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Calculate head height based on model mesh rather than joints
This fixes the problem of some head models having display names rendering through them.
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@ -1013,7 +1013,7 @@ float Avatar::getSkeletonHeight() const {
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}
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float Avatar::getHeadHeight() const {
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Extents extents = getHead()->getFaceModel().getBindExtents();
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Extents extents = getHead()->getFaceModel().getMeshExtents();
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if (!extents.isEmpty()) {
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return extents.maximum.y - extents.minimum.y;
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}
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