diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index a93f3c8a85..c42336211c 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -1144,9 +1144,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization private static void ProcessShpSculptData(PrimitiveBaseShape shp, XmlTextReader reader) { -// m_log.DebugFormat("[SCENE OBJECT SERIALIZER]: Setting sculpt data length {0}", shp.SculptData.Length); - - shp.SculptData = Convert.FromBase64String(reader.ReadElementString("SculptData")); + // Ignore this field. It shouldn't have been serialized. If we read it + // we'll just be wasting memory. } private static void ProcessShpFlexiSoftness(PrimitiveBaseShape shp, XmlTextReader reader) @@ -1558,14 +1557,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization WriteUUID(writer, "SculptTexture", shp.SculptTexture, options); writer.WriteElementString("SculptType", shp.SculptType.ToString()); - writer.WriteStartElement("SculptData"); - byte[] sd; - if (shp.SculptData != null) - sd = shp.SculptData; - else - sd = Utils.EmptyBytes; - writer.WriteBase64(sd, 0, sd.Length); - writer.WriteEndElement(); // SculptData + // Don't serialize SculptData. It's just a copy of the asset, which can be loaded separately using 'SculptTexture'. writer.WriteElementString("FlexiSoftness", shp.FlexiSoftness.ToString()); writer.WriteElementString("FlexiTension", shp.FlexiTension.ToString());