Age | Commit message (Collapse) | Author |
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Added outfit baking notification.
Cleaned up some code around notifications.
Added some more clarity to notification message wording.
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Added timestamp for avatar rez messages.
Added messaging when entering/leaving Edit Appearance Mode.
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Superficial header file cleanup
Lots of moving functions around and recategorizing in LLInventoryModel.h
Removed some obsolete functions, changed scoping of others
Moved some static functions from LLInventoryModel into llinventoryfunctions.h
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Refactored LLWearableDictionary to look more like LLAssetType/LLFolderType/etc. in terms of code design. This required a lot of superficial changes across many files. Overall functionality has not changed.
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Cleanup and log spam reduction.
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Also refreshes name tags so you can see the state.
Reviewed with Kelly.
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dirtyMesh() method.
What I can't figure out is why gcc doesn't complain in render-pipeline, where the problem is the same.
(transplanted from cba9bf2cf5194da14105cc28e792f908ef672864)
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dirtyMesh() method.
What I can't figure out is why gcc doesn't complain in render-pipeline, where the problem is the same.
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dirtyMesh() method.
What I can't figure out is why gcc doesn't complain in render-pipeline, where the problem is the same.
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LLViewerJointMesh::updateFaceData.
(transplanted from 14545d24820e032279c81cb386dd043eeee625f7)
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LLViewerJointMesh::updateFaceData.
(transplanted from 14545d24820e032279c81cb386dd043eeee625f7)
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LLViewerJointMesh::updateFaceData.
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This pops up a notification whenever another avatar rezzes. Controlled by a #define, currently set to ON.
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If you or others are a cloud, then your nametag will include a "(Loading...)" string.
Note: this required a small bit of code refactor so that you can query if an avatar (yourself or others) is a cloud; this was basically a rename from updateIsFullyLoaded into getIsCloud.
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nearby avatars for name tag updates and to update cached display name
for LSL nonblocking functions
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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.
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Start by duplicating the LLHUDText code, then stripping out
functionality that only needs to exist in one place (like
force-based juggling of name tag positions)
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Simplified LLHUDText string API to be UTF8 only
Added per-text segment font support
Changed LLVOAvatar invalidateNameTag to clearNameTag
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Also fixes a crash when turning on display names.
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when toggling display name feature
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Stop pre-populated name cache because we have a web service now for lookup
Added mIsLegacy to LLAvatarName so we can colorize those name tags differently
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Refactored LLVOAvatar idleUpdateNameTag into smaller functions
Eliminated unused LLHUDText::setUsePixelSize
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We had commented out the word "virtual" in front of the function definition
for some reason.
one-liner, reviewed by Bigpapi.
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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
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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
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removed ambiguous parameter "set_by_user" from many places in codebase,
renaming it to be upload_bake, which is a more accurate descriptor.
This allowed me to see several inconsistencies in how this variable was
being set - these errors were also fixed. User-visible result should be
that baked textures are not reuploaded on changing avatar sex until the
save button is pressed. primary win here is code clarity.
Code reviewed by Bigpapi.
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As suspected a morph mask issue. Apparently we were setting success to false
if the user specifies a pant or shrit texture without an alpha channel.
Result: bad morph masks.
Patch begins to clean up the isMorphMaskValid issue, as well as fixing this
error.
Code reviewed by Vir
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