- 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
This commit is contained in:
Casper Warden
2018-10-31 11:28:24 +00:00
parent fc2186029b
commit da4cd459f1
61 changed files with 4232 additions and 440 deletions

View File

@@ -7,6 +7,7 @@ export class TextureEntry
{
defaultTexture: TextureEntryFace | null;
faces: TextureEntryFace[] = [];
binary: Buffer;
static readFaceBitfield(buf: Buffer, pos: number): {
result: boolean,
@@ -40,6 +41,7 @@ export class TextureEntry
constructor(buf: Buffer)
{
this.binary = buf;
if (buf.length < 16)
{
this.defaultTexture = null;
@@ -47,7 +49,7 @@ export class TextureEntry
else
{
this.defaultTexture = new TextureEntryFace(null);
let pos = 0;
const pos = 0;
let i = pos;
// Texture
@@ -241,7 +243,7 @@ export class TextureEntry
// Material
{
this.defaultTexture.materialb = buf[i++];
this.defaultTexture.material = buf[i++];
let done = false;
while (!done)
@@ -257,7 +259,7 @@ export class TextureEntry
if ((result.faceBits & bit) !== 0)
{
this.createFace(face);
this.faces[face].materialb = tmpByte;
this.faces[face].material = tmpByte;
}
}
}
@@ -266,7 +268,7 @@ export class TextureEntry
// Media
{
this.defaultTexture.mediab = buf[i++];
this.defaultTexture.media = buf[i++];
let done = false;
while (i - pos < buf.length && !done)
@@ -282,7 +284,7 @@ export class TextureEntry
if ((result.faceBits & bit) !== 0)
{
this.createFace(face);
this.faces[face].mediab = tmpByte;
this.faces[face].media = tmpByte;
}
}
}