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more work on making avatar models (face included) use render payloads
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@ -298,6 +298,7 @@ bool Avatar::addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene>
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_renderItemID = scene->allocateID();
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_renderItemID = scene->allocateID();
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pendingChanges.resetItem(_renderItemID, avatarPayloadPointer);
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pendingChanges.resetItem(_renderItemID, avatarPayloadPointer);
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_skeletonModel.addToScene(scene, pendingChanges);
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_skeletonModel.addToScene(scene, pendingChanges);
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getHead()->getFaceModel().addToScene(scene, pendingChanges);
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return true;
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return true;
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}
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}
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