Age | Commit message (Collapse) | Author |
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# Conflicts:
# indra/llrender/llgl.cpp
# indra/llrender/llvertexbuffer.cpp
# indra/llui/llflatlistview.cpp
# indra/newview/lldrawpoolground.cpp
# indra/newview/llspatialpartition.cpp
# indra/newview/lltexturefetch.cpp
# indra/newview/llviewergenericmessage.cpp
# indra/newview/llviewertexture.cpp
# indra/newview/llvosky.cpp
# indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml
# indra/newview/skins/default/xui/en/floater_stats.xml
# indra/newview/skins/default/xui/en/floater_texture_fetch_debugger.xml
# indra/newview/skins/default/xui/en/notifications.xml
# indra/newview/skins/default/xui/en/panel_performance_preferences.xml
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Co-authored-by: Yuzuru Kato <pascal.imac@gmail.com>
Co-authored-by: Andrey Lihatskiy <alihatskiy@productengine.com>
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values.
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positions. Added DumpXML and Reset Skeleton support for animated objects when debugging.
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being opened.
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item from object's pop-up menu
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in-world context menu options.
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object to show in the linksets floater if all objects are non-characters, or to show in the characters floater if all objects are characters.
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in context menu sub menu names
Use the same mechanism for adding the triangle in LLContextMenuBranch as
is already used in LLMenuItemBranchGL. As a bonus, the triangles will be
nicely right-aligned, just as in the main menu.
Remaining hard-coded triangles all are in indra/newview/skins/default/xui/*/panel_voice_effect.xml.
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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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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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"Stand Up" on object.
Made only one of them enabled in the same time, didn't make disabled one invisible because it was decided so in EXT-8094.
- This bug is the result of EXT-8094 fix. Corrected logic of enabling "Sit here" and "Stand up" both in xml and code.
- Removed class LLObjectEnableSitOrStand because it's not needed anymore, and it's handleEvent() method duplicates is_object_sittable() function.
- Renamed Object.EnableSit to Object.EnableGearSit because its name is now used for enabling object menu sit, and this "simple" version is used only from object inspector's gear menu.
Reviewed by Mike Antipov at https://codereview.productengine.com/secondlife/r/761
--HG--
branch : product-engine
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Replaced controlling of menu item visibility with controlling of enabled state.
reviewed by Vadim Savchuk at https://codereview.productengine.com/secondlife/r/669/
--HG--
branch : product-engine
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prim
reviewed by Richard CC#206
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- Bug was caused by making "Take" menu item from object context menu consistent with the one from Build->Object menu where it was replaced by "Buy" when it was needed. But in object menu we already have "Buy" option at the bottom of the list so we don't need to hide "Take" and show "Buy" instead. Removed appearance of "Buy" instead of "Take" and made "Take" item's behaviour consistent with "Take" from object inspector gear menu.
Reviewed by Vadim Savchuk at https://codereview.productengine.com/secondlife/r/227/
--HG--
branch : product-engine
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Here and Take are hard-coded)
--HG--
branch : product-engine
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The word "Take" is hard-coded)
--HG--
branch : product-engine
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1.23s UI
reviewed by Leyla
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reverted
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Preferences > Sound needs to be improved for I18N, EXT-4683 Build>Options submenus are non-intuitive, EXT-3787 System messages needs to be visually distinct in Nearby and IM
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EXT-3388 [BSI] "Teleport" option missing dropdown when right clicking on friends list
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Renamed gPie* and menu_pie_* to just gMenu* and menu_* because they are no
longer pie menus. Created separate other-attachment menus.
Reviewed with Richard.
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