From b6ac1c46cd473b129b70344f0001f1e8f97d8860 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 2 Aug 2011 00:13:04 +0100 Subject: Get rid of AvatarAppearance.Owner to simplify the code. This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1e121d9..4739f5b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -916,7 +916,7 @@ namespace OpenSim.Region.Framework.Scenes { m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName); // emergency; this really shouldn't happen - m_appearance = new AvatarAppearance(UUID); + m_appearance = new AvatarAppearance(); } AddToPhysicalScene(isFlying); @@ -2651,7 +2651,7 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE PRESENCE] Send appearance from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); avatar.ControllingClient.SendAppearance( - m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); + UUID, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); } // Because appearance setting is in a module, we actually need -- cgit v1.1