diff options
Clean out some crufty in AvatarFactoryModule
Fix RequestUpdateInventoryItem so that asset changes
generate a new asset, which is needed for editing
appearance to do the right thing. Persistant appearance
seems to work after this, except you need to rebake textures
some times.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs b/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs index 81e19e6..f2185ab 100644 --- a/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs +++ b/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs | |||
@@ -347,6 +347,8 @@ namespace OpenSim.Region.Environment.Modules.Agent.AssetTransaction | |||
347 | 347 | ||
348 | if (asset != null && asset.FullID == assetID) | 348 | if (asset != null && asset.FullID == assetID) |
349 | { | 349 | { |
350 | // Assets never get updated, new ones get created | ||
351 | asset.FullID = LLUUID.Random(); | ||
350 | asset.Name = item.Name; | 352 | asset.Name = item.Name; |
351 | asset.Description = item.Description; | 353 | asset.Description = item.Description; |
352 | asset.InvType = (sbyte) item.InvType; | 354 | asset.InvType = (sbyte) item.InvType; |