Revert "Hide the default avatar on-rez."

This reverts commit dfe9930232.
master
Beq 2025-06-04 10:01:31 +01:00
parent b4bdce8670
commit 72e0329acd
3 changed files with 0 additions and 56 deletions

View File

@ -26379,16 +26379,5 @@ Change of this parameter will affect the layout of buttons in notification toast
<key>Value</key>
<integer>0</integer>
</map>
<key>FSAutoHideDefaultBodyParts</key>
<map>
<key>Comment</key>
<string>Hide default body, until all attachments are available.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
</map>
</llsd>

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@ -9625,13 +9625,6 @@ bool LLVOAvatar::processFullyLoadedChange(bool loading)
mNeedsImpostorUpdate = true;
mLastImpostorUpdateReason = 6;
}
// <FS:Beq> Automatically hide the default body until we know which parts we need
static LLCachedControl<bool> auto_hide_default_body(gSavedSettings, "FSAutoHideDefaultBodyParts");
if (auto_hide_default_body && fully_loaded_changed)
{
updateMeshVisibility();
}
// </FS:Beq>
return changed;
}
@ -9829,18 +9822,6 @@ void LLVOAvatar::debugColorizeSubMeshes(U32 i, const LLColor4& color)
//-----------------------------------------------------------------------------
void LLVOAvatar::updateMeshVisibility()
{
// <FS:Beq> Automatically hide the default body until we know which parts we need
static LLCachedControl<bool> auto_hide_default_body(gSavedSettings, "FSAutoHideDefaultBodyParts");
// This aims to avoid most cases of "flesh-muppet"/"BOM-Monster"
// EARLYEXIT: hide all defaultbody joints if we are still “cloud”, “gray”,
// downloading baked textures, or waiting for attachments.
//
if ( auto_hide_default_body && getRezzedStatus() < 4 )
{
hideAllDefaultBodyJoints();
return;
}
// </FS:Beq>
bool bake_flag[BAKED_NUM_INDICES];
memset(bake_flag, 0, BAKED_NUM_INDICES*sizeof(bool));
@ -9945,31 +9926,6 @@ void LLVOAvatar::updateMeshVisibility()
}
}
// <FS:Beq> Automatically hide the default body until we know which parts we need
void LLVOAvatar::hideAllDefaultBodyJoints()
{
static const S32 jointIDs[] =
{
MESH_ID_HAIR,
MESH_ID_HEAD,
MESH_ID_SKIRT,
MESH_ID_UPPER_BODY,
MESH_ID_LOWER_BODY,
MESH_ID_EYEBALL_LEFT,
MESH_ID_EYEBALL_RIGHT,
MESH_ID_EYELASH
};
for (S32 idx : jointIDs)
{
LLAvatarJoint* joint = getViewerJoint(idx);
if (joint)
{
joint->setVisible(false, true);
}
}
}
// </FS:Beq>
//-----------------------------------------------------------------------------
// updateMeshTextures()
// Uses the current TE values to set the meshes' and layersets' textures.

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@ -852,7 +852,6 @@ public:
virtual void dirtyMesh(); // Dirty the avatar mesh
void updateMeshData();
void updateMeshVisibility();
void hideAllDefaultBodyJoints(); // <FS:Beq>
LLViewerTexture* getBakedTexture(const U8 te);
// Matrix palette cache entry