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.
This commit is contained in:
Justin Clark-Casey (justincc)
2011-07-11 03:13:59 +01:00
parent ce85675e70
commit 2f3d0e209f
5 changed files with 26 additions and 11 deletions

View File

@@ -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];