Also fetch and store old asset for animation sets
parent
f60139cb91
commit
dbc0dfa606
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@ -175,7 +175,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
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// Here we need to get the old asset to extract the
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// Here we need to get the old asset to extract the
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// texture UUIDs if it's a wearable.
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// texture UUIDs if it's a wearable.
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if (item.Type == (int)AssetType.Bodypart ||
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if (item.Type == (int)AssetType.Bodypart ||
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item.Type == (int)AssetType.Clothing)
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item.Type == (int)AssetType.Clothing ||
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item.Type == (int)CustomAssetType.AnimationSet)
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{
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{
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AssetBase oldAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
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AssetBase oldAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
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if (oldAsset != null)
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if (oldAsset != null)
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@ -193,7 +194,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
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// Here we need to get the old asset to extract the
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// Here we need to get the old asset to extract the
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// texture UUIDs if it's a wearable.
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// texture UUIDs if it's a wearable.
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if (item.AssetType == (int)AssetType.Bodypart ||
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if (item.AssetType == (int)AssetType.Bodypart ||
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item.AssetType == (int)AssetType.Clothing)
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item.AssetType == (int)AssetType.Clothing ||
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item.AssetType == (int)CustomAssetType.AnimationSet)
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{
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{
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AssetBase oldAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
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AssetBase oldAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
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if (oldAsset != null)
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if (oldAsset != null)
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