26cc57b6ca
Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs |
||
---|---|---|
.. | ||
AnimationsAssetSet | ||
Avatar/Newruth | ||
BodyPartsAssetSet | ||
ClothingAssetSet | ||
CollisionSoundsAssetSet | ||
GesturesAssetSet | ||
LandmarksAssetSet | ||
MyAssetSet | ||
NotecardsAssetSet | ||
ObjectsAssetSet | ||
PhotosAssetSet | ||
ScriptsAssetSet | ||
SoundsAssetSet | ||
TexturesAssetSet | ||
AssetSets.xml | ||
README.txt |
README.txt
README OpenSim comes with a default asset set contained in the OpenSimAssetSet directory. You can also load up your own asset set to OpenSim on startup by making a file entry in AssetSets.xml. This file should point towards an XML file which details the assets in your asset set. The OpenSimAssetSet/OpenSimAssetSet.xml is a good template for the information required. If you want your assets to show up in the standard inventory library for an avatar, you will also need to add separate entries to the xml files in the bin/inventory configuration directory.