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* refactor: remove AssetCache field hanging off Scene
* This is always available at Scene.CommsManager.AssetCache
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@@ -212,7 +212,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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if (BlendWithOldTexture)
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{
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UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID;
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oldAsset = scene.AssetCache.GetAsset(lastTextureID, true);
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oldAsset = scene.CommsManager.AssetCache.GetAsset(lastTextureID, true);
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if (oldAsset != null)
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{
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assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
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@@ -238,7 +238,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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asset.Metadata.Description = "dynamic image";
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asset.Metadata.Local = false;
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asset.Metadata.Temporary = true;
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scene.AssetCache.AddAsset(asset);
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scene.CommsManager.AssetCache.AddAsset(asset);
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LastAssetID = asset.Metadata.FullID;
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@@ -254,7 +254,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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// remove the old asset from the cache
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UUID oldID = tmptex.DefaultTexture.TextureID;
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scene.AssetCache.ExpireAsset(oldID);
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scene.CommsManager.AssetCache.ExpireAsset(oldID);
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tmptex.DefaultTexture.TextureID = asset.Metadata.FullID;
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// I'm pretty sure we always want to force this to true
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