In FreezeTime mode, keep avatars that TP away.
If an avatar TP's away (or quits), he will not disappear anymore from a frozen scene. Unfreezing makes him disappear of course (and clean up). Known bug: if during Freeze Time mode someone TPs away and then back, then he becomes a cloud after Freeze Time is ended, which can only be reset by another teleport (or relog) from either the cloud or the one seeing him as cloud. I decided not to fix this, cause there are things with a higher priority and this - if it happens at all - is rare and easy to recognize and work around.
This commit is contained in:
@@ -62,7 +62,7 @@ class LLCharacter
|
||||
{
|
||||
public:
|
||||
// Constructor
|
||||
LLCharacter(bool freeze_time);
|
||||
LLCharacter();
|
||||
|
||||
// Destructor
|
||||
virtual ~LLCharacter();
|
||||
@@ -277,8 +277,6 @@ public:
|
||||
static std::vector< LLCharacter* > sInstances;
|
||||
static BOOL sAllowInstancesChange ; //debug use
|
||||
|
||||
void resetFreezeTimeHidden() { mFreezeTimeHidden = false; }
|
||||
|
||||
protected:
|
||||
LLMotionController mMotionController;
|
||||
|
||||
@@ -290,7 +288,6 @@ protected:
|
||||
U32 mAppearanceSerialNum;
|
||||
U32 mSkeletonSerialNum;
|
||||
LLAnimPauseRequest mPauseRequest;
|
||||
bool mFreezeTimeHidden; // True when this object was created during snapshot FreezeTime mode, and that mode is STILL active.
|
||||
|
||||
private:
|
||||
// visual parameter stuff
|
||||
|
||||
Reference in New Issue
Block a user