UUID Gatherer: find assets used in Light Projection, Particle Systems, and Collision Sounds.
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979b17165b
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f1267730ef
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@ -172,7 +172,20 @@ namespace OpenSim.Region.Framework.Scenes
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// If the prim is a sculpt then preserve this information too
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// If the prim is a sculpt then preserve this information too
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if (part.Shape.SculptTexture != UUID.Zero)
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if (part.Shape.SculptTexture != UUID.Zero)
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assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
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assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
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if (part.Shape.ProjectionTextureUUID != UUID.Zero)
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assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture;
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if (part.CollisionSound != UUID.Zero)
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assetUuids[part.CollisionSound] = AssetType.Sound;
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if (part.ParticleSystem.Length > 0)
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{
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Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
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if (ps.Texture != UUID.Zero)
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assetUuids[ps.Texture] = AssetType.Texture;
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}
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TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
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TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
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// Now analyze this prim's inventory items to preserve all the uuids that they reference
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// Now analyze this prim's inventory items to preserve all the uuids that they reference
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