diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 8d87dfd142..015604a214 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2517,7 +2517,7 @@ namespace OpenSim.Region.Framework.Scenes // If the avatars baked textures are all in the cache, then we have a // complete appearance... send it out, if not, then we'll send it when // the avatar finishes updating its appearance - SendAppearanceToAllOtherAgents(); + m_scene.AvatarFactory.QueueAppearanceSend(UUID); } } diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index c471636743..0d782a8a4d 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -169,7 +169,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC sp.Appearance.SetTextureEntries(x.Texture); sp.Appearance.SetVisualParams((byte[])x.VisualParams.Clone()); - sp.SendAppearanceToAllOtherAgents(); + p_scene.AvatarFactory.QueueAppearanceSend(sp.UUID); } m_avatars.Add(npcAvatar.AgentId, npcAvatar);