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