Age | Commit message (Collapse) | Author |
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First pass at fixing baked texture hashing - unified the hash code to one
function, made sure all messages pass correct texture indices.
Initial code review by Vir
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Changed a lot of areas of code that were not dealing with multiwearables properly.
Little functionality changed, as the support mechanisms that were out of date were
subtle, but getting closer to no further areas of code that don't properly support
multi-wearables.
Code reviewed by Vir.
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Refactored LLWearableDictionary to look more like LLAssetType/LLFolderType/etc. in terms of code design. This required a lot of superficial changes across many files. Overall functionality has not changed.
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disabled and a loading indicator should appear next to the outfit name).
When user presses the "Wear" button in the outfits list, we disable the button and display a perpetual loading indicator until all wearables of the outfit being worn get loaded.
Reviewed by Sergey Litovchuk at https://codereview.productengine.com/secondlife/r/347/
--HG--
branch : product-engine
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- added functionality to change order of wearables
- added ad-hoc up and down buttons on a button bar ("up" means closer to the body) - https://jira.secondlife.com/secure/attachment/38464/screenshot-1.jpg
- added displaying wearables as sorted by order on the Edit Outfit panel (top list)
Reviewed by Neal Orman at https://codereview.productengine.com/secondlife/r/280/
--HG--
branch : product-engine
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https://hg.lindenlab.com/seraphlinden/seraph-viewer-for-server-1.40/
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"my outfits" tab in top-level appearance sidebar (tier 1)
llui:
- Setting container panel for accordion tab control to dynamically add tabs to accordions.
- Added method to dynamically remove accordion tabs.
- Added LLIconCtrl image setter.
newview:
- Class LLOutfitsList - a list of agents's outfits from "My Outfits" inventory category which represents each outfit by an accordion tab with a list of items inside it.
- Class LLWearableItemsList - a list of wearable items used in each accordion tab of "My Outfits" tab.
- Class LLInventoryItemsList - a base class for LLWearableItemsList that represents inventory items by panels in LLFlatListView.
- Class LLPanelInventoryItem - inventory item representation for a flat list. Item icon is set according to item type.
- Class LLInventoryCategoriesObserver - an observer used in LLOutfitsList for monitoring changes to "My Outfits" inventory category and updating outfits accordion tabs and list of items for each outfit.
Known issues:
- Only first outfit tab is displayed in "My Outfits" until this tab is expanded.
- Bottom bar buttons and filter field not functioning for "My Outfits" tab since LLOutfitsList still doesn't support selection, filtering and sorting.
- "My Outfits" and "Wearing" tabs of "Appearance" side panel might need a common interface to use LLOutfitsList and LLinventoryPanel as tabs in LLPanelOutfitsInventory or "Wearing" tab should be replaces with LLOutfitsList class object i.e. a flat list.
On review - https://codereview.productengine.com/secondlife/r/285/
--HG--
branch : product-engine
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to store order information
- COF items get checked for correct ordering when COF is loaded (LLAppearanceMgr::updateAppearanceFromCOF..., LLAppearanceMgr::updateClothingOrderingInfo() ), and also when COF is saved to a new outfit, base outfit.
- wearables are arranged in LLAgentWearables in a proper order
* updateClothingOrderingInfo() [struggling with naming] does integrity checking and updates "invalid" items (items with wrong, gapped descriptions)
* moved LLAgentWearables::makeNewOutfitLinks(...) and LLShowCreatedOutfit to a more natural place (llappearancemgr.cpp), because they use LLAppearanceMgr's methods a lot
* changed link_inventory_item(...), added the "new_description" parameter
Reviewed by Neal Orman at https://codereview.productengine.com/secondlife/r/268/
--HG--
branch : product-engine
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base abstract LLInventoryFetchObserver class
Added a new abstract class LLInventoryFetchObserver from which LLInventoryFetchItems and LLInventoryFetchDescendents inherit.
Also changed isEverythingComplete to isFinished and made some other minor superficial changes.
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vector of items)
Added new constructors to LLInventoryFetch types to allow passing in a single item.
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observer list automatically
FetchObservers now take in a list of IDs to check against.
Made some naming changes.
