* Stop sending wearables back to the client on set appearance

* Now I've had time to analyze this, the Second Life grid doesn't appear to send this to the client (which in principle should know what wearables it has already)
0.6.0-stable
Justin Clarke Casey 2008-11-04 18:33:54 +00:00
parent 5330838b15
commit 67315ef106
1 changed files with 1 additions and 6 deletions

View File

@ -1902,11 +1902,6 @@ namespace OpenSim.Region.Environment.Scenes
m_log.DebugFormat("[APPEARANCE]: Sending wearables to {0}", Name); m_log.DebugFormat("[APPEARANCE]: Sending wearables to {0}", Name);
ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
//ControllingClient.SendAppearance(
// m_appearance.Owner,
// m_appearance.VisualParams,
// m_appearance.Texture.ToBytes()
// );
} }
/// <summary> /// <summary>
@ -1953,7 +1948,7 @@ namespace OpenSim.Region.Environment.Scenes
m_scene.CommsManager.AvatarService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance); m_scene.CommsManager.AvatarService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
SendAppearanceToAllOtherAgents(); SendAppearanceToAllOtherAgents();
SendWearables(); //SendWearables();
if (!m_startAnimationSet) if (!m_startAnimationSet)
{ {
UpdateMovementAnimations(); UpdateMovementAnimations();