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authorSean Dague2008-05-22 20:07:31 +0000
committerSean Dague2008-05-22 20:07:31 +0000
commit1c49752a44e3ee251cf1422072088e27d0cc8408 (patch)
tree5d8821407409b314f806da9fb50429625fb6f538 /OpenSim/Region/Environment/Scenes/ScenePresence.cs
parentchange to how initial terrain data is sent. Instead of sending the 64 packets... (diff)
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don't trust appearance assetid, instead do an inventory
lookup any time we get it from the server. This should preventent unwearable appearance.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 1aa800a..0dbd6dd 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -1466,11 +1466,11 @@ namespace OpenSim.Region.Environment.Scenes
1466 { 1466 {
1467 m_log.Info("[APPEARANCE] Sending Own Appearance"); 1467 m_log.Info("[APPEARANCE] Sending Own Appearance");
1468 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 1468 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
1469 ControllingClient.SendAppearance( 1469 // ControllingClient.SendAppearance(
1470 m_appearance.Owner, 1470 // m_appearance.Owner,
1471 m_appearance.VisualParams, 1471 // m_appearance.VisualParams,
1472 m_appearance.Texture.ToBytes() 1472 // m_appearance.Texture.ToBytes()
1473 ); 1473 // );
1474 } 1474 }
1475 1475
1476 /// <summary> 1476 /// <summary>