Merge branch 'DRTVWR-497' of https://bitbucket.org/lindenlab/viewer
# Conflicts: # indra/newview/llvoavatar.cppmeow-7.2.2
commit
ce68c75e58
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@ -1205,7 +1205,8 @@ LLSpatialPartition* LLDrawable::getSpatialPartition()
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{
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U32 partition_type = mSpatialBridge->asPartition()->mPartitionType;
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bool is_hud = mVObjp->isHUDAttachment();
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bool is_attachment = mVObjp->isAttachment() && !is_hud;
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bool is_animesh = mVObjp->isAnimatedObject() && mVObjp->getControlAvatar() != NULL;
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bool is_attachment = mVObjp->isAttachment() && !is_hud && !is_animesh;
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if ((partition_type == LLViewerRegion::PARTITION_HUD) != is_hud)
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{
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// Was/became HUD
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@ -1213,7 +1214,7 @@ LLSpatialPartition* LLDrawable::getSpatialPartition()
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mSpatialBridge->markDead();
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setSpatialBridge(NULL);
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}
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else if ((partition_type == LLViewerRegion::PARTITION_CONTROL_AV) != (mVObjp->isAnimatedObject() && mVObjp->getControlAvatar() != NULL))
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else if ((partition_type == LLViewerRegion::PARTITION_CONTROL_AV) != is_animesh)
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{
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// Was/became part of animesh
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// remove obsolete bridge
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@ -4546,16 +4546,15 @@ void LLVOAvatar::updateFootstepSounds()
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}
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//------------------------------------------------------------------------
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// computeUpdatePeriodAndVisibility()
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// computeUpdatePeriod()
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// Factored out from updateCharacter()
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// Set new value for mUpdatePeriod based on distance and various other factors.
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// Returs true if character needs an update
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//------------------------------------------------------------------------
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BOOL LLVOAvatar::computeUpdatePeriodAndVisibility()
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void LLVOAvatar::computeUpdatePeriod()
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{
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bool visually_muted = isVisuallyMuted();
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BOOL is_visible = isVisible(); // includes drawable check
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if ( is_visible
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if (mDrawable.notNull()
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&& isVisible()
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&& (!isSelf() || visually_muted)
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&& !isUIAvatar()
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// <FS:Ansariel> Fix LL impostor hacking; Adjust update period for muted avatars if using no impostors
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@ -4604,12 +4603,10 @@ BOOL LLVOAvatar::computeUpdatePeriodAndVisibility()
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//nearby avatars, update the impostors more frequently.
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mUpdatePeriod = 4;
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}
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return (LLDrawable::getCurrentFrame() + mID.mData[0]) % mUpdatePeriod == 0 ? TRUE : FALSE;
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}
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else
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{
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mUpdatePeriod = 1;
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return is_visible;
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}
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}
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@ -4994,16 +4991,17 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
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// The rest should only be done occasionally for far away avatars.
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// Set mUpdatePeriod and visible based on distance and other criteria.
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//--------------------------------------------------------------------
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visible = computeUpdatePeriodAndVisibility();
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computeUpdatePeriod();
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bool needs_update = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE;
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//--------------------------------------------------------------------
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// Early out if not visible and not self
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// Early out if does not need update and not self
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// don't early out for your own avatar, as we rely on your animations playing reliably
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// for example, the "turn around" animation when entering customize avatar needs to trigger
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// even when your avatar is offscreen
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//--------------------------------------------------------------------
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// <FS:Ansariel> Fix impostered animation speed based on a fix by Henri Beauchamp
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//if (!visible && !isSelf())
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//if (!needs_update && !isSelf())
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//{
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// updateMotions(LLCharacter::HIDDEN_UPDATE);
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// return FALSE;
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@ -5020,7 +5018,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
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// This was originally done in updateTimeStep(), but since that is globally disabled for now, we do it here
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mMotionController.setUpdateFactor(mUpdatePeriod);
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if (!visible && !isSelf())
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if (!needs_update && !isSelf())
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{
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updateMotions(LLCharacter::HIDDEN_UPDATE);
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return FALSE;
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@ -5064,7 +5062,11 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
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mSpeed = speed;
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// update animations
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if (mSpecialRenderMode == 1) // Animation Preview
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if (!visible)
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{
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updateMotions(LLCharacter::HIDDEN_UPDATE);
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}
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else if (mSpecialRenderMode == 1) // Animation Preview
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{
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updateMotions(LLCharacter::FORCE_UPDATE);
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}
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@ -5098,10 +5100,13 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
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// Update child joints as needed.
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mRoot->updateWorldMatrixChildren();
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// System avatar mesh vertices need to be reskinned.
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mNeedsSkin = TRUE;
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if (visible)
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{
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// System avatar mesh vertices need to be reskinned.
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mNeedsSkin = TRUE;
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}
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return TRUE;
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return visible;
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}
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//-----------------------------------------------------------------------------
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@ -269,7 +269,7 @@ public:
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virtual void updateDebugText();
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virtual BOOL updateCharacter(LLAgent &agent);
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void updateFootstepSounds();
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BOOL computeUpdatePeriodAndVisibility();
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void computeUpdatePeriod();
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void updateOrientation(LLAgent &agent, F32 speed, F32 delta_time);
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void updateTimeStep();
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void updateRootPositionAndRotation(LLAgent &agent, F32 speed, bool was_sit_ground_constrained);
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