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authorTeravus Ovares2008-05-09 07:50:00 +0000
committerTeravus Ovares2008-05-09 07:50:00 +0000
commitb7baa3cd2aa60324f52118e565465475c669ec80 (patch)
tree99ce1c16edb1e0f8895e255e83c563ea489a5882 /OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
parentThank you, Melanie for a patch that helps conversion (diff)
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* Valid Sculpted prim now collide properly.
* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy * Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now) * This just adds to the experimental nature of trunk. :D
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs13
1 files changed, 13 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 033a419..aae6af8 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -2546,5 +2546,18 @@ namespace OpenSim.Region.Environment.Scenes
2546 } 2546 }
2547 return retmass; 2547 return retmass;
2548 } 2548 }
2549 public void CheckSculptAndLoad()
2550 {
2551 lock (m_parts)
2552 {
2553 foreach (SceneObjectPart part in m_parts.Values)
2554 {
2555 if (part.Shape.SculptEntry && part.Shape.SculptTexture != LLUUID.Zero)
2556 {
2557 m_scene.AssetCache.GetAsset(part.Shape.SculptTexture, part.SculptTextureCallback, true);
2558 }
2559 }
2560 }
2561 }
2549 } 2562 }
2550} 2563}