Age | Commit message (Collapse) | Author |
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Submitting on behalf of Thickbrick Sleaford.
One of the LLSelectNode constructors has a leak where it does "new LLPermisions()" twice, thus leaking the address of the first object created.
This constructor is called every time you interact (click, hover, select, possibly other) with an object, once for each prim in the object. Since sizeof(LLPermissions) is 92 bytes, this can be a significant amount after a while.
I think this might explain VWR-18528 (leaking LLpemissions instances), at least partially.
This was fixed in snowglobe 1.x as part of SNOW-267.
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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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in edit tools. Updated request payload when requesting object cost. Paired with davep
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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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This #ifdef is now keyed to MultipleAttachments debug setting
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merge fixes.
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Octree driven raycast.
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and linkset cost.
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https://hg.lindenlab.com/seraphlinden/seraph-viewer-for-server-1.40/
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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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so if it breaks a build, just revert to the previous changeset.
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Superficial cleanup so that all instances of gAgent.getAvatarObject() use "LLVOAvatarSelf *avatarp = gAgent.getAvatarObject".
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First check-in; only compiles, nothing more.
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EXT-4013 : Functionality loss: Inspect object (aka see a list of creators / timestamps for all prims in a linkset)
Simple fix to only use Inspect floater if it's actually active (i.e. visible).
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EXT-4013 : Functionality loss: Inspect object (aka see a list of creators / timestamps for all prims in a linkset)
Very simple fix that addresses some brokenness with the inspect multi-object floater.
Nature of changes is that when we re-enabled the floater (i.e. uncommented the associated code) per last-minute request, a couple of blocks of code had been left commented out.
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settings
Review #95
This change undoes some prior change that seems to not allow showing
media data for multiple selection. There was all of this code put in
to support displaying tentative state for media, but code was added to
basically override it. Perhaps the reason was tentative state items
were not ignored on apply...this change does that.
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