Age | Commit message (Collapse) | Author |
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build floater texture tab: First pass - some edge cases remaining. User can now edit an object or set of objects, choose a material and have it apply as expected
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filtered inventory panel and pull in @Caladbolg's fix to make it work with more than 1 asset type from here https://bitbucket.org/lindenlab/viewer/commits/0ab6dfa12eb04238d82c7a4aea7390cbd28beacd
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(index 0) option is selected and update filters accordingly at startup
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the filtered inventory panel to a regular one so that materials show too. A fix for this that lets us revert to the asset_filtered version is in progress and will be pulled in soon - then this change too will be reverted
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I am about to make some larger changes to inventory code so I wanted to secure this first (missed a change)
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I am about to make some larger changes to inventory code so I wanted to secure this first
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DRTVWR-559
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sensible name' - compile error on mac/clang because it's more picky - as it should be in this case
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adjust irradiance.
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SL-17695 Give materials and textures imported by Material Editor a sensible name - first pass - likely need to be refined but may be good enough for now
Approved-by: Andrey Kleshchev
Approved-by: Dave Parks
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we use to store inventory items using a built in function
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name - first pass - likely need to be refined but may be good enough for now
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