parent
b4bdce8670
commit
72e0329acd
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@ -26379,16 +26379,5 @@ Change of this parameter will affect the layout of buttons in notification toast
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<key>Value</key>
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<integer>0</integer>
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</map>
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<key>FSAutoHideDefaultBodyParts</key>
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<map>
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<key>Comment</key>
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<string>Hide default body, until all attachments are available.</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>1</integer>
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</map>
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</map>
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</llsd>
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@ -9625,13 +9625,6 @@ bool LLVOAvatar::processFullyLoadedChange(bool loading)
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mNeedsImpostorUpdate = true;
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mLastImpostorUpdateReason = 6;
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}
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// <FS:Beq> Automatically hide the default body until we know which parts we need
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static LLCachedControl<bool> auto_hide_default_body(gSavedSettings, "FSAutoHideDefaultBodyParts");
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if (auto_hide_default_body && fully_loaded_changed)
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{
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updateMeshVisibility();
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}
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// </FS:Beq>
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return changed;
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}
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@ -9829,18 +9822,6 @@ void LLVOAvatar::debugColorizeSubMeshes(U32 i, const LLColor4& color)
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//-----------------------------------------------------------------------------
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void LLVOAvatar::updateMeshVisibility()
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{
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// <FS:Beq> Automatically hide the default body until we know which parts we need
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static LLCachedControl<bool> auto_hide_default_body(gSavedSettings, "FSAutoHideDefaultBodyParts");
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// This aims to avoid most cases of "flesh-muppet"/"BOM-Monster"
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// EARLY‐EXIT: hide all default‐body joints if we are still “cloud”, “gray”,
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// downloading baked textures, or waiting for attachments.
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//
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if ( auto_hide_default_body && getRezzedStatus() < 4 )
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{
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hideAllDefaultBodyJoints();
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return;
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}
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// </FS:Beq>
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bool bake_flag[BAKED_NUM_INDICES];
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memset(bake_flag, 0, BAKED_NUM_INDICES*sizeof(bool));
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@ -9945,31 +9926,6 @@ void LLVOAvatar::updateMeshVisibility()
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}
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}
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// <FS:Beq> Automatically hide the default body until we know which parts we need
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void LLVOAvatar::hideAllDefaultBodyJoints()
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{
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static const S32 jointIDs[] =
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{
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MESH_ID_HAIR,
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MESH_ID_HEAD,
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MESH_ID_SKIRT,
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MESH_ID_UPPER_BODY,
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MESH_ID_LOWER_BODY,
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MESH_ID_EYEBALL_LEFT,
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MESH_ID_EYEBALL_RIGHT,
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MESH_ID_EYELASH
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};
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for (S32 idx : jointIDs)
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{
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LLAvatarJoint* joint = getViewerJoint(idx);
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if (joint)
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{
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joint->setVisible(false, true);
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}
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}
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}
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// </FS:Beq>
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//-----------------------------------------------------------------------------
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// updateMeshTextures()
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// Uses the current TE values to set the meshes' and layersets' textures.
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@ -852,7 +852,6 @@ public:
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virtual void dirtyMesh(); // Dirty the avatar mesh
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void updateMeshData();
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void updateMeshVisibility();
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void hideAllDefaultBodyJoints(); // <FS:Beq>
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LLViewerTexture* getBakedTexture(const U8 te);
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// Matrix palette cache entry
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