Age | Commit message (Collapse) | Author |
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type back into tools floater.
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Better handling of invalid attachment points.
You can now detach points that are incompatible with your viewer, versus having those permanently in the COF>
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/Users/Aimee/Documents/Work/Linden-Lab/Development/viewer/convert/viewer-identity-evolution
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Superficial code cleanup of RezAttachment messaging.
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Single attachment request are now batched up and sent all at once as a single message.
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- Disabled moving items from in-world objects to COF or outfit folders not to create copies of items instead of links.
- Enabled dropping a landmark from Library to certain position in Favorites folder which supports items reordering.
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inventory context menu for incomplete outfits.
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back-out the back-out for this branch. yay.
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Backing out this merge that I pushed (prematurely) to the wrong place.
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--HG--
branch : product-engine
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--HG--
branch : product-engine
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I couldn't reproduce this problem, but from what I've seen in the crash
reporter, this is a very old bug affecting viewers 1.2x and 2.x.
When user tries to rename an incomplete inventory item, viewer crashes.
The fix is to disallow renaming incomplete items.
Reviewed by Seraph at https://codereview.productengine.com/secondlife/r/857/
--HG--
branch : product-engine
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I couldn't reproduce this problem, but from what I've seen in the crash
reporter, this is a very old bug affecting viewers 1.2x and 2.x.
When user tries to rename an incomplete inventory item, viewer crashes.
The fix is to disallow renaming incomplete items.
Reviewed by Seraph at https://codereview.productengine.com/secondlife/r/857/
--HG--
branch : product-engine
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* EXT-8688 Automatically detach same object is detected
* EXT-8689 Cleanup detachAttachmentIntoInventory code
When an object arrives as an attachment, if it's already attached then it's automatically detached.
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* EXT-8688 Automatically detach same object is detected
* EXT-8689 Cleanup detachAttachmentIntoInventory code
When an object arrives as an attachment, if it's already attached then it's automatically detached.
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The crash was reproducible only on startup. Apparently, gAgentAvatarp was not valid at that point.
Worked around by checking gAgentAvatarp for being valid.
I didn't investigate what the root cause of the problem was (probably the new multi-attachments implementation), I just needed my viewer to work.
Reviewed by Seraph at https://codereview.productengine.com/secondlife/r/847/.
--HG--
branch : product-engine
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The crash was reproducible only on startup. Apparently, gAgentAvatarp was not valid at that point.
Worked around by checking gAgentAvatarp for being valid.
I didn't investigate what the root cause of the problem was (probably the new multi-attachments implementation), I just needed my viewer to work.
Reviewed by Seraph at https://codereview.productengine.com/secondlife/r/847/.
--HG--
branch : product-engine
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The crash was reproducible only on startup. Apparently, gAgentAvatarp was not valid at that point.
Worked around by checking gAgentAvatarp for being valid.
I didn't investigate what the root cause of the problem was (probably the new multi-attachments implementation), I just needed my viewer to work.
Reviewed by Seraph at https://codereview.productengine.com/secondlife/r/847/
--HG--
branch : product-engine
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The crash was reproducible only on startup. Apparently, gAgentAvatarp was not valid at that point.
Worked around by checking gAgentAvatarp for being valid.
I didn't investigate what the root cause of the problem was (probably the new multi-attachments implementation), I just needed my viewer to work.
Reviewed by Seraph at https://codereview.productengine.com/secondlife/r/847/
--HG--
branch : product-engine
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Done:
- 1. Dropped the obsolete "MultipleAttachments" setting.
- 2. Added an "Add" item to the following attachment-related context menus:
* My Appearance (ex-My Outfits) context menu.
* Edit Outfit -> Add More context menu.
* Object in-world context menu.
* Inventory context menu.
* Object inspector gear menu.
- 3. Modified "Attach To / Attach To HUD" to perform the "add" instead of "replace" action.
TODO:
- Ability to attach multiple objects at once from the Add More panel (bulk attach).
- Make sure there's no memleak when you click Wear/Attach in the in-world object context menu
and the callback isn't invoked (because e.g. avatar fails to get close enough to the object).
Issues:
0. I'm not sure whether LLAgentWearables::userAttachMultipleAttachments()
should replace attachments or add them. Assumed the former.
1. I couldn't verify that adding objects from the object inspector menu works
because I either could wear an object or see its inspector, not both.
2. > 1. Right-click on an object in your inventory and select "Wear".
> VERIFY: Attaches the object and replaces whatever's there; asks for
> confirmation before replacing an existing object.
I think this is impossible to implement because we don't know in advance
what point the object will be attached to, so we can't display a confirmation dialog.
Reviewed by Seraph at https://codereview.productengine.com/secondlife/r/843/
--HG--
branch : product-engine
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Done:
- 1. Dropped the obsolete "MultipleAttachments" setting.
- 2. Added an "Add" item to the following attachment-related context menus:
* My Appearance (ex-My Outfits) context menu.
* Edit Outfit -> Add More context menu.
* Object in-world context menu.
* Inventory context menu.
* Object inspector gear menu.
- 3. Modified "Attach To / Attach To HUD" to perform the "add" instead of "replace" action.
TODO:
- Ability to attach multiple objects at once from the Add More panel (bulk attach).
- Make sure there's no memleak when you click Wear/Attach in the in-world object context menu
and the callback isn't invoked (because e.g. avatar fails to get close enough to the object).
Issues:
0. I'm not sure whether LLAgentWearables::userAttachMultipleAttachments()
should replace attachments or add them. Assumed the former.
1. I couldn't verify that adding objects from the object inspector menu works
because I either could wear an object or see its inspector, not both.
2. > 1. Right-click on an object in your inventory and select "Wear".
> VERIFY: Attaches the object and replaces whatever's there; asks for
> confirmation before replacing an existing object.
I think this is impossible to implement because we don't know in advance
what point the object will be attached to, so we can't display a confirmation dialog.
Reviewed by Seraph at https://codereview.productengine.com/secondlife/r/843/
--HG--
branch : product-engine
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Library items have "Share" disabled.
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for it in right-click menus
Changed logic so that the menu is post-processed and, at that time, nooptions is added if the menu is seen to be empty.
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and Trash folder options incorrect
Minor fix to previous checkin for this crash. This fixes the UI issue where you're seeing the context options for the previous folder you clicked when you click on trash/library.
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reviewed by Callum
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"Attach To..." menus (AE and inventory).
There is an on_enable callback set for the menu items. It tries adding a suffix like "(obj_name)" if there is already an attachment on the attachment point.
No matter whether the suffix has been actually added, the callback resets the menu item label to its parameter (cbparams["label"]).
The problem was that we passed the original English attachment point name to the callback, that set it as the menu item name, thus screwing up translation.
The fix is to pass translated attachment point name to the on_enable callback.
Reviewed by Mike Antipov at https://codereview.productengine.com/secondlife/r/768/
--HG--
branch : product-engine
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right-click
EXT-8261 FIXED 'Share' item is disabled in 'My Inventory' folder's context menu
Items can now be appended to menus (versus menus being the most restrictive out of all the item choices).
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