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more cosmetics
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@@ -982,38 +982,35 @@ namespace OpenSim.Framework
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{
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ulong hash = 5381;
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hash = djb2(hash, this.PathCurve);
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hash = djb2(hash, (byte)((byte)this.HollowShape | (byte)this.ProfileShape));
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hash = djb2(hash, this.PathBegin);
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hash = djb2(hash, this.PathEnd);
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hash = djb2(hash, this.PathScaleX);
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hash = djb2(hash, this.PathScaleY);
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hash = djb2(hash, this.PathShearX);
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hash = djb2(hash, this.PathShearY);
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hash = djb2(hash, (byte)this.PathTwist);
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hash = djb2(hash, (byte)this.PathTwistBegin);
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hash = djb2(hash, (byte)this.PathRadiusOffset);
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hash = djb2(hash, (byte)this.PathTaperX);
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hash = djb2(hash, (byte)this.PathTaperY);
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hash = djb2(hash, this.PathRevolutions);
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hash = djb2(hash, (byte)this.PathSkew);
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hash = djb2(hash, this.ProfileBegin);
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hash = djb2(hash, this.ProfileEnd);
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hash = djb2(hash, this.ProfileHollow);
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hash = djb2(hash, PathCurve);
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hash = djb2(hash, (byte)((byte)HollowShape | (byte)ProfileShape));
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hash = djb2(hash, PathBegin);
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hash = djb2(hash, PathEnd);
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hash = djb2(hash, PathScaleX);
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hash = djb2(hash, PathScaleY);
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hash = djb2(hash, PathShearX);
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hash = djb2(hash, PathShearY);
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hash = djb2(hash, (byte)PathTwist);
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hash = djb2(hash, (byte)PathTwistBegin);
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hash = djb2(hash, (byte)PathRadiusOffset);
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hash = djb2(hash, (byte)PathTaperX);
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hash = djb2(hash, (byte)PathTaperY);
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hash = djb2(hash, PathRevolutions);
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hash = djb2(hash, (byte)PathSkew);
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hash = djb2(hash, ProfileBegin);
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hash = djb2(hash, ProfileEnd);
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hash = djb2(hash, ProfileHollow);
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// TODO: Separate scale out from the primitive shape data (after
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// scaling is supported at the physics engine level)
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hash = djb2(hash, size.X);
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hash = djb2(hash, size.Y);
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hash = djb2(hash, size.Z);
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// Include LOD in hash, accounting for endianness
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hash = djb2(hash, lod);
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byte[] lodBytes = new byte[4];
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// include sculpt UUID
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if (this.SculptEntry)
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if (SculptEntry)
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{
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byte[] scaleBytes = this.SculptTexture.GetBytes();
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for (int i = 0; i < scaleBytes.Length; i++)
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