Age | Commit message (Collapse) | Author |
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"Reference"
in the tools floater
Reviewed with Simon.
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* Show creator, owner and group information when only selecting a single prim
in a linkset.
reviewed with Simon
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characters..." right-click menu option does not show for objects outside the current region.
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context-sensitive menu option of "Show in linksets...".
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multiple objects selected.
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- Implemented Richard's and Leo's spec
- Also fixed an issue when applying no-transfer texture for an object using texture picker, creates redundant copies of the texture in the object's content
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mode. Displaying a modal notification if user attempts.
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the server to remove the message handling.
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the flags to managed pathfinding flags such as permanent and character.
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- Moved callbacks for Link/Unlink to the LLSelectMgr
- Binded Link/Unlink callbacks with buttons in Build Floater
- Replaced view_listener_t usage for Link, Unlink, EnableLink, EnableUnlink with boost::bind
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silhouette segments pointing at center of screen.
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Fixed the texture resolution calculation against the rounding errors
we had before.
Fixed the bug where linking prims changed the combined cost
Fixed the bug where twisting was not computed properly
Code reviewed by davep.
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Add the ability to clear LOD slots.
Make triangle count UI more responsive to Generate LOD button.
Add triangle count debug display for current selection.
Reviewed by Nyx
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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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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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reviewed by Leyla
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and linkset cost.
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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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so if it breaks a build, just revert to the previous changeset.
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