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observer list automatically
Preliminary work to clean up naming conventions.
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UI up to date with multiwearables.
code reviewed by Seraph and Vir.
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Moved LLLibraryOutfitsFetch and LLInitialWearablesFetch
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Moved all the LLInventoryModelCOllectFunctors from LLInventoryModel to LLInventoryFunctions
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cleaning up a merge conflict where HG didn't quite do the right thing.
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Fixed several areas of code that were not multi-wearables enabled.
Specifically allowed for the wearing of created outfits that had links to
multiple items of the same type. Such outfits can be created by dragging
multiple items of the same type into an unworn outfit folder. When you
wear the outfit, all items (up to 5 per type) should be worn. Does not
affect right-click options or other buttons.
Code reviewed by Vir.
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Superficial cleanup to change all typedef std::vector<LLUUID> to use a common typedef uuid_vec_t instead.
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Superficial cleanup to replace all instances of "gAgentAvatar" with "gAgentAvatarp".
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Superficial cleanup to replace all instances of "LLVOAvatarSelf *avatarp = gAgent.getAvatarObject" with "gAgentAvatar".
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Superficial cleanup so that all instances of gAgent.getAvatarObject() use "LLVOAvatarSelf *avatarp = gAgent.getAvatarObject".
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Lots of superficial cleanup, particularly around "if (" formatting.
Removed LLAgent as a friend of LLAgentCamera and refactored to use accessors.
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Minor superficial cleanup to have all references to getAvatarObject use LLVOAvatarSelf *avatarp = gAgent.getAvatarObject()
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Removed mAvatarObject / gAgentWearables.mAvatarObject since it's redundant with gAgent.mAvatarObject.
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First check-in; only compiles, nothing more.
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Since multiple inventory items can refer to the same asset ID, we needed to
revert changes to old_wearable (indexed by asset ID) after saving changes
made to a wearable to a new asset ID. This prevents user confusion around
unsaved changes.
Code reviewed by vir.
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bold as (worn) when only one is actually worn"
Simple special-case fix for this specific issue, although I added a comment to llwearablelist.h that eventually the whole LLWearableList class will need some redesign.
Core issue is that you can have multiple itemIDs pointing to the same assetID and LLWearableList doesn't account for this possibility during lookup-wearable-by-assetID operations.
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Added code to suppress local composite updates while wearables are loaded. This
makes sure that we don't update your appearance until all your wearables are
added to gAgentWearables. Hackish for 2.0, but will be inherently better for 2.1
code reviewed by vir.
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Demo code, will get cleaned up / extended through future work on the project - just need to check it in to collaborate.
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EXT-5673 : Autopopulation: Created outfits copy subfolder contents as well as immediate folder contents
EXT-5632 : Autopopulation is including subfolders even if those aren't outfits
DEV-46683 : Post-Deployment Cleanup
This is a series of changes to fix autopopulation behavior that was broken due to the new surprise web avatar deploy. That deploy surfaced a number of serious issues with the original AP code. I did not write this code and the person who did is no longer here, so I've done my best to fix those issues up.
This is a fairly comprehensive set of changes, but it's necessary given the poor state of the pre-existing code and how many problems it caused the new web avatar deploy.
This new version of the AP code will:
(1) Look for a Library->Clothing->Initial Outfits folder and use that if it exists
(2) Not create outfits out of folders that aren't complete outfits
(3) No longer string match against "More Outfits" in order to ignore outfits
(4) No longer recursively collect folder contents when creating an outfit (i.e. will only look at direct descendents)
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createStandardWearables() now COF-based
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We were pushing off redrawing your local texture composite
while waiting for a baked texture cache response from the server.
If this happens when your textures come in, your avatar will de-cloud
but the composite will not update, resulting in nudity.
Changed the logic so we will re-generate a local composite even if
we have a pending baked texture query (we still suppress uploading the
composite until a response is received). Verified several times that this does
fix the issue. Will update the JIRA with reliable repro.
Q verified issue is worthy of a hotfix checkin
Code has been reviewed by vir, bigpapi, and seraph
This is necessary for new user experience. Patch should be contained enough to be low-risk. Contact Nyx if any further questions.
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