- Add "GET" method to Caps
- New events: ObjectPhysicsDataEvent, ParcelPropertiesEvent, NewObjectEvent, ObjectUpdateEvent, ObjectKilledEvent - Added getXML function to Color4, Vector2, Vector3, Vector4, GameObject, Region, Quaternion, UUID for opensim-compatible XML export - Added TextureAnim and ParticleSystem decoding to the "full" ObjectStore - Object store will automatically request missing "parent" prims - "setPersist" - When persist is TRUE, the ObjectStore will not forget about "killed" prims - useful for region scanning - Support for Flexible params, Light params, LightImage params, Mesh data, Sculpt maps - Fixed object scale being incorrectly calculated - Add terrain decoding (this was a ballache) - Add parcel map decoding - Add support for region windlight settings (region.environment) - Add support for materials (normal / specular maps) - Add getBuffer, getLong and bitwiseOr to UUID - Added a circular-reference-safe JSONStringify to Utils - Add XferFile capability to Circuit PUBLIC API: AssetCommands: - Rework "downloadAsset" to detect failures - NEW: downloadInventoryAsset() - uses TransferRequest for prim inventory items - NEW: getMaterials() - resolves material UUIDs RegionCommands: - NEW: getTerrainTextures() - NEW: exportSettings() - OpenSim XML export of region settings - NEW: async getTerrain() - Get binary terrain heightmap, 256x256 float32 - resolveObjects() - now fetches task inventory contents too. - resolveObjects() - fix calculation of land impact - NEW: getObjectByLocalID(localID: number, timeout: number) - NEW: getObjectByUUID(uuid: UUID, timeout: number) - NEW: getParcels(); - NEW: pruneObjects - removes missing GameObjects from a list - NEW: setPersist - prevent objectstore from forgetting about killed gameobjects
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@@ -7,6 +7,7 @@ export class TextureEntry
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{
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defaultTexture: TextureEntryFace | null;
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faces: TextureEntryFace[] = [];
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binary: Buffer;
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static readFaceBitfield(buf: Buffer, pos: number): {
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result: boolean,
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@@ -40,6 +41,7 @@ export class TextureEntry
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constructor(buf: Buffer)
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{
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this.binary = buf;
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if (buf.length < 16)
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{
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this.defaultTexture = null;
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@@ -47,7 +49,7 @@ export class TextureEntry
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else
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{
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this.defaultTexture = new TextureEntryFace(null);
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let pos = 0;
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const pos = 0;
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let i = pos;
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// Texture
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@@ -241,7 +243,7 @@ export class TextureEntry
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// Material
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{
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this.defaultTexture.materialb = buf[i++];
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this.defaultTexture.material = buf[i++];
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let done = false;
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while (!done)
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@@ -257,7 +259,7 @@ export class TextureEntry
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if ((result.faceBits & bit) !== 0)
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{
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this.createFace(face);
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this.faces[face].materialb = tmpByte;
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this.faces[face].material = tmpByte;
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}
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}
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}
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@@ -266,7 +268,7 @@ export class TextureEntry
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// Media
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{
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this.defaultTexture.mediab = buf[i++];
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this.defaultTexture.media = buf[i++];
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let done = false;
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while (i - pos < buf.length && !done)
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@@ -282,7 +284,7 @@ export class TextureEntry
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if ((result.faceBits & bit) !== 0)
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{
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this.createFace(face);
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this.faces[face].mediab = tmpByte;
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this.faces[face].media = tmpByte;
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}
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}
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}
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