- 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
32 lines
789 B
TypeScript
32 lines
789 B
TypeScript
import {Vector4} from '../../Vector4';
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import {Color4} from '../../Color4';
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import {Vector2} from '../../Vector2';
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export interface SkyPreset
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{
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ambient: Vector4,
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blueDensity: Vector4,
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blueHorizon: Vector4,
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cloudColor: Color4,
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cloudPosDensity1: Vector4,
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cloudPosDensity2: Vector4,
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cloudScale: Vector4,
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cloudScrollRate: Vector2,
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cloudShadow: Vector4,
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densityMultiplier: Vector4,
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distanceMultiplier: Vector4,
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eastAngle: number,
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enableCloudScroll: {
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x: boolean,
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y: boolean
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},
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gamma: Vector4,
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glow: Vector4,
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hazeDensity: Vector4,
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hazeHorizon: Vector4,
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lightNormal: Vector4,
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maxY: Vector4,
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starBrightness: number,
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sunAngle: number,
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sunlightColor: Color4
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} |