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authorprep linden <prep@lindenlab.com>2010-12-07 14:24:07 -0500
committerprep linden <prep@lindenlab.com>2010-12-07 14:24:07 -0500
commit6a0c02c1b1e6ea3d84f06f2ab58402a98eece462 (patch)
treeeca4da5b16c2b253df4fabd4a946a4f5a4b51d24 /indra
parent344ed17d87a850bfe9e124692c25ed698bf3f4bd (diff)
Bug fix. Joint ids were not being reset. The issue was noticeable when you attached and then reattached a rigged mesh with offsets. The reattached mesh would not be offset correctly.
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/llvoavatar.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index f868797a58..36d7601deb 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -4946,6 +4946,7 @@ void LLVOAvatar::resetJointPositions( void )
for(S32 i = 0; i < (S32)mNumJoints; ++i)
{
mSkeleton[i].restoreOldXform();
+ mSkeleton[i].setId( LLUUID::null );
}
mHasPelvisOffset = false;
}
@@ -4972,6 +4973,7 @@ void LLVOAvatar::resetJointPositionsToDefault( void )
for( S32 i = 0; i < (S32)mNumJoints; ++i )
{
LLJoint* pJoint = (LLJoint*)&mSkeleton[i];
+ pJoint->setId( LLUUID::null );
//restore joints to default positions, however skip over the pelvis
if ( pJoint && pPelvis != pJoint )
{