Remove Previous Release and Release directories

The contents of the Release directories are moved up one level as
we no longer need to distinguish between current releases and
prior releases.

git rm -r LSLScripts/HUD/Ruth/Previous\ Release
git mv LSLScripts/HUD/Ruth/Release/.keep LSLScripts/HUD/Ruth/
git mv LSLScripts/HUD/Ruth/Release/readme.txt LSLScripts/HUD/Ruth/
rmdir LSLScripts/HUD/Ruth/Release

git rm -r Mesh/Avatar\ Roth/Previous\ Releases
git mv Mesh/Avatar\ Roth/Release/* Mesh/Avatar\ Roth/
rmdir Mesh/Avatar\ Roth/Release/

git rm -r Mesh/Avatar\ Ruth/Previous\ Releases
git mv Mesh/Avatar\ Ruth/Release/* Mesh/Avatar\ Ruth/
git rm -r Mesh/Avatar\ Ruth/Release/
rmdir Mesh/Avatar\ Ruth/Previous\ Releases Mesh/Avatar\ Ruth/Release/
This commit is contained in:
Serie Sumei
2019-01-28 13:34:14 -06:00
parent 5518af7ef6
commit fa766f5079
82 changed files with 0 additions and 18656 deletions
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<input semantic="VERTEX" source="#r2HUDacButtons1_001-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#r2HUDacButtons1_001-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#r2HUDacButtons1_001-mesh-map" offset="2" set="0"/>
<p>4 1 3 2 1 4 0 1 5 4 7 27 17 7 28 2 7 29</p>
</triangles>
<triangles material="mat_f2-material" count="2">
<input semantic="VERTEX" source="#r2HUDacButtons1_001-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#r2HUDacButtons1_001-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#r2HUDacButtons1_001-mesh-map" offset="2" set="0"/>
<p>5 2 6 17 2 7 4 2 8 5 8 30 16 8 31 17 8 32</p>
</triangles>
<triangles material="mat_f3-material" count="2">
<input semantic="VERTEX" source="#r2HUDacButtons1_001-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#r2HUDacButtons1_001-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#r2HUDacButtons1_001-mesh-map" offset="2" set="0"/>
<p>6 3 9 16 3 10 5 3 11 6 9 33 15 9 34 16 9 35</p>
</triangles>
<triangles material="mat_f4-material" count="2">
<input semantic="VERTEX" source="#r2HUDacButtons1_001-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#r2HUDacButtons1_001-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#r2HUDacButtons1_001-mesh-map" offset="2" set="0"/>
<p>7 4 12 15 4 13 6 4 14 7 10 36 14 10 37 15 10 38</p>
</triangles>
<triangles material="mat_f5-material" count="2">
<input semantic="VERTEX" source="#r2HUDacButtons1_001-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#r2HUDacButtons1_001-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#r2HUDacButtons1_001-mesh-map" offset="2" set="0"/>
<p>8 4 15 14 4 16 7 4 17 8 10 39 13 10 40 14 10 41</p>
</triangles>
<triangles material="mat_f6-material" count="2">
<input semantic="VERTEX" source="#r2HUDacButtons1_001-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#r2HUDacButtons1_001-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#r2HUDacButtons1_001-mesh-map" offset="2" set="0"/>
<p>9 4 18 13 4 19 8 4 20 9 11 42 12 11 43 13 11 44</p>
</triangles>
<triangles material="mat_f7-material" count="2">
<input semantic="VERTEX" source="#r2HUDacButtons1_001-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#r2HUDacButtons1_001-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#r2HUDacButtons1_001-mesh-map" offset="2" set="0"/>
<p>10 5 21 12 5 22 9 5 23 10 12 45 11 12 46 12 12 47</p>
</triangles>
<triangles material="mat_f8-material" count="2">
<input semantic="VERTEX" source="#r2HUDacButtons1_001-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#r2HUDacButtons1_001-mesh-normals" offset="1"/>
<input semantic="TEXCOORD" source="#r2HUDacButtons1_001-mesh-map" offset="2" set="0"/>
<p>1 0 0 11 0 1 10 0 2 1 6 24 3 6 25 11 6 26</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_controllers/>
<library_visual_scenes>
<visual_scene id="Scene" name="Scene">
<node id="r2HUDacButtons1" name="r2HUDacButtons1" type="NODE">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<instance_geometry url="#r2HUDacButtons1-mesh" name="r2HUDacButtons1">
<bind_material>
<technique_common>
<instance_material symbol="mat_f1-material" target="#mat_f1-material"/>
<instance_material symbol="mat_f2-material" target="#mat_f2-material"/>
<instance_material symbol="mat_f3-material" target="#mat_f3-material"/>
