Age | Commit message (Collapse) | Author |
|
|
|
stand up from an object)
- moved restoring the flying of the agent before calling the mAutoPilotFinishedCallback, to allow finished callback to change it.
- fixed LLVOAvatar::sitOnObject() to set mIsSitting = TRUE before stoping the autopilot, like it was in 1.23 version.
Reviewed by Mike Antipov at https://codereview.productengine.com/secondlife/r/185/
--HG--
branch : product-engine
|
|
|
|
Includes: DEV-45800, DEV-45803 - Grid Manager
DEV-45804 - SLURL refactor
DEV-45801 - Single username field (for Identity Evolution and SLE Ldap)
Also,
Includes Certificate Management code allowing the viewer to connect to
grids not signed by a well know key (just like any web browser). Also
contains secure storage for things like passwords.
The security/certificate code is modular with the intention of adding modules
to directly use the operating system facilities for crypto if available.
(that's much more secure than we'll ever be)
Also, refactor of voice to modularize it, and add a diamondware voice module.
CR: Aimee, James, Lynx, Mani, Karina and a list of thousands
|
|
|
|
reviewed by Richard cc#176
|
|
|
|
Superficial cleanup to replace all instances of "gAgentAvatar" with "gAgentAvatarp".
|
|
Superficial cleanup to replace all instances of "LLVOAvatarSelf *avatarp = gAgent.getAvatarObject" with "gAgentAvatar".
|
|
|
|
|
|
Superficial cleanup so that all instances of gAgent.getAvatarObject() use "LLVOAvatarSelf *avatarp = gAgent.getAvatarObject".
|
|
First check-in; only compiles, nothing more.
|
|
|
|
Added code to suppress local composite updates while wearables are loaded. This
makes sure that we don't update your appearance until all your wearables are
added to gAgentWearables. Hackish for 2.0, but will be inherently better for 2.1
code reviewed by vir.
|
|
|
|
|
|
|
|
Moved autopopulate to after avatar appearance resolves
|
|
|
|
private voice calls
Added ShowVoiceVisualizersInCalls, setting it to true will show voice visualizers, lipsync and voice gestures for people in the same voice session that are also visible in-world.
|
|
Checker: FORWARD_NULL
Function: LLVOAvatar::parseSkeletonFile(const std::basic_string<char, std::char_traits<char>, std::allocator<char>>&)
File: /indra/newview/llvoavatar.cpp
not a bug.
|
|
Restored the call to updateMotions(LLCharacter::HIDDEN_UPDATE) in LLVOAvatar::updateCharacter().
Added a specific fast timer for hidden updates in LLCharacter::updateMotions() to assess how much this will impact performance.
Reviewed by Richard.
|
|
|
|
|
|
added additional check on no host for texture error
so that we don't trigger it for IMG_INVISIBLE.
code reviewed by Seraph
|
|
|
|
open, movement controlled, etc)
|
|
moved.
|
|
'tiny'...
|
|
Resolved conflicts in llalertdialog.h and llnotify.cpp (local deletion vs
remote change) by removing them.
--HG--
branch : product-engine
|
|
|
|
--HG--
branch : product-engine
|
|
previous fix fixed the double-counting of texture costs. resulting ARC
was ~99 points higher for most avatars. This patch makes the cost shoot
up again, as ARC was improperly computed in 1.23 and before.
This makes the cost for an avatar increase 10 points per prim instead of
per-attachment, which is how we have documented it. Also used constants to
eliminate magic numbers and increased ARC limit from 1024 to 2048.
Will request feedback on change from BSI:STU
Code reviewed by Bigpapi
--HG--
branch : avatar-pipeline
|
|
--HG--
branch : product-engine
|
|
not mac-specific. We were treating IMG_INVISIBLE as a baked texture when an avatar used
it as a bake. However, some baked textures have 5 channels, IMG_INVISIBLE
has 4. Asking KDU to decode the 5th channel of a 4 channel image resulted in a crash.
Fix skips the callback for loading morph masks from a bake if the bake image ID is
IMG_INVISIBLE.
Code reviewed by Seraph
--HG--
branch : avatar-pipeline
|
|
|
|
Don't wanna fix all windows EOL issue here
warn-on-failure:unix-eol
|
|
Some llvoiceclient changes duplicated changes that had already been
made in the voice modularization refactor, so the refactor versions
were used.
|
|
|
|
First try at a fix - some weirdness with when we actually should be setting
the mesh color or not. Fix is untested as the build is broken. Committing for
now so we can re-sync with viewer-2. Will be post-reviewed.
--HG--
branch : avatar-pipeline
|
|
Forgot hair alpha cutoff levels should be default for better blending.
Code reviewed by Bigpapi
--HG--
branch : avatar-pipeline
|
|
Eyes weren't alpha masked.
Hair wasn't being consistently alpha masked
Hair alpha mask was being ignored during avatar customization
We weren't hitting onFirstTEMessageReceived()
All of these were fixed. Also takes care of EXT-2926 EXT-2925 EXT-2974
Code reviewed by Bigpapi
--HG--
branch : avatar-pipeline
|
|
reverting unnecessary changes based on code review of previous checkin.
Code for both patches reviewed by Seraph.
--HG--
branch : avatar-pipeline
|
|
this patch allows IMG_INVISIBLE in an alpha mask to set the baked texture to
also be IMG_INVISIBLE for the appropriate baked texture.
Will be post-reviewed with other alpha mask fixes.
--HG--
branch : avatar-pipeline
|
|
Fixing a but in new ARC function where textures added 5 to the ARC for each
use. Expected (and previous) behavior restored, where 5 is added to ARC for each
unique texture, regardless of how many faces it is used on.
Confirmed new ARC is 99 points higher than previous (20 for each body part), or
119 if avatar is wearing a skirt.
Will be post-reviewed before pushing
--HG--
branch : avatar-pipeline
|
|
created a throwaway function to temporarily set local texture IDs in the avatar
object to IMG_DEFAULT_AVATAR immediately before sending the TE message, and
restore the IDs when we're done. Will implement a more elegant solution for 2.1.
This is the least risky implementation, though it isn't elegant.
Code reviewed by Seraph
|
|
and reduce unnecessary dependencies and incredibuild wedging. Hopefully in
the long run this will reduce build time. Also cleaned up a lot of header
file usage to conform better to the coding standard.
reviewed by james and steve.
|
|
finished the updates to avatar rendering cost and formalized the
display of selected object render cost in the build tools floater.
Both checkins reviewed by Vir.
|
|
First crack at updating the rendering cost calculation for avatars to account
for the possibility of invisible avatars. Also generalized rendering cost of
attachments to be more general - added debug code to build floater
will be post-reviewed
|