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Don't render avatar's renderBoundingCollisionShapes before the data is there.
(Found while trying to repro "Deadlock in AvatarData::nextAttitude() on main thread" https://app.asana.com/0/32622044445063/61023569045356)
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@ -454,7 +454,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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*/
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bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
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if (renderBounding && shouldRenderHead(renderArgs)) {
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if (renderBounding && shouldRenderHead(renderArgs) && _skeletonModel.isRenderable()) {
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_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f);
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}
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