[Opensim-dev] asset type vs inventory type

Dahlia Trimble dahliatrimble at gmail.com
Thu Mar 14 03:39:07 UTC 2013


I would think it might affect what the viewer can do with inventory items,
such as wearing a skin or a body part or trying to rez an object by drag
and drop.

On Wed, Mar 13, 2013 at 7:37 PM, Mic Bowman <cmickeyb at gmail.com> wrote:

> Thanks...
>
> This is for that filesystem-based inventory tool I mentioned to you the
> other day. Since I don't have to worry about icons and nice viewer
> operations, I think I'm just going to ignore the existence of the inventory
> types and stick to asset types.
>
> --mic
>
>
> On Wed, Mar 13, 2013 at 4:47 PM, Justin Clark-Casey <
> jjustincc at googlemail.com> wrote:
>
>> On 13/03/13 12:40, Jeff Kelley wrote:
>>
>>> At 8:57 PM -0700 3/12/13, Mic Bowman wrote:
>>>
>>>  maybe a better question... are inventory types used for anything other
>>>> than to put
>>>> the right icon in the viewer (without the need to pull the asset) and
>>>> put stuff in the
>>>> right default folder?
>>>>
>>>
>>>
>>> According to http://opensimulator.org/wiki/**Custom_Libraries<http://opensimulator.org/wiki/Custom_Libraries>
>>>
>>> « Inventory type is what tells the viewer which sort of icon to show
>>> next to the inventory item's name. »
>>>
>>>
>>> It also controls the variable part of the contextual menu ("Open",
>>> "Wear", "Attach", "Play", "Teleport") and which
>>> editor to use.
>>>
>>
>> Yes, it does seem a messy crossover with much of the inventory type
>> covered by equivalent asset type enums.  But it's not a subset - inventory
>> type has an attachment enum for instance.  Although whether that particular
>> enum is actually used I couldn't say.
>>
>> --
>> Justin Clark-Casey (justincc)
>> OSVW Consulting
>> http://justincc.org
>> http://twitter.com/justincc
>>
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>>
>
>
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