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authorJustin Clark-Casey (justincc)2012-10-30 01:40:59 +0000
committerJustin Clark-Casey (justincc)2012-10-30 01:40:59 +0000
commitff6c69000e3f192f81e7408a522b78d91521a5ff (patch)
treeb4e815c39703f153ba92180a8e3b5104c465c3e7
parentAdd method doc to IAssetService.Get(string, object, AssetRetrieved) outlining... (diff)
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Log warning if mesh/sculpt asset couldn't be found by ODEPrim.MeshAssetReceived() callback.
Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
1 files changed, 6 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 2637295..5a0b8d1 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -3364,6 +3364,12 @@ Console.WriteLine(" JointCreateFixed");
3364 m_taintshape = true; 3364 m_taintshape = true;
3365 _parent_scene.AddPhysicsActorTaint(this); 3365 _parent_scene.AddPhysicsActorTaint(this);
3366 } 3366 }
3367 else
3368 {
3369 m_log.WarnFormat(
3370 "[ODE PRIM]: Could not get mesh/sculpt asset {0} for {1} at {2} in {3}",
3371 _pbs.SculptTexture, Name, _position, _parent_scene.Name);
3372 }
3367 } 3373 }
3368 } 3374 }
3369} \ No newline at end of file 3375} \ No newline at end of file