![]() ODEPrim, for instance, always hits this code path twice at the moment Firstly before any sculpt data has been loaded (hence the spurious message) Secondly when any sculpt data has been loaded or failed to load (when the message would be valid). Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead (though this is not ideal since it requires all physics plugins to copy/paste similar code). |
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.. | ||
Tests | ||
AssemblyInfo.cs | ||
ODECharacter.cs | ||
ODEDynamics.c_comments | ||
ODEDynamics.cs | ||
ODEPrim.cs | ||
ODERayCastRequestManager.cs | ||
OdePhysicsJoint.cs | ||
OdePlugin.cs | ||
OdeScene.cs | ||
drawstuff.cs |