<instance_material symbol="mat_f4-material" target="#mat_f4-material"/>
<instance_material symbol="mat_f5-material" target="#mat_f5-material"/>
<instance_material symbol="mat_f6-material" target="#mat_f6-material"/>
<instance_material symbol="mat_f7-material" target="#mat_f7-material"/>
<instance_material symbol="mat_f8-material" target="#mat_f8-material"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="r2HUDacButtons3" name="r2HUDacButtons3" type="NODE">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<instance_geometry url="#r2HUDacButtons3-mesh" name="r2HUDacButtons3">
<bind_material>
<technique_common>
<instance_material symbol="mat_f1-material" target="#mat_f1-material"/>
<instance_material symbol="mat_f2-material" target="#mat_f2-material"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="r2HUDacBackboard" name="r2HUDacBackboard" type="NODE">
<matrix sid="transform">0.9659026 0 0 0 0 0.9659026 0 0 0 0 1.207378 0 0 0 0 1</matrix>
<instance_geometry url="#r2HUDacBackboard-mesh" name="r2HUDacBackboard"/>
</node>
<node id="r2HUDacButtons2" name="r2HUDacButtons2" type="NODE">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<instance_geometry url="#r2HUDacButtons2-mesh" name="r2HUDacButtons2">
<bind_material>
<technique_common>
<instance_material symbol="mat_f1-material" target="#mat_f1-material"/>
<instance_material symbol="mat_f2-material" target="#mat_f2-material"/>
<instance_material symbol="mat_f3-material" target="#mat_f3-material"/>
<instance_material symbol="mat_f4-material" target="#mat_f4-material"/>
<instance_material symbol="mat_f5-material" target="#mat_f5-material"/>
<instance_material symbol="mat_f6-material" target="#mat_f6-material"/>
<instance_material symbol="mat_f7-material" target="#mat_f7-material"/>
<instance_material symbol="mat_f8-material" target="#mat_f8-material"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="r2HUDacBase" name="r2HUDacBase" type="NODE">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<instance_geometry url="#r2HUDacBase-mesh" name="r2HUDacBase">
<bind_material>
<technique_common>
<instance_material symbol="mat_f1-material" target="#mat_f1-material"/>
<instance_material symbol="mat_f2-material" target="#mat_f2-material"/>
<instance_material symbol="mat_f3-material" target="#mat_f3-material"/>
<instance_material symbol="mat_f4-material" target="#mat_f4-material"/>
<instance_material symbol="mat_f5-material" target="#mat_f5-material"/>
<instance_material symbol="mat_f6-material" target="#mat_f6-material"/>
<instance_material symbol="mat_f7-material" target="#mat_f7-material"/>
<instance_material symbol="mat_f8-material" target="#mat_f8-material"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="r2HUDacButtons2_001" name="r2HUDacButtons2_001" type="NODE">
<matrix sid="transform">-1 3.25841e-7 0 0 -3.25841e-7 -1 0 0 0 0 1 0 0 0 0 1</matrix>
<instance_geometry url="#r2HUDacButtons2_001-mesh" name="r2HUDacButtons2_001">
<bind_material>
<technique_common>
<instance_material symbol="mat_f1-material" target="#mat_f1-material"/>
<instance_material symbol="mat_f2-material" target="#mat_f2-material"/>
<instance_material symbol="mat_f3-material" target="#mat_f3-material"/>
<instance_material symbol="mat_f4-material" target="#mat_f4-material"/>
<instance_material symbol="mat_f5-material" target="#mat_f5-material"/>
<instance_material symbol="mat_f6-material" target="#mat_f6-material"/>
<instance_material symbol="mat_f7-material" target="#mat_f7-material"/>
<instance_material symbol="mat_f8-material" target="#mat_f8-material"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="r2HUDacButtons3_001" name="r2HUDacButtons3_001" type="NODE">
<matrix sid="transform">-1 3.25841e-7 0 0 -3.25841e-7 -1 0 0 0 0 1 0 0 0 0 1</matrix>
<instance_geometry url="#r2HUDacButtons3_001-mesh" name="r2HUDacButtons3_001">
<bind_material>
<technique_common>
<instance_material symbol="mat_f1-material" target="#mat_f1-material"/>
<instance_material symbol="mat_f2-material" target="#mat_f2-material"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
<node id="r2HUDacButtons1_001" name="r2HUDacButtons1_001" type="NODE">
<matrix sid="transform">-1 3.25841e-7 0 0 -3.25841e-7 -1 0 0 0 0 1 0 0 0 0 1</matrix>
