Hopefully allows better behavior when loading other avatars. This is from v3, and taking a cursory glance, it's useful as onFirstTEMessageReceived is called before LLVOAvatar::idleUpdate, which means that mLoadedCallbacksPaused hasn't been updated for that particualr frame yet. Using LLVOAvatar::isVisible() is more accurate.
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@@ -7643,7 +7643,7 @@ void LLVOAvatar::updateMeshTextures()
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if(!isSelf())
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if(!isSelf())
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{
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{
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src_callback_list = &mCallbackTextureList ;
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src_callback_list = &mCallbackTextureList ;
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paused = mLoadedCallbacksPaused ;
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paused = !isVisible();
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}
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}
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std::vector<BOOL> is_layer_baked;
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std::vector<BOOL> is_layer_baked;
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@@ -8208,7 +8208,7 @@ void LLVOAvatar::onFirstTEMessageReceived()
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if(!isSelf())
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if(!isSelf())
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{
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{
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src_callback_list = &mCallbackTextureList ;
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src_callback_list = &mCallbackTextureList ;
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paused = mLoadedCallbacksPaused ;
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paused = !isVisible();
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}
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}
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for (U32 i = 0; i < mBakedTextureDatas.size(); i++)
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for (U32 i = 0; i < mBakedTextureDatas.size(); i++)
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