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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.
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@@ -3297,7 +3297,10 @@ namespace OpenSim.Region.Framework.Scenes
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if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
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return;
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// m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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