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:
@@ -358,6 +358,8 @@ private:
|
||||
S32 mVisualComplexity;
|
||||
LLFrameTimer mFullyLoadedTimer;
|
||||
LLFrameTimer mRuthTimer;
|
||||
bool mFreezeTimeHidden; // True when this object was created during snapshot FreezeTime mode, and that mode is STILL active.
|
||||
bool mFreezeTimeDead; // True when the avatar was marked dead (ie, TP-ed away) while in FreezeTime mode.
|
||||
protected:
|
||||
LLFrameTimer mInvisibleTimer;
|
||||
|
||||
@@ -453,6 +455,7 @@ private:
|
||||
public:
|
||||
U32 renderImpostor(LLColor4U color = LLColor4U(255,255,255,255), S32 diffuse_channel = 0);
|
||||
bool isVisuallyMuted() const;
|
||||
void resetFreezeTime();
|
||||
|
||||
U32 renderRigid();
|
||||
U32 renderSkinned(EAvatarRenderPass pass);
|
||||
|
||||
Reference in New Issue
Block a user