Fix some more issues causing regions with corrupt sculpts to freeze.
parent
ae99c1393d
commit
e3cea888fb
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@ -2136,7 +2136,7 @@ Console.WriteLine(" JointCreateFixed");
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// we don't need to do space calculation because the client sends a position update also.
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// Construction of new prim
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if (_parent_scene.needsMeshing(_pbs))
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if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
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{
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float meshlod = _parent_scene.meshSculptLOD;
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@ -2146,8 +2146,15 @@ Console.WriteLine(" JointCreateFixed");
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IMesh mesh = null;
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if (_parent_scene.needsMeshing(_pbs))
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mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
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try
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{
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if (_parent_scene.needsMeshing(_pbs))
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mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
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}
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catch
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{
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m_meshfailed = true;
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}
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//IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
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//Console.WriteLine("changesize 1");
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@ -2242,17 +2249,23 @@ Console.WriteLine(" JointCreateFixed");
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if (_size.Z <= 0) _size.Z = 0.01f;
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// Construction of new prim
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if (_parent_scene.needsMeshing(_pbs))
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if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
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{
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// Don't need to re-enable body.. it's done in SetMesh
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float meshlod = _parent_scene.meshSculptLOD;
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if (IsPhysical)
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meshlod = _parent_scene.MeshSculptphysicalLOD;
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IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
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try
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{
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IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
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CreateGeom(m_targetSpace, mesh);
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}
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catch
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{
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m_meshfailed = true;
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}
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// createmesh returns null when it doesn't mesh.
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CreateGeom(m_targetSpace, mesh);
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}
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else
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{
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