Age | Commit message (Collapse) | Author |
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Change enum naming to use WT_INVALID=255 instead of WT_NONE=255. Added WT_NONE as -1.
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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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as GL_EXT_paletted_texture is deprecated.
Imported from Snowglobe.
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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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2ms per frame.
Reviewed by Nyx
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Function: LLVOAvatarSelf::LLVOAvatarSelf(const LLUUID &, unsigned char, LLViewerRegion *)
File: /indra/newview/llvoavatarself.cpp
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Moved all the LLInventoryModelCOllectFunctors from LLInventoryModel to LLInventoryFunctions
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Fix for cleaning up gAgentAvatar on app shutdown.
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Fix for cleaning up gAgentAvatar on app shutdown.
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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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Superficial cleanup so that all instances of gAgent.getAvatarObject() use "LLVOAvatarSelf *avatarp = gAgent.getAvatarObject".
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Lots of superficial cleanup, particularly around "if (" formatting.
Removed LLAgent as a friend of LLAgentCamera and refactored to use accessors.
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First check-in; only compiles, nothing more.
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localization)
- Applied localization to the label string
Reviewed by Mike Antipov in https://codereview.productengine.com/secondlife/r/53/
--HG--
branch : product-engine
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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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Standard wearables have no textures associated with them. No textures means no texture callbacks.
Fixed the issue by requesting a texture upload on baked textures that we don't get a cahced baked
texture response for. This clears up the repro
Code reviewed by prep, vir
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matter what you are wearing.
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If you're reading this message, this was reviewed by Soft, Nyx or Aura. :)
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self after first login via createStandardWearables(). (Patch from Nyx)
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We were setting the baked texture ID to IMG_INVISIBLE when hitting the save
button on the appearance editor to force the right texture IDs to be sent
to surrounding viewers.
Now, when you make a change after it is saved, it clears this texture ID.
This restores expected functionality.
Code reviewed by bigpapi.
-Nyx
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reviewed by Callum
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accidentally set av self to null & added a few more null checks.
-Reviewed by nyx
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cross-wearable params are fun! Values were not being updated properly for
parameters that cross multiple wearables. Created a few functions to ensure
that these values get updated and made them called from
LLAgentWearables::wearableUpdated().
Also prevented cross-wearable params from writing back to the avatar, as they
are being driven by another wearable.
Code reviewed by Bigpapi
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following changes:
1) remove renderavatarinvisible - no longer need this debug setting
2) add showobjectrenderingcost (default:TRUE) so we can turn this feature off if necessary
3) add showdebugappearanceeditor (default:FALSE) so we can test the future appearance editor
code reviewed by vir and seraph
--HG--
branch : avatar-pipeline
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llvoavatarself.
--HG--
branch : avatar-pipeline
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Apparently none of the texture pickers were invalidating the baked textures
causing selected textures to not appear on the avatar until you actually saved
the wearable. This patch forces the composites to update when you change any
texture or color (or invisibility flag).
Code reviewed by Seraph
--HG--
branch : avatar-pipeline
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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
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--HG--
branch : avatar-pipeline
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finishing the cleanup here, missed a couple of extraneous separators.
Will be post-reviewed.
--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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--HG--
branch : avatar-pipeline
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we didn't check local_tex_obj for NULL before using it. checked to make sure
pointer is not null before calling ->getImage()
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We're building a pie menu in code, complete with separators for this particular
branch of submenus. This is terrible and ugly and needs to be killed, but
for now I removed the lines that cause the separators to be added where there
are empty pie slices.
Code reviewed by Vir
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--HG--
branch : avatar-pipeline
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Fixed a double-bake bug on hitting the "OK" button of the appearance editor
Also cleaned up extraneous calls to requestLayersetUpload.
Behavior should now be consistent with resident expectations.
Code reviewed by Bigpapi
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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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problem was caused by triggering updateMeshTextures() every time visual params
or textures were changed on your base avatar object. The latest structure
makes the parameters and textures in the wearables authoritative, causing them
to be copied to the avatar on a regular basis. This resulted in way too many callbacks
to be registered while waiting for baked textures to be uploaded.
Fixed by removing many calls to updateMeshTextures() and ensuring that it gets called
every time an appropriate param or texture actually changes, or a wearable gets
added/removed. This appears to cut the number of callbacks to a reasonable level.
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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