* This fixes the Sculpty seam. Unfortunately not all sculpties will survive. A tiny fraction of them will turn into a torus.
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f6add412d6
commit
e57c2b47a8
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@ -472,7 +472,7 @@ namespace OpenSim.Framework
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{
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{
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SculptEntry = true;
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SculptEntry = true;
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SculptTextureUUID = new byte[16];
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SculptTextureUUID = new byte[16];
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SculptTypel = data[16];
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SculptTypel = data[16 + pos];
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Array.Copy(data, pos, SculptTextureUUID,0, 16);
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Array.Copy(data, pos, SculptTextureUUID,0, 16);
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SculptUUID = new LLUUID(SculptTextureUUID, 0);
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SculptUUID = new LLUUID(SculptTextureUUID, 0);
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}
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}
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@ -483,7 +483,11 @@ namespace OpenSim.Framework
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SculptTypel = 0x00;
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SculptTypel = 0x00;
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}
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}
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if (SculptEntry)
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{
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if (SculptType != (byte)1 && SculptType != (byte)2 && SculptType != (byte)3 && SculptType != (byte)4)
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SculptType = 4;
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}
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SculptTexture = SculptUUID;
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SculptTexture = SculptUUID;
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SculptType = SculptTypel;
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SculptType = SculptTypel;
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//m_log.Info("[SCULPT]:" + SculptUUID.ToString());
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//m_log.Info("[SCULPT]:" + SculptUUID.ToString());
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