<instance_geometry url="#r2HUDacButtons1_001-mesh" name="r2HUDacButtons1_001">
<bind_material>
<technique_common>
<instance_material symbol="mat_f1-material" target="#mat_f1-material"/>
<instance_material symbol="mat_f2-material" target="#mat_f2-material"/>
<instance_material symbol="mat_f3-material" target="#mat_f3-material"/>
<instance_material symbol="mat_f4-material" target="#mat_f4-material"/>
<instance_material symbol="mat_f5-material" target="#mat_f5-material"/>
<instance_material symbol="mat_f6-material" target="#mat_f6-material"/>
<instance_material symbol="mat_f7-material" target="#mat_f7-material"/>
<instance_material symbol="mat_f8-material" target="#mat_f8-material"/>
</technique_common>
</bind_material>
</instance_geometry>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#Scene"/>
</scene>
</COLLADA>
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@@ -1,277 +0,0 @@
<?xml version='1.0' encoding='utf-8'?>
<COLLADA version="1.4.1" xmlns="http://www.collada.org/2005/11/COLLADASchema">
<asset>
<contributor>
<author>Avastar User</author>
<authoring_tool>Avastar 2-1-1 on Blender 2.79 (sub 0)</authoring_tool>
</contributor>
<created>2018-01-04T18:55:35</created>
<modified>2018-01-04T18:55:35</modified>
<unit meter="1" name="meter" />
<up_axis>Z_UP</up_axis>
</asset>
<library_cameras />
<library_lights />
<library_effects>
<effect id="mat_001-effect">
<profile_COMMON>
<technique sid="common">
<phong>
<emission>
<color sid="emission">0 0 0 1</color>
</emission>
<ambient>
<color sid="ambient">0 0 0 1</color>
</ambient>
<diffuse>
<color sid="diffuse">0.64 0.64 0.64 1</color>
</diffuse>
<specular>
<color sid="specular">0.5 0.5 0.5 1</color>
</specular>
<shininess>
<float sid="shininess">50</float>
</shininess>
<index_of_refraction>
<float sid="index_of_refraction">1.0</float>
</index_of_refraction>
</phong>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_materials>
<material id="mat_001-material" name="mat_001">
<instance_effect url="#mat_001-effect" />
</material>
</library_materials>
<library_geometries>
<geometry id="rootprim-mesh" name="rootprim">
<mesh>
<source id="rootprim-mesh-positions">
<float_array count="24" id="rootprim-mesh-positions-array">-0.0162048 0.00886211 1.63981 -0.0162048 0.00886211 1.67222 -0.0162048 0.0412689 1.63981 -0.0162048 0.0412689 1.67222 0.0162019 0.00886211 1.63981 0.0162019 0.00886211 1.67222 0.0162019 0.0412689 1.63981 0.0162019 0.0412689 1.67222 </float_array>
<technique_common>
<accessor count="8" source="#rootprim-mesh-positions-array" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<source id="rootprim-mesh-normals">
<float_array count="18" id="rootprim-mesh-normals-array">-1 -0 0 0 1 0 1 -0 0 0 -1 0 0 0 -1 0 -0 1 </float_array>
<technique_common>
<accessor count="6" source="#rootprim-mesh-normals-array" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<source id="rootprim-mesh-map-0">
<float_array count="48" id="rootprim-mesh-map-0-array">0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 </float_array>
<technique_common>
<accessor count="24" source="#rootprim-mesh-map-0-array" stride="2">
<param name="S" type="float" />
<param name="T" type="float" />
</accessor>
</technique_common>
</source>
<vertices id="rootprim-mesh-vertices">
<input semantic="POSITION" source="#rootprim-mesh-positions" />
</vertices>
<polylist count="12" material="mat_001-material">
<input offset="0" semantic="VERTEX" source="#rootprim-mesh-vertices" />
<input offset="1" semantic="NORMAL" source="#rootprim-mesh-normals" />
<input offset="2" semantic="TEXCOORD" set="0" source="#rootprim-mesh-map-0" />
<vcount>4 4 4 4 4 4</vcount>
<p>0 0 0 1 0 1 3 0 2 2 0 3 2 1 4 3 1 5 7 1 6 6 1 7 6 2 8 7 2 9 5 2 10 4 2 11 4 3 12 5 3 13 1 3 14 0 3 15 2 4 16 6 4 17 4 4 18 0 4 19 7 5 20 3 5 21 1 5 22 5 5 23 </p>
</polylist>
</mesh>
<extra>
<technique profile="MAYA">
<double_sided>1</double_sided>
</technique>
</extra>
</geometry>
</library_geometries>
<library_controllers>
<controller id="Avatar_rootprim-skin" name="Avatar">
<skin source="#rootprim-mesh">
<bind_shape_matrix>0 -1 0 0 1 0 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
<source id="Avatar_rootprim-skin-joints">
