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author | Justin Clark-Casey (justincc) | 2011-07-11 03:13:59 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-07-11 03:13:59 +0100 |
commit | 2f3d0e209ff5c3028e3e29179b67504be9b2f887 (patch) | |
tree | 4b7cdf49546018fc078bf3889022e0859c24418b /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |
parent | comment out accidential ProcessTaints physics debug line left in code (diff) | |
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When a sculpt/mesh texture is received by a part on a callback request, don't do the unnecessary work of copying the base shape.
Just setting the new base shape is enough to reinsert the sculpt data and set the taint.
Also cleans up a few more left-in debugging messages.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 4b8e370..a184445 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -3297,7 +3297,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3297 | if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) | 3297 | if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) |
3298 | return; | 3298 | return; |
3299 | 3299 | ||
3300 | // m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); | ||
3301 | |||
3300 | SceneObjectPart[] parts = m_parts.GetArray(); | 3302 | SceneObjectPart[] parts = m_parts.GetArray(); |
3303 | |||
3301 | for (int i = 0; i < parts.Length; i++) | 3304 | for (int i = 0; i < parts.Length; i++) |
3302 | { | 3305 | { |
3303 | SceneObjectPart part = parts[i]; | 3306 | SceneObjectPart part = parts[i]; |