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* refactor: remove AssetCache field hanging off Scene
* This is always available at Scene.CommsManager.AssetCache
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@@ -1422,8 +1422,10 @@ if (m_shape != null) {
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{
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if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
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{
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m_parentGroup.Scene.AssetCache.GetAsset(dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true);
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m_parentGroup.Scene.CommsManager.AssetCache.GetAsset(
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dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true);
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}
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bool UsePhysics = ((dupe.ObjectFlags & (uint)PrimFlags.Physics) != 0);
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dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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@@ -3232,8 +3234,8 @@ if (m_shape != null) {
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{
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if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
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{
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//AssetBase tx = m_parentGroup.Scene.getase
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m_parentGroup.Scene.AssetCache.GetAsset(m_shape.SculptTexture, SculptTextureCallback, true);
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m_parentGroup.Scene.CommsManager.AssetCache.GetAsset(
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m_shape.SculptTexture, SculptTextureCallback, true);
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}
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}
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