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BulletSim: remove an exception which occurs if a physics mesh
asset is not found.
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@@ -895,9 +895,11 @@ public sealed class BSShapeCollection : IDisposable
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// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
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if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero)
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{
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prim.LastAssetBuildFailed = true;
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BSPhysObject xprim = prim;
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DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed);
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// This will prevent looping through this code as we keep trying to get the failed shape
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prim.LastAssetBuildFailed = true;
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BSPhysObject xprim = prim;
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Util.FireAndForget(delegate
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{
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RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
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@@ -908,7 +910,7 @@ public sealed class BSShapeCollection : IDisposable
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{
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bool assetFound = false; // DEBUG DEBUG
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string mismatchIDs = String.Empty; // DEBUG DEBUG
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if (yprim.BaseShape.SculptEntry)
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if (asset != null && yprim.BaseShape.SculptEntry)
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{
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if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
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{
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