*DANGER* dont send baked textures assets to Neighbours. Possible we could
send a lot lessavinationmerge
parent
a1cc218f10
commit
395903d58f
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@ -183,11 +183,16 @@ namespace OpenSim.Framework
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m_attachments = new Dictionary<int, List<AvatarAttachment>>();
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m_attachments = new Dictionary<int, List<AvatarAttachment>>();
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}
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}
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public AvatarAppearance(AvatarAppearance appearance): this(appearance, true)
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public AvatarAppearance(AvatarAppearance appearance): this(appearance, true,true)
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{
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{
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}
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}
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public AvatarAppearance(AvatarAppearance appearance, bool copyWearables)
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public AvatarAppearance(AvatarAppearance appearance, bool copyWearables)
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: this(appearance, copyWearables, true)
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{
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}
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public AvatarAppearance(AvatarAppearance appearance, bool copyWearables, bool copyBaked)
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{
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{
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// m_log.WarnFormat("[AVATAR APPEARANCE] create from an existing appearance");
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// m_log.WarnFormat("[AVATAR APPEARANCE] create from an existing appearance");
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@ -221,8 +226,10 @@ namespace OpenSim.Framework
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{
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{
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byte[] tbytes = appearance.Texture.GetBytes();
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byte[] tbytes = appearance.Texture.GetBytes();
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m_texture = new Primitive.TextureEntry(tbytes,0,tbytes.Length);
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m_texture = new Primitive.TextureEntry(tbytes,0,tbytes.Length);
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if (appearance.m_cacheitems != null)
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if (copyBaked && appearance.m_cacheitems != null)
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m_cacheitems = (WearableCacheItem[])appearance.m_cacheitems.Clone();
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m_cacheitems = (WearableCacheItem[])appearance.m_cacheitems.Clone();
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else
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m_cacheitems = null;
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}
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}
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m_visualparams = null;
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m_visualparams = null;
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@ -1832,7 +1832,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agent.InventoryFolder = UUID.Zero;
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agent.InventoryFolder = UUID.Zero;
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agent.startpos = new Vector3(128, 128, 70);
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agent.startpos = new Vector3(128, 128, 70);
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agent.child = true;
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agent.child = true;
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agent.Appearance = sp.Appearance;
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//agent.Appearance = sp.Appearance;
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agent.Appearance = new AvatarAppearance(sp.Appearance, true, false); // guess this should be a lot less
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agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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agent.ChildrenCapSeeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
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agent.ChildrenCapSeeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
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@ -1947,7 +1950,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agent.InventoryFolder = UUID.Zero;
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agent.InventoryFolder = UUID.Zero;
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agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour);
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agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour);
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agent.child = true;
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agent.child = true;
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agent.Appearance = sp.Appearance;
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// agent.Appearance = sp.Appearance;
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agent.Appearance = new AvatarAppearance(sp.Appearance, true, false); // guess this should be a lot less
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if (currentAgentCircuit != null)
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if (currentAgentCircuit != null)
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{
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{
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agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
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agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
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