* refactor: remove AssetCache field hanging off Scene

* This is always available at Scene.CommsManager.AssetCache
This commit is contained in:
Justin Clarke Casey
2009-02-16 19:15:16 +00:00
parent ec07e1aad6
commit 93837807ff
23 changed files with 44 additions and 50 deletions

View File

@@ -1422,8 +1422,10 @@ if (m_shape != null) {
{
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
{
m_parentGroup.Scene.AssetCache.GetAsset(dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true);
m_parentGroup.Scene.CommsManager.AssetCache.GetAsset(
dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true);
}
bool UsePhysics = ((dupe.ObjectFlags & (uint)PrimFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
@@ -3232,8 +3234,8 @@ if (m_shape != null) {
{
if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
{
//AssetBase tx = m_parentGroup.Scene.getase
m_parentGroup.Scene.AssetCache.GetAsset(m_shape.SculptTexture, SculptTextureCallback, true);
m_parentGroup.Scene.CommsManager.AssetCache.GetAsset(
m_shape.SculptTexture, SculptTextureCallback, true);
}
}