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author | Master ScienceSim | 2010-10-21 16:48:58 -0700 |
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committer | Master ScienceSim | 2010-10-21 16:48:58 -0700 |
commit | 267f18925d06ca05e2a5ffbfbb63582783762439 (patch) | |
tree | 3f2d00b3269a97ad75094f58137f56ebbb36aa35 /OpenSim/Region/Framework/Scenes | |
parent | Major refactoring of appearance handling. (diff) | |
download | opensim-SC_OLD-267f18925d06ca05e2a5ffbfbb63582783762439.zip opensim-SC_OLD-267f18925d06ca05e2a5ffbfbb63582783762439.tar.gz opensim-SC_OLD-267f18925d06ca05e2a5ffbfbb63582783762439.tar.bz2 opensim-SC_OLD-267f18925d06ca05e2a5ffbfbb63582783762439.tar.xz |
First attempt to get multiple attachments working to support viewer2.
The attachment code appears to work correctly for 1.23 viewers so, in
spite of some big changes in the internal representation, there don't
appear to be regressions. That being said, I still can't get a viewer2
avatar to show correctly.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5dc48d7..f828a2d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -3657,15 +3657,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3657 | return; | 3657 | return; |
3658 | } | 3658 | } |
3659 | 3659 | ||
3660 | List<int> attPoints = m_appearance.GetAttachedPoints(); | 3660 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); |
3661 | foreach (int p in attPoints) | 3661 | foreach (AvatarAttachment attach in attachments) |
3662 | { | 3662 | { |
3663 | if (m_isDeleted) | 3663 | if (m_isDeleted) |
3664 | return; | 3664 | return; |
3665 | 3665 | ||
3666 | UUID itemID = m_appearance.GetAttachedItem(p); | 3666 | int p = attach.AttachPoint; |
3667 | UUID itemID = attach.ItemID; | ||
3667 | 3668 | ||
3668 | //UUID assetID = m_appearance.GetAttachedAsset(p); | 3669 | //UUID assetID = attach.AssetID; |
3669 | // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down | 3670 | // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down |
3670 | // But they're not used anyway, the item is being looked up for now, so let's proceed. | 3671 | // But they're not used anyway, the item is being looked up for now, so let's proceed. |
3671 | //if (UUID.Zero == assetID) | 3672 | //if (UUID.Zero == assetID) |