Framework.Serialization
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2";
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga";
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ASSET_TYPE_TO_EXTENSION[(sbyte)OpenSimAssetType.Material] = ASSET_EXTENSION_SEPARATOR + "material.xml";
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Settings] = ASSET_EXTENSION_SEPARATOR + "settings.dat";
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Settings] = ASSET_EXTENSION_SEPARATOR + "settings.bin";
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = (sbyte)AssetType.Animation;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = (sbyte)AssetType.Bodypart;
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@ -148,8 +148,6 @@ namespace OpenSim.Framework.Serialization
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.jp2"] = (sbyte)AssetType.Texture;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = (sbyte)AssetType.TextureTGA;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "material.xml"] = (sbyte)OpenSimAssetType.Material;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "settings.dat"] = (sbyte)AssetType.Settings;
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// a previus definition
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "settings.bin"] = (sbyte)AssetType.Settings;
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}
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