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|  | viewer, including invalid joints. Flag the asset id now. | 
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|  | removed no-longer-needed LLJoint::mId field | 
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|  | one will take precedence | 
|  | to avoid breaking existing content. | 
|  | face root, and alt eyes animate along with the original eyes inside the LLHeadRotMotion code. | 
|  | investigation | 
|  | names defined | 
|  | Having a joint offset for mPelvis is still a bad idea, but it won't cause as much flickering now. | 
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|  | so the actual scale values are fabricated at run-time based on the joint name) | 
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|  | import. dae_tool.py work to enable joint offset tweaking. | 
|  | mesh-imposed override in place. | 
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|  | enable nose, eye slider controls. Increased max joint count. | 
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|  | renders distorted. | 
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|  | utility happier | 
|  | valid joint num values. Also reduced log spam slightly. | 
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|  | run-time configurable via debug setting DebugAvatarJoints | 
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|  | rendering display to show bones. | 
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|  | avatar_skeleton.xml. | 
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|  | joints per mesh to 110. Also fixed some uninitialized members of LLModelLoader. | 
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