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authorandreykproductengine <andreykproductengine@lindenlab.com>2019-10-07 14:56:23 +0300
committerandreykproductengine <andreykproductengine@lindenlab.com>2019-10-07 14:56:23 +0300
commit06e316b0ad0b79f048852da14ff64e9213a7db31 (patch)
tree2c9fdf58c5077ae074555af3bec6361bf20b4b85 /indra
parent00cad756a2c83fc80135a2bad3c2ef5a13168520 (diff)
SL-11838 Resetting attach points was not resetting HUD
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/llvoavatar.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index 1e4b5cc599..37ad7a53a8 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -2046,8 +2046,10 @@ void LLVOAvatar::resetSkeleton(bool reset_animations)
LL_ERRS() << "Error resetting skeleton" << LL_ENDL;
}
- // Reset attachment points (buildSkeleton only does bones and CVs)
- bool ignore_hud_joints = true;
+ // Reset attachment points
+ // BuildSkeleton only does bones and CVs but we still need to reinit huds
+ // since huds can be animated.
+ bool ignore_hud_joints = !isSelf();
initAttachmentPoints(ignore_hud_joints);
// Fix up collision volumes
@@ -6577,7 +6579,7 @@ void LLVOAvatar::initAttachmentPoints(bool ignore_hud_joints)
LLAvatarXmlInfo::LLAvatarAttachmentInfo *info = *iter;
if (info->mIsHUDAttachment && (!isSelf() || ignore_hud_joints))
{
- //don't process hud joint for other avatars, or when doing a skeleton reset.
+ //don't process hud joint for other avatars.
continue;
}