There isn't a real reason to expend that sort of time and effort on cleaning
assets. First off, for assets named in scripts, a heuristic is used. It can't
detect all assets with certainty and it will also have false positives.
Therefore, some things may break an some unused assets will be kept. However,
and that is the more important part, even a large commercial grid operating for
years accumulates assets that still easily fit on a modern hard disk.
Furthermore, if one disk fills up another can be added. So, for many grids I
know and certainly for myself, the mantra is "disk space is cheap" and that way
there isn't a risk of breaking users' creations. Deduplicating asset systems
like fsassets make this even more relevant, because most large assets are
meshes and textures that are uploade by many people, but are actually
identical. Deduplicating is a massive help there. At the end of the day, there
is only one way to remove a prim, even one without contents, completely. If you
rez a prim and then delete it, it will be taken off the region, serialized and
put into an asset to be put into your trash. So that is not the solution. In
fact, the only way to remove a prim from a region without creating an asset is
llDie(). It creates no copy. - Melanie ---- On Sun, 12 Aug 2018 16:46:15 +0000
Fred Beckhusen <fre...@mitsi.com> wrote ---- 1. Are unused assets deleted?
(Ethan A. Gardener) Dumping and reloading breaks all Firestorm links to
Outfits. Take a look at thi web page at Wizardry and Steamworks
(grimore.org/opensim/database/asset_cleaner) for a possible way to clean a db
It uses PHP with OARS and IARS to make lists of what to keep, then deletes the
rest. Fred _______________________________________________ Opensim-users
mailing list Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
_______________________________________________
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users