Fixed a few remaining bugs. Including all settings.
This commit is contained in:
@@ -5358,6 +5358,61 @@ This should be as low as possible, but too low may break functionality</string>
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<key>Value</key>
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<key>Value</key>
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<integer>0</integer>
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<integer>0</integer>
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</map>
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</map>
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<key>AnimatedObjectsAllowLeftClick</key>
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<map>
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<key>Comment</key>
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<string>Allow left-click interaction with animated objects. Uncertain how much performance impact this will have.</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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</map>
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<key>AnimatedObjectsGlobalScale</key>
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<map>
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<key>Comment</key>
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<string>Temporary testing: allow an extra scale factor to be forced on animated objects.</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>1.00</real>
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</map>
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<key>AnimatedObjectsMaxLegalOffset</key>
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<map>
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<key>Comment</key>
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<string>Max visual offset between object position and rendered position</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>3.0</real>
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</map>
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<key>AnimatedObjectsMaxLegalSize</key>
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<map>
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<key>Comment</key>
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<string>Max bounding box size for animated object's rendered position</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>64.0</real>
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</map>
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<key>AvatarBoundingBoxComplexity</key>
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<map>
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<key>Comment</key>
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<string>How many aspects to consider for avatar bounding box</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>S32</string>
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<key>Value</key>
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<integer>3</integer>
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</map>
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<key>DebugAvatarAppearanceMessage</key>
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<key>DebugAvatarAppearanceMessage</key>
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<map>
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<map>
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<key>Comment</key>
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<key>Comment</key>
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@@ -12475,6 +12530,17 @@ This should be as low as possible, but too low may break functionality</string>
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<key>Value</key>
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<key>Value</key>
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<integer>1</integer>
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<integer>1</integer>
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</map>
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</map>
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<key>AlwaysRenderFriends</key>
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<map>
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<key>Comment</key>
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<string>Always render friends regardless of max complexity</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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</map>
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<key>RenderAvatarCloth</key>
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<key>RenderAvatarCloth</key>
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<map>
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<map>
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<key>Comment</key>
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<key>Comment</key>
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@@ -14193,18 +14259,42 @@ This should be as low as possible, but too low may break functionality</string>
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<key>Value</key>
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<key>Value</key>
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<integer>0</integer>
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<integer>0</integer>
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</map>
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</map>
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<key>RenderAutoMuteSurfaceAreaLimit</key>
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<key>MaxAttachmentComplexity</key>
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<map>
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<map>
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<key>Comment</key>
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<key>Comment</key>
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<string>Maximum surface area of attachments before an avatar is automatically visually muted (0 for no limit).</string>
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<string>Attachment's render weight limit</string>
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<key>Persist</key>
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<key>Persist</key>
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<integer>1</integer>
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<integer>1</integer>
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<key>Type</key>
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<key>Type</key>
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<string>F32</string>
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<string>F32</string>
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<key>Value</key>
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<key>Value</key>
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<real>1.0E6</real>
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</map>
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<key>RenderAvatarMaxComplexity</key>
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<map>
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<key>Comment</key>
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<string>Maximum Avatar Complexity; above this value, the avatar is
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rendered as a solid color outline (0 to disable this limit).</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>U32</string>
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<key>Value</key>
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<integer>0</integer>
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<integer>0</integer>
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</map>
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</map>
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<key>RenderAutoMuteSurfaceAreaLimit</key>
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<map>
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<key>Comment</key>
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<string>Maximum surface area of attachments before an avatar is
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rendered as a simple impostor (to not use this limit, set to zero
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or set RenderAvatarMaxComplexity to zero).</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>0</real>
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</map>
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<key>RenderAutoMuteLogging</key>
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<key>RenderAutoMuteLogging</key>
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<map>
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<map>
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<key>Comment</key>
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<key>Comment</key>
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@@ -273,5 +273,16 @@
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<key>Value</key>
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<key>Value</key>
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<real>0</real>
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<real>0</real>
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</map>
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</map>
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<key>SHSkipResetVBOsOnTeleport</key>
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<map>
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<key>Comment</key>
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<string>Skip VBO auto-recreation upon teleport. Setting to true may help avoid attachments dissipearing on teleport.</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<real>0</real>
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</map>
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</map>
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</map>
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</llsd>
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</llsd>
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@@ -4015,15 +4015,16 @@ bool LLAgent::teleportCore(bool is_local)
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gTeleportDisplay = TRUE;
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gTeleportDisplay = TRUE;
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gAgent.setTeleportState( LLAgent::TELEPORT_START );
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gAgent.setTeleportState( LLAgent::TELEPORT_START );
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/*static const LLCachedControl<bool> hide_tp_screen("AscentDisableTeleportScreens",false);
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static const LLCachedControl<bool> hide_tp_screen("AscentDisableTeleportScreens",false);
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if(!hide_tp_screen)
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static const LLCachedControl<bool> skip_reset_objects_on_teleport("SHSkipResetVBOsOnTeleport", false);
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if(!hide_tp_screen && !skip_reset_objects_on_teleport)
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{
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{
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// AscentDisableTeleportScreens TRUE might be broken..*/
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// AscentDisableTeleportScreens TRUE might be broken..*/
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//release geometry from old location
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//release geometry from old location
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gPipeline.resetVertexBuffers();
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gPipeline.resetVertexBuffers();
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LLSpatialPartition::sTeleportRequested = TRUE;
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LLSpatialPartition::sTeleportRequested = TRUE;
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/*}*/
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}
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if (gSavedSettings.getBOOL("SpeedRez"))
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if (gSavedSettings.getBOOL("SpeedRez"))
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{
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{
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@@ -328,7 +328,7 @@ const F32 NAMETAG_VERT_OFFSET_WEIGHT = 0.17f;
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const U32 LLVOAvatar::VISUAL_COMPLEXITY_UNKNOWN = 0;
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const U32 LLVOAvatar::VISUAL_COMPLEXITY_UNKNOWN = 0;
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const F64 HUD_OVERSIZED_TEXTURE_DATA_SIZE = 1024 * 1024;
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const F64 HUD_OVERSIZED_TEXTURE_DATA_SIZE = 1024 * 1024;
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#define SLOW_ATTACHMENT_LIST 1
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#define SLOW_ATTACHMENT_LIST 0
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//Singu note: FADE and ALWAYS are swapped around from LL's source to match our preference panel.
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//Singu note: FADE and ALWAYS are swapped around from LL's source to match our preference panel.
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// Changing the "RenderName" order would cause confusion when 'always' setting suddenly gets
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// Changing the "RenderName" order would cause confusion when 'always' setting suddenly gets
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@@ -1813,7 +1813,7 @@ void LLVOAvatar::calculateSpatialExtents(LLVector4a& newMin, LLVector4a& newMax)
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{
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{
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static const LLVector4Logical mask = _mm_load_ps((F32*)&S_V4LOGICAL_MASK_TABLE[3 * 4]);
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static const LLVector4Logical mask = _mm_load_ps((F32*)&S_V4LOGICAL_MASK_TABLE[3 * 4]);
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LLVector4a trans;
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LLVector4a trans;
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trans.setSelectWithMask(mask, mesh->mJointRenderData[joint_num]->mWorldMatrix->getRow<3>(), _mm_setzero_ps());
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trans.setSelectWithMask(mask, _mm_setzero_ps(), mesh->mJointRenderData[joint_num]->mWorldMatrix->getRow<3>());
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update_min_max(newMin, newMax, trans);
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update_min_max(newMin, newMax, trans);
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}
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}
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}
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}
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Reference in New Issue
Block a user