Merge branch 'master' into careminster-presence-refactor
commit
bb1e35fbd9
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@ -124,14 +124,30 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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foreach (XmlNode aPrimNode in rootNode.ChildNodes)
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{
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// There is only ever one prim. This oddity should be removeable post 0.5.9
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return SceneObjectSerializer.FromXml2Format(aPrimNode.OuterXml);
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//return SceneObjectSerializer.FromXml2Format(aPrimNode.OuterXml);
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using (reader = new XmlTextReader(new StringReader(aPrimNode.OuterXml)))
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{
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SceneObjectGroup obj = new SceneObjectGroup();
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if (SceneObjectSerializer.Xml2ToSOG(reader, obj))
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return obj;
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return null;
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}
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}
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return null;
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}
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else
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{
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return SceneObjectSerializer.FromXml2Format(rootNode.OuterXml);
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//return SceneObjectSerializer.FromXml2Format(rootNode.OuterXml);
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using (reader = new XmlTextReader(new StringReader(rootNode.OuterXml)))
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{
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SceneObjectGroup obj = new SceneObjectGroup();
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if (SceneObjectSerializer.Xml2ToSOG(reader, obj))
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return obj;
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return null;
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}
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}
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}
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@ -193,12 +209,17 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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/// <returns>The scene object created. null if the scene object already existed</returns>
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protected static SceneObjectGroup CreatePrimFromXml2(Scene scene, string xmlData)
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{
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SceneObjectGroup obj = SceneObjectSerializer.FromXml2Format(xmlData);
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//SceneObjectGroup obj = SceneObjectSerializer.FromXml2Format(xmlData);
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using (XmlTextReader reader = new XmlTextReader(new StringReader(xmlData)))
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{
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SceneObjectGroup obj = new SceneObjectGroup();
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SceneObjectSerializer.Xml2ToSOG(reader, obj);
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if (scene.AddRestoredSceneObject(obj, true, false))
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return obj;
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else
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return null;
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if (scene.AddRestoredSceneObject(obj, true, false))
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return obj;
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else
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return null;
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}
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}
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public static void SavePrimsToXml2(Scene scene, string fileName)
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@ -136,17 +136,16 @@
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meshing = Meshmerizer
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;meshing = ZeroMesher
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;; Path to decoded sculpty maps
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;; Defaults to "j2kDecodeCache
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; Path to decoded sculpty maps
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; Defaults to "j2kDecodeCache
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;DecodedSculptMapPath = "j2kDecodeCache"
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;# {CacheSculptMaps} {Cache decoded sculpt maps?} {true false} true
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;; if you use Meshmerizer and want sculpt map collisions, setting this to
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;; to true will store decoded sculpt maps in a special folder in your bin
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;; folder, which can reduce startup times by reducing asset requests. Some
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;; versions of mono dont work well when reading the cache files, so set this
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;; to false if you have compatability problems.
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; CacheSculptMaps = true
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; if you use Meshmerizer and want sculpt map collisions, setting this to
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; to true will store decoded sculpt maps in a special folder in your bin
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; folder, which can reduce startup times by reducing asset requests. Some
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; versions of mono dont work well when reading the cache files, so set this
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; to false if you have compatibility problems.
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;CacheSculptMaps = true
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; Choose one of the physics engines below
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; OpenDynamicsEngine is by some distance the most developed physics engine
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