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authorJustin Clark-Casey (justincc)2011-07-11 03:13:59 +0100
committerJustin Clark-Casey (justincc)2011-07-11 03:13:59 +0100
commit2f3d0e209ff5c3028e3e29179b67504be9b2f887 (patch)
tree4b7cdf49546018fc078bf3889022e0859c24418b /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentcomment out accidential ProcessTaints physics debug line left in code (diff)
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When a sculpt/mesh texture is received by a part on a callback request, don't do the unnecessary work of copying the base shape.
Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs3
1 files changed, 3 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4b8e370..a184445 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3297,7 +3297,10 @@ namespace OpenSim.Region.Framework.Scenes
3297 if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) 3297 if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
3298 return; 3298 return;
3299 3299
3300// m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
3301
3300 SceneObjectPart[] parts = m_parts.GetArray(); 3302 SceneObjectPart[] parts = m_parts.GetArray();
3303
3301 for (int i = 0; i < parts.Length; i++) 3304 for (int i = 0; i < parts.Length; i++)
3302 { 3305 {
3303 SceneObjectPart part = parts[i]; 3306 SceneObjectPart part = parts[i];