diff options
author | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2023-07-07 23:13:04 +0300 |
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committer | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2023-07-07 23:13:04 +0300 |
commit | bce11a1fa03b95782378ecb431850f77f762a348 (patch) | |
tree | 8b5d55ab76e394a8b2e2bd6a17270c92d2851c18 | |
parent | effb14913b7b5fd7024528ccab5df6fa030e7581 (diff) |
SL-19958 An inventory material without asset should default to a blank material
A New Material created in Inventory should be immediately usable.
-rw-r--r-- | indra/newview/lltooldraganddrop.cpp | 16 |
1 files changed, 14 insertions, 2 deletions
diff --git a/indra/newview/lltooldraganddrop.cpp b/indra/newview/lltooldraganddrop.cpp index 6633951db3..4705970c7b 100644 --- a/indra/newview/lltooldraganddrop.cpp +++ b/indra/newview/lltooldraganddrop.cpp @@ -40,6 +40,7 @@ #include "llfloatertools.h" #include "llgesturemgr.h" #include "llgiveinventory.h" +#include "llgltfmateriallist.h" #include "llhudmanager.h" #include "llhudeffecttrail.h" #include "llimview.h" @@ -1095,12 +1096,17 @@ void LLToolDragAndDrop::dropMaterialOneFace(LLViewerObject* hit_obj, LL_WARNS() << "LLToolDragAndDrop::dropTextureOneFace no material item." << LL_ENDL; return; } - LLUUID asset_id = item->getAssetUUID(); BOOL success = handleDropMaterialProtections(hit_obj, item, source, src_id); if (!success) { return; } + LLUUID asset_id = item->getAssetUUID(); + if (asset_id.isNull()) + { + // use blank material + asset_id = LLGLTFMaterialList::BLANK_MATERIAL_ASSET_ID; + } hit_obj->setRenderMaterialID(hit_face, asset_id); @@ -1121,13 +1127,19 @@ void LLToolDragAndDrop::dropMaterialAllFaces(LLViewerObject* hit_obj, LL_WARNS() << "LLToolDragAndDrop::dropTextureAllFaces no material item." << LL_ENDL; return; } - LLUUID asset_id = item->getAssetUUID(); BOOL success = handleDropMaterialProtections(hit_obj, item, source, src_id); if (!success) { return; } + LLUUID asset_id = item->getAssetUUID(); + if (asset_id.isNull()) + { + // use blank material + asset_id = LLGLTFMaterialList::BLANK_MATERIAL_ASSET_ID; + } + hit_obj->setRenderMaterialIDs(asset_id); dialog_refresh_all(); // send the update to the simulator |