This reverts commit 44a491f36b.
This makes packaging OpenSim slightly easier but then generates a FriendsConnector error if naively used after compilation.
So let's revert to stick with the "DataStore" error for now - at least that's a known error.
I must have had it cached last night.
This now makes completely fresh avatar setups appear properly (remember to wipe viewer cache and server cache as well as database).
As a bonus, eyes now appear by default too!
This is controlled by the CreateDefaultAvatarEntries switch in the [UserAccountService] section of config-include/Stnadalone.ini
This is left as false in grid mode
Viewer 2 no longer contains the default avatar assets (i.e. "Ruth") that would appear if the user had insufficient body part/clothing entries.
Instead, avatars always appear as a cloud, which is a very bad experience for out-of-the-box OpenSim.
Default is currently off. My intention is to switch it on for standalone shortly.
This is not particularly flexible as "Ruth" is hardcoded, but this can change in the future, in co-ordination with the existing RemoteAdmin capabilities.
Need to fix creation of suitable entries for users created as estate owners on standalone.
Avatars still appear with spooky empty eyes, need to see if we can address this.
This commit adds a "Default Iris" to the library (thanks to Eirynne Sieyes from http://opensimulator.org/mantis/view.php?id=1461) which can be used.
This matches the GridCommon setting and is the best tested setting. It appears to work fine on standalone.
Also, add information that the flotsam asset cache is the recommended cache, since it is most used and actively maintained.
Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing).
Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing.
Extended TestCreate() to check this.
When this setting is false and other defaults haven't been changed, scripts entering the simulator from another sim are automatically restarted but their state is not preserved.
When this setting is true, state that accompanies the script is reloaded (e.g. if a script had a variable i = 1 when leaving the source region, it will still have i = 1 on the destination region).
This setting does not affect crossings when regions are run in the same simulator. In this case, state is already preserved.
Some items had completely wrong permissions - this is easier than correcting them all.
The ability to set permissions in xml is retained since there are use cases for this (e.g. to create no-mod library scripts)
Library items always need the same permissions, so it doesn't make sense to load them from the xml files. This just opens the door to permissions mistakes.