Prevent a nullref when building new prims while others watch
parent
5517ea3dfd
commit
9d7e503ce3
|
@ -1772,8 +1772,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
AdaptTree(ref shape);
|
AdaptTree(ref shape);
|
||||||
}
|
}
|
||||||
|
|
||||||
sceneObject.SetGroup(groupID, null);
|
|
||||||
AddNewSceneObject(sceneObject, true);
|
AddNewSceneObject(sceneObject, true);
|
||||||
|
sceneObject.SetGroup(groupID, null);
|
||||||
|
|
||||||
return sceneObject;
|
return sceneObject;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1699,6 +1699,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
|
|
||||||
public void QueueForUpdateCheck()
|
public void QueueForUpdateCheck()
|
||||||
{
|
{
|
||||||
|
if (m_scene == null) // Need to check here as it's null during object creation
|
||||||
|
return;
|
||||||
m_scene.m_sceneGraph.AddToUpdateList(this);
|
m_scene.m_sceneGraph.AddToUpdateList(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue