fix animation asset name to "animatn", use "animset" for the new
animationSetavinationmerge
parent
f51779bb05
commit
57166878b5
|
@ -530,6 +530,7 @@ namespace OpenSim.Region.ClientStack.Linden
|
||||||
|
|
||||||
if (llsdRequest.asset_type == "texture" ||
|
if (llsdRequest.asset_type == "texture" ||
|
||||||
llsdRequest.asset_type == "animation" ||
|
llsdRequest.asset_type == "animation" ||
|
||||||
|
llsdRequest.asset_type == "animatn" || // this is the asset name actually used by viewers
|
||||||
llsdRequest.asset_type == "mesh" ||
|
llsdRequest.asset_type == "mesh" ||
|
||||||
llsdRequest.asset_type == "sound")
|
llsdRequest.asset_type == "sound")
|
||||||
{
|
{
|
||||||
|
@ -757,13 +758,6 @@ namespace OpenSim.Region.ClientStack.Linden
|
||||||
inType = (sbyte)InventoryType.Animation;
|
inType = (sbyte)InventoryType.Animation;
|
||||||
assType = (sbyte)AssetType.Animation;
|
assType = (sbyte)AssetType.Animation;
|
||||||
}
|
}
|
||||||
// add add both animationset and animset until is clear what name Liru will use
|
|
||||||
else if (inventoryType == "animationset")
|
|
||||||
{
|
|
||||||
inType = (sbyte)CustomInventoryType.AnimationSet;
|
|
||||||
assType = (sbyte)CustomAssetType.AnimationSet;
|
|
||||||
m_log.Debug("got animationset upload request");
|
|
||||||
}
|
|
||||||
else if (inventoryType == "animset")
|
else if (inventoryType == "animset")
|
||||||
{
|
{
|
||||||
inType = (sbyte)CustomInventoryType.AnimationSet;
|
inType = (sbyte)CustomInventoryType.AnimationSet;
|
||||||
|
@ -1121,7 +1115,15 @@ namespace OpenSim.Region.ClientStack.Linden
|
||||||
// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
|
// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
|
||||||
// (owner) permissions. This becomes a problem if next permissions are changed.
|
// (owner) permissions. This becomes a problem if next permissions are changed.
|
||||||
|
|
||||||
if (restrictPerms)
|
if (inType == (sbyte)CustomInventoryType.AnimationSet)
|
||||||
|
{
|
||||||
|
item.BasePermissions = (uint)(PermissionMask.Copy | PermissionMask.Modify);
|
||||||
|
item.CurrentPermissions = (uint)(PermissionMask.Copy| PermissionMask.Modify);
|
||||||
|
item.EveryOnePermissions = 0;
|
||||||
|
item.NextPermissions = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (restrictPerms)
|
||||||
{
|
{
|
||||||
item.BasePermissions = (uint)(PermissionMask.Move | PermissionMask.Modify);
|
item.BasePermissions = (uint)(PermissionMask.Move | PermissionMask.Modify);
|
||||||
item.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Modify);
|
item.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Modify);
|
||||||
|
|
Loading…
Reference in New Issue