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!= UUID.Zero is slow
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@@ -636,7 +636,7 @@ namespace OpenSim.Region.PhysicsModule.Meshing
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Image idata = null;
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string decodedSculptFileName = "";
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if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
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if (cacheSculptMaps && !primShape.SculptTexture.IsZero())
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{
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decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
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try
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@@ -3163,7 +3163,7 @@ Console.WriteLine(" JointCreateFixed");
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private void CheckMeshAsset()
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{
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if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero)
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if (_pbs.SculptEntry && !m_assetFailed && !_pbs.SculptTexture.IsZero())
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{
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m_assetFailed = true;
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Util.FireAndForget(delegate
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@@ -440,7 +440,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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{
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if (pbs.SculptEntry)
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{
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if (pbs.SculptTexture != null && pbs.SculptTexture != UUID.Zero)
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if (pbs.SculptTexture != null && !pbs.SculptTexture.IsZero())
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{
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repData.assetID = pbs.SculptTexture;
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repData.meshState = MeshState.needAsset;
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