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author | BlueWall | 2015-03-06 21:10:45 -0500 |
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committer | BlueWall | 2015-03-06 21:10:45 -0500 |
commit | f6168ded4773810e1875ac0f12a396a6010e6aee (patch) | |
tree | 0256c275b3a91a4013b7d8891cdb922a8edc8ae1 /OpenSim/Region | |
parent | revised GetMesh to not use intermediate base64 coding scheme (diff) | |
download | opensim-SC-f6168ded4773810e1875ac0f12a396a6010e6aee.zip opensim-SC-f6168ded4773810e1875ac0f12a396a6010e6aee.tar.gz opensim-SC-f6168ded4773810e1875ac0f12a396a6010e6aee.tar.bz2 opensim-SC-f6168ded4773810e1875ac0f12a396a6010e6aee.tar.xz |
Remove references to MAX_ASSET_DESC from the dynamic texture module, hardcode to 128 as in other inventory modules.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs index 28e53f7..a686a4d 100644 --- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs | |||
@@ -514,8 +514,8 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
514 | scene.RegionInfo.RegionID.ToString()); | 514 | scene.RegionInfo.RegionID.ToString()); |
515 | asset.Data = assetData; | 515 | asset.Data = assetData; |
516 | asset.Description = String.Format("URL image : {0}", Url); | 516 | asset.Description = String.Format("URL image : {0}", Url); |
517 | if (asset.Description.Length > AssetBase.MAX_ASSET_DESC) | 517 | if (asset.Description.Length > 128) |
518 | asset.Description = asset.Description.Substring(0, AssetBase.MAX_ASSET_DESC); | 518 | asset.Description = asset.Description.Substring(0, 128); |
519 | asset.Local = true; // dynamic images aren't saved in the assets server | 519 | asset.Local = true; // dynamic images aren't saved in the assets server |
520 | asset.Temporary = ((Disp & DISP_TEMP) != 0); | 520 | asset.Temporary = ((Disp & DISP_TEMP) != 0); |
521 | scene.AssetService.Store(asset); // this will only save the asset in the local asset cache | 521 | scene.AssetService.Store(asset); // this will only save the asset in the local asset cache |