diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 45bbbda50a..0729dc943a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3444,8 +3444,8 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart[] parts = m_parts.GetArray(); - for (int i = 0; i < parts.Length; i++) - parts[i].CheckSculptAndLoad(); +// for (int i = 0; i < parts.Length; i++) +// parts[i].CheckSculptAndLoad(); } /// diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 199526e1c6..58ef9f7512 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1014,9 +1014,9 @@ namespace OpenSim.Region.Framework.Scenes { actor.Size = m_shape.Scale; - if (Shape.SculptEntry) - CheckSculptAndLoad(); - else +// if (Shape.SculptEntry) +// CheckSculptAndLoad(); +// else ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); } } @@ -1620,12 +1620,13 @@ namespace OpenSim.Region.Framework.Scenes if (userExposed) { +/* if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero) { ParentGroup.Scene.AssetService.Get( dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived); } - +*/ bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); dupe.DoPhysicsPropertyUpdate(UsePhysics, true); } @@ -1643,6 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes /// ID of asset received /// Register /// +/* protected void AssetReceived(string id, Object sender, AssetBase asset) { if (asset != null) @@ -1652,7 +1654,7 @@ namespace OpenSim.Region.Framework.Scenes "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", Name, UUID, id); } - +*/ /// /// Do a physics property update for a NINJA joint. /// @@ -1833,9 +1835,9 @@ namespace OpenSim.Region.Framework.Scenes // If this part is a sculpt then delay the physics update until we've asynchronously loaded the // mesh data. - if (Shape.SculptEntry) - CheckSculptAndLoad(); - else +// if (Shape.SculptEntry) +// CheckSculptAndLoad(); +// else ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); } } @@ -2511,6 +2513,7 @@ namespace OpenSim.Region.Framework.Scenes /// Set sculpt and mesh data, and tell the physics engine to process the change. /// /// The mesh itself. +/* public void SculptTextureCallback(AssetBase texture) { if (m_shape.SculptEntry) @@ -2538,7 +2541,7 @@ namespace OpenSim.Region.Framework.Scenes } } } - +*/ /// /// Send a full update to the client for the given part /// @@ -3783,7 +3786,7 @@ namespace OpenSim.Region.Framework.Scenes public void UpdateExtraParam(ushort type, bool inUse, byte[] data) { m_shape.ReadInUpdateExtraParam(type, inUse, data); - +/* if (type == 0x30) { if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero) @@ -3791,7 +3794,7 @@ namespace OpenSim.Region.Framework.Scenes ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived); } } - +*/ if (ParentGroup != null) { ParentGroup.HasGroupChanged = true; @@ -4341,6 +4344,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// When the physics engine has finished with it, the sculpt data is discarded to save memory. /// +/* public void CheckSculptAndLoad() { // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); @@ -4366,7 +4370,7 @@ namespace OpenSim.Region.Framework.Scenes } } } - +*/ /// /// Update the texture entry for this part. ///