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Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r--indra/newview/llvoavatar.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index ea7214d937..b1ae7f543a 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -1976,9 +1976,8 @@ void LLVOAvatar::resetSkeleton(bool reset_animations)
//-----------------------------------------------------------------------------
void LLVOAvatar::releaseMeshData()
{
- // AXON what should we be doing here for control avs? Why are
- // dummies treated differently in the first place?
- if (sInstances.size() < AVATAR_RELEASE_THRESHOLD || mIsDummy)
+ if (sInstances.size() < AVATAR_RELEASE_THRESHOLD ||
+ (mIsDummy && !isControlAvatar()))
{
return;
}
@@ -2781,8 +2780,8 @@ void LLVOAvatar::idleUpdateLoadingEffect()
LLPartData::LL_PART_EMISSIVE_MASK | // LLPartData::LL_PART_FOLLOW_SRC_MASK |
LLPartData::LL_PART_TARGET_POS_MASK );
- // AXON skip cloud effects for dummy avs as well
- if (!mIsDummy && !isTooComplex()) // do not generate particles for overly-complex avatars
+ // do not generate particles for dummy or overly-complex avatars
+ if (!mIsDummy && !isTooComplex())
{
setParticleSource(particle_parameters, getID());
}
@@ -4393,7 +4392,8 @@ void LLVOAvatar::updateVisibility()
}
else
{
- if (mMeshValid && mMeshInvisibleTime.getElapsedTimeF32() > TIME_BEFORE_MESH_CLEANUP)
+ if (mMeshValid &&
+ (isControlAvatar() || mMeshInvisibleTime.getElapsedTimeF32() > TIME_BEFORE_MESH_CLEANUP))
{
releaseMeshData();
}