Age | Commit message (Collapse) | Author |
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Reviewed by Neal Orman at https://codereview.productengine.com/secondlife/r/434/
--HG--
branch : product-engine
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part 2 - correcting a few points that would have broken the build.
Final version will be reviewed before pushing.
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This is needed so that we don't duplicate this functionality for EXT-7392.
Its late, so will be reviewed tomorrow (but before code is pushed!)
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Added TextureDiscardLevel override for specifying texture discard levels.
Aesthetic change to add debug- flag to all avatar debug reporting metrics.
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Changed a lot of areas of code that were not dealing with multiwearables properly.
Little functionality changed, as the support mechanisms that were out of date were
subtle, but getting closer to no further areas of code that don't properly support
multi-wearables.
Code reviewed by Vir.
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Fix for ambiguity around LLSD usage.
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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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After reviewing with bao, re-initialize memory to be NULL after delete to ensure that stray callbacks don't try to use it.
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Will be code reviewed before push, will be removed before release.
-Nyx
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Fix for conditional deletion.
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Fixed memory leak.
Prettied up formatting for debug readouts.
Added more notifications for rez and cloud time.
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for each component texture at each discard level, as well as baked texture
upload times, and reports the timing of each texture to the console when your
avatar sends out its appearance data to the server.
Reviewed by Seraph, will be removed before release.
-Nyx
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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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