Patch tool completely misplaced a hunk in previous commit
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@@ -2833,6 +2833,19 @@ void LLPipeline::shiftObjects(const LLVector3 &offset)
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mShiftList.resize(0);
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mShiftList.resize(0);
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}
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}
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//<FS:TS> FIRE-11593: Teleporting more than 4096 regions away clears screen
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// The spatial partition octree shift code has problems with
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// shifts of more than 4096 regions (1M meters). We shift just
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// less than that distance, and let later processing deal with
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// all the spatial partitions that are shifted far enough away
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// that we'll never see them anyway.
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if (offset.length() > MAX_SHIFT_DISTANCE)
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{
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offseta.splat(MAX_SHIFT_DISTANCE);
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}
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//</FS:TS> FIRE-11593
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{
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{
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LLFastTimer t(FTM_SHIFT_OCTREE);
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LLFastTimer t(FTM_SHIFT_OCTREE);
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for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
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for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
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@@ -4008,18 +4021,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
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//LLGLState::checkTextureChannels();
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//LLGLState::checkTextureChannels();
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//LLGLState::checkClientArrays();
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//LLGLState::checkClientArrays();
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//<FS:TS> FIRE-11593: Teleporting more than 4096 regions away clears screen
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// The spatial partition octree shift code has problems with
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// shifts of more than 4096 regions (1M meters). We shift just
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// less than that distance, and let later processing deal with
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// all the spatial partitions that are shifted far enough away
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// that we'll never see them anyway.
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if (offset.length() > MAX_SHIFT_DISTANCE)
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{
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offseta.splat(MAX_SHIFT_DISTANCE);
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}
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//</FS:TS> FIRE-11593
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//stop_glerror();
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//stop_glerror();
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