Removed "SculptData" from the serialized XML format of prims
parent
ba5a236922
commit
f360b687d6
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@ -1144,9 +1144,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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private static void ProcessShpSculptData(PrimitiveBaseShape shp, XmlTextReader reader)
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private static void ProcessShpSculptData(PrimitiveBaseShape shp, XmlTextReader reader)
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{
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{
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// m_log.DebugFormat("[SCENE OBJECT SERIALIZER]: Setting sculpt data length {0}", shp.SculptData.Length);
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// Ignore this field. It shouldn't have been serialized. If we read it
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// we'll just be wasting memory.
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shp.SculptData = Convert.FromBase64String(reader.ReadElementString("SculptData"));
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}
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}
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private static void ProcessShpFlexiSoftness(PrimitiveBaseShape shp, XmlTextReader reader)
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private static void ProcessShpFlexiSoftness(PrimitiveBaseShape shp, XmlTextReader reader)
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@ -1558,14 +1557,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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WriteUUID(writer, "SculptTexture", shp.SculptTexture, options);
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WriteUUID(writer, "SculptTexture", shp.SculptTexture, options);
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writer.WriteElementString("SculptType", shp.SculptType.ToString());
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writer.WriteElementString("SculptType", shp.SculptType.ToString());
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writer.WriteStartElement("SculptData");
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// Don't serialize SculptData. It's just a copy of the asset, which can be loaded separately using 'SculptTexture'.
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byte[] sd;
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if (shp.SculptData != null)
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sd = shp.SculptData;
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else
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sd = Utils.EmptyBytes;
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writer.WriteBase64(sd, 0, sd.Length);
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writer.WriteEndElement(); // SculptData
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writer.WriteElementString("FlexiSoftness", shp.FlexiSoftness.ToString());
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writer.WriteElementString("FlexiSoftness", shp.FlexiSoftness.ToString());
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writer.WriteElementString("FlexiTension", shp.FlexiTension.ToString());
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writer.WriteElementString("FlexiTension", shp.FlexiTension.ToString());
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