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author | Teravus Ovares | 2008-05-09 07:50:00 +0000 |
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committer | Teravus Ovares | 2008-05-09 07:50:00 +0000 |
commit | b7baa3cd2aa60324f52118e565465475c669ec80 (patch) | |
tree | 99ce1c16edb1e0f8895e255e83c563ea489a5882 /OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | |
parent | Thank you, Melanie for a patch that helps conversion (diff) | |
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* Valid Sculpted prim now collide properly.
* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index 033a419..aae6af8 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | |||
@@ -2546,5 +2546,18 @@ namespace OpenSim.Region.Environment.Scenes | |||
2546 | } | 2546 | } |
2547 | return retmass; | 2547 | return retmass; |
2548 | } | 2548 | } |
2549 | public void CheckSculptAndLoad() | ||
2550 | { | ||
2551 | lock (m_parts) | ||
2552 | { | ||
2553 | foreach (SceneObjectPart part in m_parts.Values) | ||
2554 | { | ||
2555 | if (part.Shape.SculptEntry && part.Shape.SculptTexture != LLUUID.Zero) | ||
2556 | { | ||
2557 | m_scene.AssetCache.GetAsset(part.Shape.SculptTexture, part.SculptTextureCallback, true); | ||
2558 | } | ||
2559 | } | ||
2560 | } | ||
2561 | } | ||
2549 | } | 2562 | } |
2550 | } | 2563 | } |