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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@@ -73,6 +73,7 @@ const F32 SG_OCCLUSION_FUDGE = 0.25f;
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#define assert_states_valid(x)
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#endif
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extern bool gShiftFrame;
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static U32 sZombieGroups = 0;
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U32 LLSpatialGroup::sNodeCount = 0;
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@@ -806,7 +807,10 @@ void LLSpatialGroup::shift(const LLVector4a &offset)
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mObjectExtents[0].add(offset);
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mObjectExtents[1].add(offset);
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if (!mSpatialPartition->mRenderByGroup)
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if (!mSpatialPartition->mRenderByGroup &&
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mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_TREE &&
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mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_TERRAIN &&
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mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_BRIDGE)
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{
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setState(GEOM_DIRTY);
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gPipeline.markRebuild(this, TRUE);
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@@ -1121,6 +1125,11 @@ void LLSpatialGroup::updateDistance(LLCamera &camera)
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return;
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}
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if (gShiftFrame)
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{
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return;
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}
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#if !LL_RELEASE_FOR_DOWNLOAD
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if (isState(LLSpatialGroup::OBJECT_DIRTY))
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{
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@@ -1735,6 +1744,8 @@ BOOL LLSpatialPartition::remove(LLDrawable *drawablep, LLSpatialGroup *curp)
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drawablep->setSpatialGroup(NULL);
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}
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drawablep->setSpatialGroup(NULL);
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assert_octree_valid(mOctree);
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return TRUE;
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