Emerald physics cleanup. Removed unused cruft. Disabling by default since it never worked (although it does now if set to enabled).
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@@ -56,8 +56,7 @@ LLCharacter::LLCharacter()
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mPreferredPelvisHeight( 0.f ),
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mSex( SEX_FEMALE ),
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mAppearanceSerialNum( 0 ),
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mSkeletonSerialNum( 0 ),
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mInAppearance( false )
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mSkeletonSerialNum( 0 )
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{
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llassert_always(sAllowInstancesChange) ;
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sInstances.push_back(this);
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@@ -268,10 +268,6 @@ public:
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ESex getSex() const { return mSex; }
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void setSex( ESex sex ) { mSex = sex; }
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// set appearance flag
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void setAppearanceFlag( bool flag ) { mInAppearance = flag; }
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bool getAppearanceFlag() { return mInAppearance; }
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U32 getAppearanceSerialNum() const { return mAppearanceSerialNum; }
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void setAppearanceSerialNum( U32 num ) { mAppearanceSerialNum = num; }
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@@ -293,8 +289,6 @@ protected:
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U32 mSkeletonSerialNum;
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LLAnimPauseRequest mPauseRequest;
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BOOL mInAppearance;
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private:
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// visual parameter stuff
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typedef std::map<S32, LLVisualParam *> visual_param_index_map_t;
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@@ -510,20 +510,6 @@ BOOL LLEyeMotion::onUpdate(F32 time, U8* joint_mask)
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vergence_quat.transQuat();
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right_eye_rot = vergence_quat * eye_jitter_rot * right_eye_rot;
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//if in appearance, set the eyes straight forward
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if(mCharacter->getAppearanceFlag()) // no idea why this variable is reversed
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{
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LLVector3 forward(1.f, 0.0, 0.0);
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LLVector3 left;
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LLVector3 up;
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left.setVec(forward % forward);
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up.setVec(forward % left);
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target_eye_rot = LLQuaternion(forward, left, up);
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mLeftEyeState->setRotation( target_eye_rot );
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mRightEyeState->setRotation( target_eye_rot );
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return TRUE;
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}
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mLeftEyeState->setRotation( left_eye_rot );
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mRightEyeState->setRotation( right_eye_rot );
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