From 2f3d0e209ff5c3028e3e29179b67504be9b2f887 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Jul 2011 03:13:59 +0100 Subject: 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. --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs') 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 if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) return; +// m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); + SceneObjectPart[] parts = m_parts.GetArray(); + for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; -- cgit v1.1