Added physics settings to object features panel. Brought in mesh 'prim cost' fetching and now display cost in edit floater if mesh is enabled.
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@@ -96,6 +96,7 @@ set(llcommon_HEADER_FILES
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indra_constants.h
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linden_common.h
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linked_lists.h
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llaccountingquota.h
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llagentconstants.h
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llavatarname.h
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llapp.h
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80
indra/llcommon/llaccountingquota.h
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80
indra/llcommon/llaccountingquota.h
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@@ -0,0 +1,80 @@
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/**
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* @file llaccountingquota.h
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* @
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2011, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_ACCOUNTINGQUOTA_H
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#define LL_ACCOUNTINGQUOTA_H
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struct ParcelQuota
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{
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ParcelQuota( F32 ownerRenderCost, F32 ownerPhysicsCost, F32 ownerNetworkCost, F32 ownerSimulationCost,
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F32 groupRenderCost, F32 groupPhysicsCost, F32 groupNetworkCost, F32 groupSimulationCost,
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F32 otherRenderCost, F32 otherPhysicsCost, F32 otherNetworkCost, F32 otherSimulationCost,
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F32 tempRenderCost, F32 tempPhysicsCost, F32 tempNetworkCost, F32 tempSimulationCost,
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F32 selectedRenderCost, F32 selectedPhysicsCost, F32 selectedNetworkCost, F32 selectedSimulationCost,
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F32 parcelCapacity )
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: mOwnerRenderCost( ownerRenderCost ), mOwnerPhysicsCost( ownerPhysicsCost )
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, mOwnerNetworkCost( ownerNetworkCost ), mOwnerSimulationCost( ownerSimulationCost )
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, mGroupRenderCost( groupRenderCost ), mGroupPhysicsCost( groupPhysicsCost )
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, mGroupNetworkCost( groupNetworkCost ), mGroupSimulationCost( groupSimulationCost )
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, mOtherRenderCost( otherRenderCost ), mOtherPhysicsCost( otherPhysicsCost )
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, mOtherNetworkCost( otherNetworkCost ), mOtherSimulationCost( otherSimulationCost )
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, mTempRenderCost( tempRenderCost ), mTempPhysicsCost( tempPhysicsCost )
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, mTempNetworkCost( tempNetworkCost ), mTempSimulationCost( tempSimulationCost )
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, mSelectedRenderCost( tempRenderCost ), mSelectedPhysicsCost( tempPhysicsCost )
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, mSelectedNetworkCost( tempNetworkCost ), mSelectedSimulationCost( selectedSimulationCost )
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, mParcelCapacity( parcelCapacity )
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{
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}
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ParcelQuota(){}
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F32 mOwnerRenderCost, mOwnerPhysicsCost, mOwnerNetworkCost, mOwnerSimulationCost;
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F32 mGroupRenderCost, mGroupPhysicsCost, mGroupNetworkCost, mGroupSimulationCost;
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F32 mOtherRenderCost, mOtherPhysicsCost, mOtherNetworkCost, mOtherSimulationCost;
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F32 mTempRenderCost, mTempPhysicsCost, mTempNetworkCost, mTempSimulationCost;
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F32 mSelectedRenderCost, mSelectedPhysicsCost, mSelectedNetworkCost, mSelectedSimulationCost;
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F32 mParcelCapacity;
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};
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struct SelectionQuota
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{
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SelectionQuota( LLUUID localId, F32 renderCost, F32 physicsCost, F32 networkCost, F32 simulationCost )
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: mLocalId( localId)
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, mRenderCost( renderCost )
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, mPhysicsCost( physicsCost )
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, mNetworkCost( networkCost )
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, mSimulationCost( simulationCost )
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{
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}
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SelectionQuota() {}
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F32 mRenderCost, mPhysicsCost, mNetworkCost, mSimulationCost;
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LLUUID mLocalId;
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};
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#endif
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