In some cases, one may have modular outfits, added to each other; let it be so!
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@@ -3503,13 +3503,14 @@ void build_context_menu_folder_options(LLInventoryModel* model, const LLUUID& mU
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// Only enable add/replace outfit for non-system folders.
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// Only enable add/replace outfit for non-system folders.
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if (!is_system_folder)
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if (!is_system_folder)
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{
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{
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if (InventoryLinksEnabled() &&
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if (InventoryLinksEnabled() /*&&
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// Adding an outfit onto another (versus replacing) doesn't make sense.
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// Adding an outfit onto another (versus replacing) doesn't make sense.
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type != LLFolderType::FT_OUTFIT)
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// <singu/> Actually, it does make a bit of sense, in some cases.
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type != LLFolderType::FT_OUTFIT*/)
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{
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{
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mItems.push_back(std::string("Add To Outfit"));
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mItems.push_back(std::string("Add To Outfit"));
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}
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}
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else if(!InventoryLinksEnabled())
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else //if(!InventoryLinksEnabled())
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mItems.push_back(std::string("Wearable And Object Wear"));
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mItems.push_back(std::string("Wearable And Object Wear"));
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mItems.push_back(std::string("Replace Outfit"));
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mItems.push_back(std::string("Replace Outfit"));
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