diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index cc3f7a3d96..efb68a2949 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -244,21 +244,21 @@ namespace OpenSim.Region.Framework.Scenes
/// Dictionary in which to record the references
private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary assetUuids)
{
- m_log.DebugFormat("[ASSET GATHERER]: Getting assets for asset {0}", embeddingAssetId);
+// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
AssetBase embeddingAsset = GetAsset(embeddingAssetId);
if (null != embeddingAsset)
{
string script = Utils.BytesToString(embeddingAsset.Data);
- m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
+// m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
- m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
+// m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
foreach (Match uuidMatch in uuidMatches)
{
UUID uuid = new UUID(uuidMatch.Value);
- m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
+// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
// Assume AssetIDs embedded are textures.
assetUuids[uuid] = AssetType.Texture;