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author | Oren Hurvitz | 2013-04-24 11:42:27 +0300 |
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committer | Justin Clark-Casey (justincc) | 2013-09-19 23:01:06 +0100 |
commit | f1267730ef7c4c91e189ad98eeda1bfa80aa106c (patch) | |
tree | 9fba33f9c4b2627f345f68a92e2cb67ecb1f880c | |
parent | For debug purposes, allow simulators to force use of earlier SIMULATION/0.1 t... (diff) | |
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UUID Gatherer: find assets used in Light Projection, Particle Systems, and Collision Sounds.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 15 |
1 files changed, 14 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 8f69ce3..502c748 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -172,7 +172,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
172 | // If the prim is a sculpt then preserve this information too | 172 | // If the prim is a sculpt then preserve this information too |
173 | if (part.Shape.SculptTexture != UUID.Zero) | 173 | if (part.Shape.SculptTexture != UUID.Zero) |
174 | assetUuids[part.Shape.SculptTexture] = AssetType.Texture; | 174 | assetUuids[part.Shape.SculptTexture] = AssetType.Texture; |
175 | 175 | ||
176 | if (part.Shape.ProjectionTextureUUID != UUID.Zero) | ||
177 | assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture; | ||
178 | |||
179 | if (part.CollisionSound != UUID.Zero) | ||
180 | assetUuids[part.CollisionSound] = AssetType.Sound; | ||
181 | |||
182 | if (part.ParticleSystem.Length > 0) | ||
183 | { | ||
184 | Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); | ||
185 | if (ps.Texture != UUID.Zero) | ||
186 | assetUuids[ps.Texture] = AssetType.Texture; | ||
187 | } | ||
188 | |||
176 | TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); | 189 | TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); |
177 | 190 | ||
178 | // Now analyze this prim's inventory items to preserve all the uuids that they reference | 191 | // Now analyze this prim's inventory items to preserve all the uuids that they reference |