Age | Commit message (Collapse) | Author |
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original usage
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- Fixed toggleable menu in Picks panel.
- Minor optimization of LLToggleableMenu.
--HG--
branch : product-engine
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- Added menu item according to Communications design spec in section 4.1.2.1.
--HG--
branch : product-engine
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Enabled CPU limit setting by default (set to 100% of 1 CPU).
Lowered default limits on plugin priorities: 2 normal+, 4 low, 8 total.
Limit on total number of instances now only applies to inworld media -- media instances in the UI (such as the help browser and search) don't count toward the limit. UI media will still bump inworld media down from normal/low priority, though.
Several improvements to plugin manager debug code in the nearby media list.
Don't load unloaded instances that are at PRIORITY_SLIDESHOW or PRIORITY_HIDDEN (they don't get unloaded, they just won't be loaded unless they're at higher priority).
Added LLViewerMediaImpl::isPlayable(), which indicates whether an instance would be loaded if it were high enough in the priority list (taking into account autoplay and current load state). Priority algorithm now takes this into account.
Fixed a couple of issues with approximate texture interest calculation and its use in setting priorities.
Adjusted sleep times on low and normal priorities to be more friendly.
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--HG--
branch : avatar-pipeline
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--HG--
branch : avatar-pipeline
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adding main_view.xml change rev 4863 back
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--HG--
branch : avatar-pipeline
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Visual param definitions weren't working properly when the wearable being
loaded had fewer visual parameters than the current definition of the wearable.
This occurred when you were loading wearables that had been created in older
versions of the client (or from the library).
Added missing parameters to mSavedVisualParamMap, and modified revertValues()
to ensure that the two maps are kept fully in sync on finishing loading the
wearable and when reverting the values.
Code reviewed by Vir
--HG--
branch : avatar-pipeline
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object properties).
Made LLPanelMediaSettingsGeneral::updateMediaPreview() only do a navigate when the URL actually changes.
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--HG--
branch : avatar-pipeline
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Removed unnecessary "#include llinventorymodel.h" now that llinventoryobserver was split from llinventorymodel.
--HG--
branch : avatar-pipeline
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Removed a bunch of unnecessary header inclues.
--HG--
branch : avatar-pipeline
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--HG--
branch : avatar-pipeline
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link, wear if Current Look
--HG--
branch : avatar-pipeline
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LLMimeDiscoveryResponder::error() to be treated as a mime type of "text/html" instead of a failure.
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--HG--
branch : avatar-pipeline
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Removed AT_ROOT_CATEGORY and FT_ROOT_CATEGORY since those types are unused. Changed FT_CATEGORY to FT_ROOT_INVENTORY to make its purpose more clear.
This change assumes that no agent inventories have category type 9 for either inventory type or folder preferred type.
--HG--
branch : avatar-pipeline
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the webkit plugin. This should fix DEV-42766.
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This change implements the enabling/disabling of parcel media,
as well as setting the user's autoplay preference. I still
am quite confused by this UI, so we'll need to play with it a bit
to ensure it is what we want to present to users.
This adds a few helpers to llviewerparcelmedia to get the name and URL
of media.
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--HG--
branch : avatar-pipeline
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--HG--
branch : avatar-pipeline
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when minimizing the viewer while in appearance editing mode with unsaved changes
kicks you out of appearance editing mode and leaves you unable to recover as
the editor always starts itself on the shape tab. Fixed this in two ways:
1) if a wearable is dirty when the editor is opened, that is the tab that is
selected.
2) the camera mode is not forcibly changed away from appearance editing mode
on minimize. This only needs to happen if we are in mouselook.
Code reviewed by Vir.
--HG--
branch : avatar-pipeline
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This actually required some help from James and Richard. Thanks, guys!
This adds custom-drawing of a background image underneath the
icons that make up the media controls in the layout stack.
In order to have this work, we had to publicize API in lllayoutstack
to force relayout to calculate the size.
I also did another cleanup pass ("Boy Scout Rule") that
squirreled away all pertinent controls into membed variables,
instead of doing a getChild() every time updateShape() is called.
Readjusted a bunch of components as well.
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Both double-clicking on an outfit to wear, and wearing an outfit from side panel, will now update the current look string.
--HG--
branch : avatar-pipeline
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to avoid it being in the wrong place for a frame.
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