UUID Gatherer: find assets used in Light Projection, Particle Systems, and Collision Sounds.

varregion
Oren Hurvitz 2013-04-24 11:42:27 +03:00 committed by Justin Clark-Casey (justincc)
parent 979b17165b
commit f1267730ef
1 changed files with 14 additions and 1 deletions

View File

@ -173,6 +173,19 @@ namespace OpenSim.Region.Framework.Scenes
if (part.Shape.SculptTexture != UUID.Zero) if (part.Shape.SculptTexture != UUID.Zero)
assetUuids[part.Shape.SculptTexture] = AssetType.Texture; assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture;
if (part.CollisionSound != UUID.Zero)
assetUuids[part.CollisionSound] = AssetType.Sound;
if (part.ParticleSystem.Length > 0)
{
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
if (ps.Texture != UUID.Zero)
assetUuids[ps.Texture] = AssetType.Texture;
}
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
// Now analyze this prim's inventory items to preserve all the uuids that they reference // Now analyze this prim's inventory items to preserve all the uuids that they reference