Merge branch 'master' of git://github.com/Lirusaito/SingularityViewer
This commit is contained in:
@@ -858,9 +858,9 @@ void FloaterLocalAssetBrowser::onClickUpload(void* userdata)
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void FloaterLocalAssetBrowser::onChooseBitmapList()
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{
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bool button_status = mBitmapList->isEmpty();
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mDelBtn->setEnabled(!button_status);
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mUploadBtn->setEnabled(!button_status);
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bool button_status = !mBitmapList->isEmpty() && mBitmapList->getFirstSelected();
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mDelBtn->setEnabled(button_status);
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mUploadBtn->setEnabled(button_status);
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UpdateRightSide();
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}
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@@ -943,7 +943,7 @@ void FloaterLocalAssetBrowser::UpdateBitmapScrollList()
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}
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}
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sLFInstance->UpdateRightSide();
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sLFInstance->onChooseBitmapList();
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}
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void FloaterLocalAssetBrowser::UpdateRightSide()
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@@ -1537,6 +1537,18 @@ void LLAppearanceMgr::takeOffOutfit(const LLUUID& cat_id)
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uuids_to_remove.push_back(item->getUUID());
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}
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removeItemsFromAvatar(uuids_to_remove);
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// deactivate all gestures in the outfit folder
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LLInventoryModel::item_array_t gest_items;
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getDescendentsOfAssetType(cat_id, gest_items, LLAssetType::AT_GESTURE, false);
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for(U32 i = 0; i < gest_items.count(); ++i)
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{
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LLViewerInventoryItem* gest_item = gest_items.get(i);
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if (LLGestureMgr::instance().isGestureActive(gest_item->getLinkedUUID()))
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{
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LLGestureMgr::instance().deactivateGesture(gest_item->getLinkedUUID());
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}
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}
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}
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// Create a copy of src_id + contents as a subfolder of dst_id.
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@@ -3976,6 +3988,11 @@ void LLAppearanceMgr::wearBaseOutfit()
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void LLAppearanceMgr::removeItemsFromAvatar(const uuid_vec_t& ids_to_remove)
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{
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if (ids_to_remove.empty())
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{
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llwarns << "called with empty list, nothing to do" << llendl;
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}
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// [RLVa:KB] - Checked: 2013-02-12 (RLVa-1.4.8)
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bool fUpdateAppearance = false;
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for (uuid_vec_t::const_iterator it = ids_to_remove.begin(); it != ids_to_remove.end(); ++it)
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@@ -4423,7 +4440,6 @@ void wear_multiple(const uuid_vec_t& ids, bool replace)
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// SLapp for easy-wearing of a stock (library) avatar
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//
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/*
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class LLWearFolderHandler : public LLCommandHandler
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{
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public:
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@@ -4453,4 +4469,4 @@ public:
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}
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};
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LLWearFolderHandler gWearFolderHandler;*/
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LLWearFolderHandler gWearFolderHandler;
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@@ -6146,7 +6146,7 @@ class LLWorldCreateLandmark : public view_listener_t
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create_inventory_item(gAgent.getID(), gAgent.getSessionID(),
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folder_id, LLTransactionID::tnull,
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pos_string, pos_string, // name, desc
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pos_string, agent_parcel->getDesc(), // name, desc, // name, desc
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LLAssetType::AT_LANDMARK,
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LLInventoryType::IT_LANDMARK,
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NOT_WEARABLE, PERM_ALL,
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@@ -40,6 +40,7 @@
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#include "llviewercontrol.h"
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#include "lldir.h"
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#include "llflexibleobject.h"
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#include "llfloaterinspect.h"
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#include "llfloatertools.h"
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#include "llmaterialid.h"
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#include "llmaterialtable.h"
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@@ -3643,7 +3644,7 @@ BOOL LLVOVolume::lineSegmentIntersect(const LLVector4a& start, const LLVector4a&
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if (mDrawable->isState(LLDrawable::RIGGED))
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{
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static const LLCachedControl<bool> allow_mesh_picking("SGAllowRiggedMeshSelection");
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if (allow_mesh_picking && gFloaterTools->getVisible() && getAvatar()->isSelf())
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if (allow_mesh_picking && (gFloaterTools->getVisible() || LLFloaterInspect::instanceExists()))
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{
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updateRiggedVolume();
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//genBBoxes(FALSE);
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@@ -3825,10 +3826,8 @@ BOOL LLVOVolume::lineSegmentIntersect(const LLVector4a& start, const LLVector4a&
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bool LLVOVolume::treatAsRigged()
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{
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return gFloaterTools->getVisible() &&
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return (gFloaterTools->getVisible() || LLFloaterInspect::instanceExists()) &&
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isAttachment() &&
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getAvatar() &&
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getAvatar()->isSelf() &&
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mDrawable.notNull() &&
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mDrawable->isState(LLDrawable::RIGGED);
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}
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@@ -52,7 +52,7 @@
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function="BuildTool.setTool"
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parameter="Land" />
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</button>
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<button name="mini_button" bottom="-34" left="245" height="22" width="22" control_name="LiruMiniBuildFloater" label="" image_selected="down_arrow.tga" image_unselected="up_arrow.tga" scale_image="true" toggle="true" tool_tip="Toggle tiny build floater"/>
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<button name="mini_button" bottom="-40" left="245" height="22" width="22" control_name="LiruMiniBuildFloater" label="" image_selected="down_arrow.tga" image_unselected="up_arrow.tga" scale_image="true" toggle="true" tool_tip="Toggle tiny build floater"/>
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<!-- Focus panel -->
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