Fitted mesh: hookup debug display to Advanced -> Charachter -> Show Avatar Joins
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@@ -3946,6 +3946,11 @@ public:
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renderAvatarCollisionVolumes(avatar);
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}
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if (avatar && gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_AVATAR_JOINTS))
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{
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avatar->renderJoints();
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}
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if (avatar && gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_AGENT_TARGET))
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{
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renderAgentTarget(avatar);
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@@ -4188,6 +4193,7 @@ void LLSpatialPartition::renderDebug()
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LLPipeline::RENDER_DEBUG_TEXTURE_ANIM |
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LLPipeline::RENDER_DEBUG_RAYCAST |
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LLPipeline::RENDER_DEBUG_AVATAR_VOLUME |
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LLPipeline::RENDER_DEBUG_AVATAR_JOINTS |
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LLPipeline::RENDER_DEBUG_AGENT_TARGET |
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//LLPipeline::RENDER_DEBUG_BUILD_QUEUE |
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LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA |
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