Merge branch 'master' into V2TextureSystem

Conflicts:
	indra/newview/llviewerimage.cpp
	indra/newview/pipeline.h
This commit is contained in:
Shyotl
2011-04-12 22:29:49 -05:00
95 changed files with 3056 additions and 651 deletions

View File

@@ -528,7 +528,7 @@ BOOL LLInvFVBridge::isClipboardPasteable() const
BOOL LLInvFVBridge::isClipboardPasteableAsLink() const
{
if (!gHippoGridManager->getConnectedGrid()->isSecondLife())
if (!gHippoGridManager->getConnectedGrid()->supportsInvLinks())
{
return FALSE;
}
@@ -1382,7 +1382,7 @@ BOOL LLItemBridge::isItemCopyable() const
LLViewerInventoryItem* item = getItem();
if (item && !item->getIsLinkType())
{
if(!gHippoGridManager->getConnectedGrid()->isSecondLife()) {
if(!gHippoGridManager->getConnectedGrid()->supportsInvLinks()) {
return (item->getPermissions().allowCopyBy(gAgent.getID()));
} else {
// All items can be copied since you can
@@ -2401,7 +2401,7 @@ void LLFolderBridge::folderOptionsMenu()
if(!(LLXmlImport::sImportInProgress && LLXmlImport::sImportHasAttachments))
{
// </edit>
if (gHippoGridManager->getConnectedGrid()->isSecondLife())
if (gHippoGridManager->getConnectedGrid()->supportsInvLinks())
mItems.push_back(std::string("Add To Outfit"));
mItems.push_back(std::string("Wear Items"));
mItems.push_back(std::string("Replace Outfit"));
@@ -4179,7 +4179,8 @@ void LLObjectBridge::buildContextMenu(LLMenuGL& menu, U32 flags)
{
items.push_back(std::string("Attach Separator"));
items.push_back(std::string("Object Wear"));
items.push_back(std::string("Object Add"));
if (gHippoGridManager->getConnectedGrid()->supportsInvLinks())
items.push_back(std::string("Object Add"));
if (!avatarp->canAttachMoreObjects())
{
disabled_items.push_back(std::string("Object Add"));
@@ -4667,7 +4668,7 @@ void wear_inventory_category(LLInventoryCategory* category, bool copy, bool appe
// *NOTE: hack to get from avatar inventory to avatar
void wear_inventory_category_on_avatar(LLInventoryCategory* category, BOOL append, BOOL replace)
{
{
// Avoid unintentionally overwriting old wearables. We have to do
// this up front to avoid having to deal with the case of multiple
// wearables being dirty.