Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/Users/Aimee/Documents/Work/Linden-Lab/Development/viewer/convert/viewer-identity-evolution
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
SNOW-352/SNOW-421/SNOW-462 Imported from Snowglobe 2
By Twisted Laws and Thickbrick Sleaford
|
|
|
|
|
|
back-out the back-out for this branch. yay.
|
|
Backing out this merge that I pushed (prematurely) to the wrong place.
|
|
|
|
streamlined LLUICtrlFactory's interface
|
|
|
|
|
|
|
|
|
|
- EXT-8660 Cleanup ambiguous llviewerobject::set/getItemID code
Lots of files changed, but this is mostly just a trivial function call rename. This change is very low risk.
|
|
|
|
(transplanted from 3886dff9a2829c7a8957d2cc48742e0678ec06a6)
|
|
(transplanted from 3886dff9a2829c7a8957d2cc48742e0678ec06a6)
|
|
Changes:
* Implemented bulk-add from My Appearance SP.
* Made 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).
I stated that in comments.
Reviewed by Seraph at https://codereview.productengine.com/secondlife/r/844/
--HG--
branch : product-engine
|
|
Changes:
* Implemented bulk-add from My Appearance SP.
* Made 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).
I stated that in comments.
Reviewed by Seraph at https://codereview.productengine.com/secondlife/r/844/
--HG--
branch : product-engine
|
|
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
|
|
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
|
|
|
|
|
|
Reason:
Check menu items (instances of LLMenuItemCheckGL) had used LLUICtrl::getValue() to know whether they should draw the checkmark.
Recently this was broken when getValue() was overriden in LLMenuItemCallGL to return a string.
Fix:
Overriden getValue() in LLMenuItemCheckGL to return a boolean value, not a string.
Reviewed by Mike Antipov at https://codereview.productengine.com/secondlife/r/821/
--HG--
branch : product-engine
|
|
'Sit' entries.
Details:
1 Provided using Object.EnableSit and Object.EnableTouch callbacks for both object menu and inspector gear menu. Now default menu item label stores in
hash map and since callback receives triggered control no need to hardcode updating menu item labels from callback.
2 Removed redundant attribute 'parameter' from menu xml's since now handler callbacks receives triggered menu item as function parameter.
3 Replaced LLObjectEnableTouch class with enable_object_touch function, since there no need on triggering callback on menu commit event.
4 Added symmetric method LLMenuItemGL::getValue().
5 Removed unused "Object.EnableGearSit" callback.
reviewed by Vadim Savchuk at https://codereview.productengine.com/secondlife/r/774/
--HG--
branch : product-engine
|
|
|
|
|
|
|
|
|
|
|
|
|
|
"Stand Up" on object.
Made only one of them enabled in the same time, didn't make disabled one invisible because it was decided so in EXT-8094.
- This bug is the result of EXT-8094 fix. Corrected logic of enabling "Sit here" and "Stand up" both in xml and code.
- Removed class LLObjectEnableSitOrStand because it's not needed anymore, and it's handleEvent() method duplicates is_object_sittable() function.
- Renamed Object.EnableSit to Object.EnableGearSit because its name is now used for enabling object menu sit, and this "simple" version is used only from object inspector's gear menu.
Reviewed by Mike Antipov at https://codereview.productengine.com/secondlife/r/761
--HG--
branch : product-engine
|
|
|
|
|
|
|
|
|