Age | Commit message (Collapse) | Author |
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recent to my inventory tab
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# Conflicts:
# indra/newview/llappviewer.cpp
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# Conflicts:
# autobuild.xml
# indra/llcommon/llerror.cpp
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# Conflicts:
# autobuild.xml
# indra/llui/llfolderviewmodel.h
# indra/newview/lltexturecache.cpp
# indra/newview/llviewermenu.h
# indra/newview/skins/default/xui/en/menu_wearable_list_item.xml
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Outfit" for any type that does not already exist
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when in this section no objects.
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clothing rather than per-type limit. Limit is artificially low for testing, will bump before release.
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replace llinfos, lldebugs, etc with new LL_INFOS(), LL_DEBUGS(), etc.
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LLInventoryIcon::EIconName into LLInventoryType. Moved LLInventoryIcon back to newview. Moved LLUI gl_* functions into llrender.
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outfit editor before they are hovered with mouse.
Added buttons reshaping code that exists in postBuild() methods of the other LLPanelWearableListItem descendants.
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legally create a new item
Create New now makes sure you haven't exceeded max wearables.
Also took out debug camera hack.
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back-out the back-out for this branch. yay.
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Backing out this merge that I pushed (prematurely) to the wrong place.
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Added debug setting for disabling physics.
Added disable-multiwear and disable-camera-reset to wearabletype.
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Outfits tab.
Set no items text to "Loading..." when creating the wearable items list and to "There are no items in this outfit" when category is complete.
"Outhfit" is there, because wearable items list nay be empty only for them. This string was introduced, because the only situation when there are
no items shown in outfit tab is for empty outfit- because even when applying filter either all items from outfit will be shown or outfit tab won't be shown at all.
Reviewed by Vadim Savchuk at https://codereview.productengine.com/secondlife/r/865/
--HG--
branch : product-engine
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- Fixed LLOutfitsList COF changes handler to update worn status of items removed from COF. Now they are updated based on the differences in original items' ids in COF.
- Fixed 'My Outfits' items worn status check to update depending on whether the item is linked in COF or not.
This is a kind of workaround to fix updating attachments' worn status because LLAppearanceMgr::updateAppearanceFromCOF is triggered erlier than new attachment links are fetched. When dumpItemArray(obj_items,"asset_dump: obj_item") is called from LLAppearanceMgr::updateAppearanceFromCOF, all attachment links have empty asset ids.
Reviewed by Vadim Savchuk at https://codereview.productengine.com/secondlife/r/859/.
--HG--
branch : product-engine
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- Modified LLWearableItemTypeNameComparator so that it can be more reusable and adjustable
- Set LLWearableItemTypeNameComparator for WearableItemsList ('List view' of 'Add More' panel) due to sort clothings by name
- Modified and applied patch form https://codereview.productengine.com/secondlife/r/620/diff/2/#index_header. This patch was discarded because specification was changed
Restored diff after bad merge at 13817
Reviewed by Vadim Savchuk at https://codereview.productengine.com/secondlife/r/765/
--HG--
branch : product-engine
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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
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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
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feeeeling.
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