disable sculpt map caching until a better method of avoiding asset requests can be found
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			@ -2967,10 +2967,10 @@ namespace OpenSim.Region.Framework.Scenes
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                        {
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                            if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero)
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                            {
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                                // check if a previously decoded sculpt map has been cached
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                                if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString())))
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                                    part.SculptTextureCallback(part.Shape.SculptTexture, null);
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                                else
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                                //// check if a previously decoded sculpt map has been cached
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                                //if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString())))
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                                //    part.SculptTextureCallback(part.Shape.SculptTexture, null);
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                                //else
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                                    m_scene.AssetService.Get(
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                                        part.Shape.SculptTexture.ToString(), part, AssetReceived);
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                            }
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			@ -2268,8 +2268,10 @@ if (m_shape != null) {
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        {
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            if (m_shape.SculptEntry)
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            {
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                // commented out for sculpt map caching test - null could mean a cached sculpt map has been found
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                if (texture != null)
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                {
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                    if (texture != null)
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                    //if (texture != null)
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                        m_shape.SculptData = texture.Data;
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                    if (PhysActor != null)
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			@ -71,6 +71,7 @@ namespace OpenSim.Region.Physics.Meshing
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        private const string baseDir = null; //"rawFiles";
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#endif
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        private bool cacheSculptMaps = false;
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        private string decodedScultMapPath = "j2kDecodeCache";
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        private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
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			@ -186,7 +187,7 @@ namespace OpenSim.Region.Physics.Meshing
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                if (primShape.SculptData.Length == 0)
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                    return null;
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                if (primShape.SculptTexture != null)
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                if (cacheSculptMaps && primShape.SculptTexture != null)
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                {
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                    decodedSculptFileName = System.IO.Path.Combine(decodedScultMapPath, "smap_" + primShape.SculptTexture.ToString());
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                    try
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			@ -199,7 +200,7 @@ namespace OpenSim.Region.Physics.Meshing
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                    catch (Exception e)
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                    {
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                        m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
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                    }
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                    if (idata != null)
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                        m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
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			@ -212,9 +213,11 @@ namespace OpenSim.Region.Physics.Meshing
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                        ManagedImage managedImage;  // we never use this
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                        OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage, out idata);
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                        //if (File.Exists(System.IO.Path.GetDirectoryName(decodedScultMapPath)))
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                        try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
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                        catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
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                        if (cacheSculptMaps)
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                        {
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                            try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
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                            catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
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                        }
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                    }
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                    catch (DllNotFoundException)
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                    {
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