diff options
Diffstat (limited to 'OpenSim/Region')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index f59b9d9..fe0f984 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -895,9 +895,11 @@ public sealed class BSShapeCollection : IDisposable | |||
895 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | 895 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset |
896 | if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero) | 896 | if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero) |
897 | { | 897 | { |
898 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed); | ||
899 | // This will prevent looping through this code as we keep trying to get the failed shape | ||
898 | prim.LastAssetBuildFailed = true; | 900 | prim.LastAssetBuildFailed = true; |
901 | |||
899 | BSPhysObject xprim = prim; | 902 | BSPhysObject xprim = prim; |
900 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed); | ||
901 | Util.FireAndForget(delegate | 903 | Util.FireAndForget(delegate |
902 | { | 904 | { |
903 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; | 905 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; |
@@ -908,7 +910,7 @@ public sealed class BSShapeCollection : IDisposable | |||
908 | { | 910 | { |
909 | bool assetFound = false; // DEBUG DEBUG | 911 | bool assetFound = false; // DEBUG DEBUG |
910 | string mismatchIDs = String.Empty; // DEBUG DEBUG | 912 | string mismatchIDs = String.Empty; // DEBUG DEBUG |
911 | if (yprim.BaseShape.SculptEntry) | 913 | if (asset != null && yprim.BaseShape.SculptEntry) |
912 | { | 914 | { |
913 | if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) | 915 | if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) |
914 | { | 916 | { |