THE BIGGIE.
Holy hell, this was an interesting one to implement. I wish I understood it better. Unfortunately I think this marks the end of trying to re-implement the Local Inventory for Temp and Local textures. It's just not feasible now that the entire inventory system has been whipped into a code shitstorm. Signed-off-by: Beeks <HgDelirium@gmail.com>
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@@ -4672,6 +4672,15 @@ LLInventoryFilter::~LLInventoryFilter()
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BOOL LLInventoryFilter::check(LLFolderViewItem* item)
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{
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LLFolderViewEventListener* listener = item->getListener();
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const LLUUID& item_id = listener->getUUID();
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const LLInventoryObject *obj = gInventory.getObject(item_id);
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if (isActive() && obj && obj->getIsLinkType())
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{
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// When filtering is active, omit links.
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return FALSE;
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}
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time_t earliest;
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earliest = time_corrected() - mFilterOps.mHoursAgo * 3600;
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@@ -4683,8 +4692,7 @@ BOOL LLInventoryFilter::check(LLFolderViewItem* item)
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{
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earliest = 0;
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}
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LLFolderViewEventListener* listener = item->getListener();
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const LLUUID& item_id = listener->getUUID();
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//When searching for all labels, we need to explode the filter string
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//Into an array, and then compare each string to the label seperately
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