Catch up with viewer-beta. Primarily sim transition alterations to reduce frame hitching, and some optimization in LLViewerObjectList (std::set -> std::vector and and some allocation tweakage).
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@@ -1040,9 +1040,13 @@ void LLDrawPoolAvatar::endDeferredSkinned()
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gGL.getTexUnit(0)->activate();
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}
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static LLFastTimer::DeclareTimer FTM_RENDER_AVATARS("renderAvatars");
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void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
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{
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LLFastTimer t(FTM_RENDER_AVATARS);
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if (pass == -1)
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{
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for (S32 i = 1; i < getNumPasses(); i++)
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@@ -1546,8 +1550,12 @@ void LLDrawPoolAvatar::renderDeferredRiggedBump(LLVOAvatar* avatar)
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renderRigged(avatar, RIGGED_DEFERRED_BUMP);
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}
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static LLFastTimer::DeclareTimer FTM_RIGGED_VBO("Rigged VBO");
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void LLDrawPoolAvatar::updateRiggedVertexBuffers(LLVOAvatar* avatar)
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{
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LLFastTimer t(FTM_RIGGED_VBO);
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//update rigged vertex buffers
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for (U32 type = 0; type < NUM_RIGGED_PASSES; ++type)
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{
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