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* Valid Sculpted prim now collide properly.
* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy * Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now) * This just adds to the experimental nature of trunk. :D
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@@ -2546,5 +2546,18 @@ namespace OpenSim.Region.Environment.Scenes
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}
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return retmass;
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}
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public void CheckSculptAndLoad()
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{
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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if (part.Shape.SculptEntry && part.Shape.SculptTexture != LLUUID.Zero)
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{
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m_scene.AssetCache.GetAsset(part.Shape.SculptTexture, part.SculptTextureCallback, true);
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}
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}
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}
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}
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}
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}
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