Age | Commit message (Collapse) | Author |
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implicitly open build floater when editing a PBR material.
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override messaging LLSD where it ought to be and JSON where it ought to be.
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when applyToSelection() gets called
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* Fixed Selection usage so material editor no longer hardcoded to a single object/face
* made local preview hack the fallback for when the ModifyMaterialParams cap is missing
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ModifyMaterialParams cap
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maps, fix for crash on shutdown.
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loading a null material asset.
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sensible name' - compile error on mac/clang because it's more picky - as it should be in this case
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SL-17695 Give materials and textures imported by Material Editor a sensible name - first pass - likely need to be refined but may be good enough for now
Approved-by: Andrey Kleshchev
Approved-by: Dave Parks
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we use to store inventory items using a built in function
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name - first pass - likely need to be refined but may be good enough for now
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Material was immediately dropped due to not having an id.
This is a placeholder untill build floater gets a proper way to select materials.
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Upload textures first, then get ids and upload material on callback
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Also fixed floater not using inventory item's name, some of the permissions
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are garbage and the resulting material asset has the wrong UUIDs
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This reverts commit 231c618a844cee26a3779b703c88d8807df872e6, instead color swatched get enabled 'apply now' in xml.
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