* Update code to use patched libsecondlife.dll which removes the problem where the AssetType enum was 'Primitive' rather than 'Object'
* The libsecondlife patch was also applied to libsecondlife itself in r1714 * Many, many thanks to Dr Schofield (IBM) for his help on this :)0.6.0-stable
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3abc12b89a
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90422db35a
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@ -301,16 +301,7 @@ namespace OpenSim.Region.Capabilities
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llsdItem.item_id = invItem.ID;
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llsdItem.name = invItem.Name;
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llsdItem.parent_id = invItem.Folder;
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llsdItem.type = Enum.GetName(typeof(AssetType), invItem.AssetType).ToLower();
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// XXX Temporary fix for 'objects not appearing in inventory' problem. The asset type from libsecondlife is
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// returning "primitive" when it should returning "object"! It looks like this is fixed in the latest libsecondlife,
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// but our own libsl1550 doesn't have it either!
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if ("primitive".Equals(llsdItem.type))
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{
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llsdItem.type = "object";
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}
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llsdItem.type = Enum.GetName(typeof(AssetType), invItem.AssetType).ToLower();
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llsdItem.inv_type = Enum.GetName(typeof(InventoryType), invItem.InvType).ToLower();
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llsdItem.permissions = new LLSDPermissions();
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llsdItem.permissions.creator_id = invItem.Creator;
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@ -326,7 +326,7 @@ namespace OpenSim.Framework.Communications
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folder.AgentID = user;
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folder.ID = LLUUID.Random();
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folder.Name = "Objects";
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folder.Type = (short)AssetType.Primitive;
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folder.Type = (short)AssetType.Object;
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folder.Version = 1;
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Folders.Add(folder.ID, folder);
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@ -858,7 +858,7 @@ namespace OpenSim.Region.Environment.Scenes
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((SceneObjectGroup) selectedEnt).GetPartName(selectedEnt.LocalId),
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((SceneObjectGroup) selectedEnt).GetPartDescription(selectedEnt.LocalId),
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(sbyte) InventoryType.Object,
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(sbyte) AssetType.Primitive,
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(sbyte) AssetType.Object,
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Helpers.StringToField(sceneObjectXml));
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AssetCache.AddAsset(asset);
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