Don't shorten avatar skeleton while in mouselook

This commit is contained in:
Adeon Writer
2013-10-08 18:17:51 -04:00
parent be10c2d7fb
commit 9f6b89ff18

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@@ -1474,7 +1474,7 @@ void LLAgentCamera::updateCamera()
LLVector3 torso_scale = torso_joint->getScale();
LLVector3 chest_scale = chest_joint->getScale();
// shorten avatar skeleton to avoid foot interpenetration
/*// shorten avatar skeleton to avoid foot interpenetration
if (!gAgentAvatarp->mInAir)
{
LLVector3 chest_offset = LLVector3(0.f, 0.f, chest_joint->getPosition().mV[VZ]) * torso_joint->getWorldRotation();
@@ -1487,7 +1487,7 @@ void LLAgentCamera::updateCamera()
scale_factor = llclamp(1.f - ((z_compensate * 0.5f) / neck_offset.mV[VZ]), 0.5f, 1.2f);
chest_joint->setScale(LLVector3(1.f, 1.f, scale_factor));
diff.mV[VZ] = 0.f;
}
}*/
gAgentAvatarp->mPelvisp->setPosition(gAgentAvatarp->mPelvisp->getPosition() + diff);