Make negative asset caching actually work

Also fixes some merge artefacts in HGAssetBroker where cached assets
were requested but not actually used and completely squelch a materials
debug message because there is nothing the user can do to fix it anyway.
This commit is contained in:
Melanie Thielker
2017-01-30 13:59:05 +00:00
parent a17db1b3cd
commit 5a18ea31cf
13 changed files with 147 additions and 45 deletions

View File

@@ -329,8 +329,7 @@ namespace OpenSim.Region.OptionalModules.Materials
AssetBase matAsset = m_scene.AssetService.Get(id.ToString());
if (matAsset == null || matAsset.Data == null || matAsset.Data.Length == 0 )
{
if (id != UUID.Zero)
m_log.WarnFormat("[Materials]: Prim \"{0}\" ({1}) contains unknown material ID {2}", part.Name, part.UUID, id);
//m_log.WarnFormat("[Materials]: Prim \"{0}\" ({1}) contains unknown material ID {2}", part.Name, part.UUID, id);
return;
}