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authorMelanie2010-12-04 00:09:32 +0000
committerMelanie2010-12-04 00:09:32 +0000
commit24af7b8384d8236ad049c5432dfb574cb3b59dfe (patch)
tree2b9949652e0f4a9f4cf62e1b8a080a9aa37cfb71 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentWhen linking something, immediately persist the linked set. (diff)
parentVarious bug fixes for appearance handling: more aggressive reset of textures ... (diff)
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Merge branch 'master' into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 5a842d8..7ce94d4 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2789,7 +2789,7 @@ namespace OpenSim.Region.Framework.Scenes
2789 // If we aren't using a cached appearance, then clear out the baked textures 2789 // If we aren't using a cached appearance, then clear out the baked textures
2790 if (! cachedappearance) 2790 if (! cachedappearance)
2791 { 2791 {
2792 m_appearance.ResetBakedTextures(); 2792 m_appearance.ResetAppearance();
2793 if (m_scene.AvatarFactory != null) 2793 if (m_scene.AvatarFactory != null)
2794 m_scene.AvatarFactory.QueueAppearanceSave(UUID); 2794 m_scene.AvatarFactory.QueueAppearanceSave(UUID);
2795 } 2795 }
@@ -2799,12 +2799,12 @@ namespace OpenSim.Region.Framework.Scenes
2799 // again here... this comes after the cached appearance check because the avatars 2799 // again here... this comes after the cached appearance check because the avatars
2800 // appearance goes into the avatar update packet 2800 // appearance goes into the avatar update packet
2801 SendAvatarDataToAllAgents(); 2801 SendAvatarDataToAllAgents();
2802 SendAppearanceToAgent(this);
2802 2803
2803 // If we are using the the cached appearance then send it out to everyone 2804 // If we are using the the cached appearance then send it out to everyone
2804 if (cachedappearance) 2805 if (cachedappearance)
2805 { 2806 {
2806 m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name); 2807 m_log.InfoFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
2807 SendAppearanceToAgent(this);
2808 2808
2809 // If the avatars baked textures are all in the cache, then we have a 2809 // If the avatars baked textures are all in the cache, then we have a
2810 // complete appearance... send it out, if not, then we'll send it when 2810 // complete appearance... send it out, if not, then we'll send it when