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-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs15
1 files changed, 14 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 8f69ce3..502c748 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -172,7 +172,20 @@ namespace OpenSim.Region.Framework.Scenes
172 // If the prim is a sculpt then preserve this information too 172 // If the prim is a sculpt then preserve this information too
173 if (part.Shape.SculptTexture != UUID.Zero) 173 if (part.Shape.SculptTexture != UUID.Zero)
174 assetUuids[part.Shape.SculptTexture] = AssetType.Texture; 174 assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
175 175
176 if (part.Shape.ProjectionTextureUUID != UUID.Zero)
177 assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture;
178
179 if (part.CollisionSound != UUID.Zero)
180 assetUuids[part.CollisionSound] = AssetType.Sound;
181
182 if (part.ParticleSystem.Length > 0)
183 {
184 Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
185 if (ps.Texture != UUID.Zero)
186 assetUuids[ps.Texture] = AssetType.Texture;
187 }
188
176 TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 189 TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
177 190
178 // Now analyze this prim's inventory items to preserve all the uuids that they reference 191 // Now analyze this prim's inventory items to preserve all the uuids that they reference