<Name_array count="8" id="Avatar_rootprim-skin-joints-array">
mNeck mChest mSpine4 mSpine3 mTorso mSpine2 mSpine1 mPelvis
</Name_array>
<technique_common>
<accessor count="8" source="#Avatar_rootprim-skin-joints-array" stride="1">
<param name="JOINT" type="name" />
</accessor>
</technique_common>
</source>
<source id="Avatar_rootprim-skin-bind_poses">
<float_array count="128" id="Avatar_rootprim-skin-bind_poses-array">
1.18343 0 0 0.0293254
0 1.1976 0 0
0 0 1 -1.60707
0 0 0 1
1.0101 0 0 0.0155232
0 1.04167 0 0
0 0 1 -1.35596
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 -1.15109
0 0 0 1
1 0 0 0.015368
0 1 0 0
0 0 1 -1.35597
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 -1.15109
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 -1.06702
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 -1.15109
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 -1.06702
0 0 0 1
</float_array>
<technique_common>
<accessor count="8" source="#Avatar_rootprim-skin-bind_poses-array" stride="16">
<param name="TRANSFORM" type="float4x4" />
</accessor>
</technique_common>
</source>
<source id="Avatar_rootprim-skin-weights">
<float_array count="8" id="Avatar_rootprim-skin-weights-array">1 1 1 1 1 1 1 1</float_array>
<technique_common>
<accessor count="8" source="#Avatar_rootprim-skin-weights-array" stride="1">
<param name="WEIGHT" type="float" />
</accessor>
</technique_common>
</source>
<joints>
<input semantic="JOINT" source="#Avatar_rootprim-skin-joints" />
<input semantic="INV_BIND_MATRIX" source="#Avatar_rootprim-skin-bind_poses" />
</joints>
<vertex_weights count="8">
<input offset="0" semantic="JOINT" source="#Avatar_rootprim-skin-joints" />
<input offset="1" semantic="WEIGHT" source="#Avatar_rootprim-skin-weights" />
<vcount>1 1 1 1 1 1 1 1</vcount>
<v>0 0 0 1 0 2 0 3 0 4 0 5 0 6 0 7 </v>
</vertex_weights>
</skin>
</controller>
</library_controllers>
<library_visual_scenes>
<visual_scene id="Scene" name="Scene">
<node id="Avatar" name="Avatar" type="NODE">
<translate sid="location">0 0 0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
<node id="mPelvis" name="mPelvis" sid="mPelvis" type="JOINT">
<matrix sid="transform">
1 0 0 0
0 1 0 0
0 0 1 1.06702
0 0 0 1
</matrix>
<node id="mSpine1" name="mSpine1" sid="mSpine1" type="JOINT">
<matrix sid="transform">
1 0 0 0
0 1 0 0
0 0 1 0.0840729
0 0 0 1
</matrix>
<node id="mSpine2" name="mSpine2" sid="mSpine2" type="JOINT">
<matrix sid="transform">
1 0 0 0
0 1 0 0
0 0 1 -0.0840729
0 0 0 1
</matrix>
<node id="mTorso" name="mTorso" sid="mTorso" type="JOINT">
<matrix sid="transform">
1 0 0 0
0 1 0 0
0 0 1 0.0840729
0 0 0 1
</matrix>
<node id="mSpine3" name="mSpine3" sid="mSpine3" type="JOINT">
<matrix sid="transform">
1 0 0 -0.015368
0 1 0 0
0 0 1 0.204877
0 0 0 1
</matrix>
<node id="mSpine4" name="mSpine4" sid="mSpine4" type="JOINT">
<matrix sid="transform">
1 0 0 0.015368
0 1 0 0
0 0 1 -0.204877
0 0 0 1
</matrix>
<node id="mChest" name="mChest" sid="mChest" type="JOINT">
<matrix sid="transform">
1 0 0 -0.015368
0 1 0 0
0 0 1 0.204877
0 0 0 1
</matrix>
<node id="mNeck" name="mNeck" sid="mNeck" type="JOINT">
<matrix sid="transform">
1 0 0 -0.009507
0 1 0 0
0 0 1 0.251108
0 0 0 1
</matrix>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
<node id="rootprim" name="rootprim" type="NODE">
<translate sid="location">0 0 0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
<instance_controller url="#Avatar_rootprim-skin">
<skeleton>#mPelvis</skeleton>
<bind_material>
<technique_common>
<instance_material symbol="mat_001-material" target="#mat_001-material">
<bind_vertex_input input_semantic="TEXCOORD" input_set="0" semantic="UVMap" />
</instance_material>
</technique_common>
</bind_material>
</instance_controller>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#Scene" />
</scene>
</COLLADA>
@@ -1,2 +0,0 @@
Previous Release of Ruth 2.0 RC#2
Please do not update these files. I want to preserve them for training purposes.
-5
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Previous Releases
When preparing a new release or release candidate, please put all contents
of Current Release into a suitable sub-directory of this directory before
overwriting that area.
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