Don't shorten avatar skeleton while in mouselook
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@@ -1474,7 +1474,7 @@ void LLAgentCamera::updateCamera()
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LLVector3 torso_scale = torso_joint->getScale();
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LLVector3 torso_scale = torso_joint->getScale();
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LLVector3 chest_scale = chest_joint->getScale();
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LLVector3 chest_scale = chest_joint->getScale();
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// shorten avatar skeleton to avoid foot interpenetration
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/*// shorten avatar skeleton to avoid foot interpenetration
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if (!gAgentAvatarp->mInAir)
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if (!gAgentAvatarp->mInAir)
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{
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{
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LLVector3 chest_offset = LLVector3(0.f, 0.f, chest_joint->getPosition().mV[VZ]) * torso_joint->getWorldRotation();
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LLVector3 chest_offset = LLVector3(0.f, 0.f, chest_joint->getPosition().mV[VZ]) * torso_joint->getWorldRotation();
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@@ -1487,7 +1487,7 @@ void LLAgentCamera::updateCamera()
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scale_factor = llclamp(1.f - ((z_compensate * 0.5f) / neck_offset.mV[VZ]), 0.5f, 1.2f);
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scale_factor = llclamp(1.f - ((z_compensate * 0.5f) / neck_offset.mV[VZ]), 0.5f, 1.2f);
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chest_joint->setScale(LLVector3(1.f, 1.f, scale_factor));
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chest_joint->setScale(LLVector3(1.f, 1.f, scale_factor));
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diff.mV[VZ] = 0.f;
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diff.mV[VZ] = 0.f;
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}
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}*/
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gAgentAvatarp->mPelvisp->setPosition(gAgentAvatarp->mPelvisp->getPosition() + diff);
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gAgentAvatarp->mPelvisp->setPosition(gAgentAvatarp->mPelvisp->getPosition() + diff);
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