-Sanity checks from snowglobe. ...
-Null terminated a string buffer. -Mutex locks are expensive. -Realloc is my friend. -But leaks are not. -Nor are unused variables. -And buffer overruns should get lost. -bindManual shouldnt return failure if texture's already bound. -Pulled windlight and classic clouds apart into unique rendertypes. -'Client or Account' savedsettings stuff is now moar bettar. (and efficient) -Replaced LLSavedSettingsGlue with something that supports gSavedSettings, gSavedPerAccountSettings, and gCOASavedSettings -Added 'Enable Classic Clouds' checkbox to ascet performance settings panel -New cards added to gpu table. -General cleaning... -How2spell 'dimensions'?
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@@ -2641,13 +2641,11 @@ bool idle_startup()
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LLFloaterBeacons::showInstance(); DIE
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}*/
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if (!gSavedSettings.getBOOL("CloudsEnabled") && !gNoRender)
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{
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LLPipeline::toggleRenderTypeControl((void*)LLPipeline::RENDER_TYPE_CLOUDS);
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}
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if (!gNoRender)
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{
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//Set up cloud rendertypes. Passed argument is unused.
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handleCloudSettingsChanged(LLSD());
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// Move the progress view in front of the UI
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gViewerWindow->moveProgressViewToFront();
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