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authorJustin Clarke Casey2009-02-16 19:15:16 +0000
committerJustin Clarke Casey2009-02-16 19:15:16 +0000
commit93837807ffb24e5811368063b9231a9d8b018d9d (patch)
tree5da8dcbc3fd6e6e4c7003e486f0ad26bd7c43d87 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parent* Iniital inventory archive test code. Doesn't actually do any testing yet (diff)
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* refactor: remove AssetCache field hanging off Scene
* This is always available at Scene.CommsManager.AssetCache
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs8
1 files changed, 5 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index dfa9318..ec3fdf1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1422,8 +1422,10 @@ if (m_shape != null) {
1422 { 1422 {
1423 if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero) 1423 if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
1424 { 1424 {
1425 m_parentGroup.Scene.AssetCache.GetAsset(dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true); 1425 m_parentGroup.Scene.CommsManager.AssetCache.GetAsset(
1426 dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true);
1426 } 1427 }
1428
1427 bool UsePhysics = ((dupe.ObjectFlags & (uint)PrimFlags.Physics) != 0); 1429 bool UsePhysics = ((dupe.ObjectFlags & (uint)PrimFlags.Physics) != 0);
1428 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1430 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1429 } 1431 }
@@ -3232,8 +3234,8 @@ if (m_shape != null) {
3232 { 3234 {
3233 if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero) 3235 if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
3234 { 3236 {
3235 //AssetBase tx = m_parentGroup.Scene.getase 3237 m_parentGroup.Scene.CommsManager.AssetCache.GetAsset(
3236 m_parentGroup.Scene.AssetCache.GetAsset(m_shape.SculptTexture, SculptTextureCallback, true); 3238 m_shape.SculptTexture, SculptTextureCallback, true);
3237 } 3239 }
3238 } 3240 }
3239 3241