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>
This commit is contained in:
Beeks
2010-09-22 06:48:48 -04:00
parent 3d4fee4614
commit ec55705bdd
48 changed files with 8559 additions and 7177 deletions

View File

@@ -4672,6 +4672,15 @@ LLInventoryFilter::~LLInventoryFilter()
BOOL LLInventoryFilter::check(LLFolderViewItem* item)
{
LLFolderViewEventListener* listener = item->getListener();
const LLUUID& item_id = listener->getUUID();
const LLInventoryObject *obj = gInventory.getObject(item_id);
if (isActive() && obj && obj->getIsLinkType())
{
// When filtering is active, omit links.
return FALSE;
}
time_t earliest;
earliest = time_corrected() - mFilterOps.mHoursAgo * 3600;
@@ -4683,8 +4692,7 @@ BOOL LLInventoryFilter::check(LLFolderViewItem* item)
{
earliest = 0;
}
LLFolderViewEventListener* listener = item->getListener();
const LLUUID& item_id = listener->getUUID();
//When searching for all labels, we need to explode the filter string
//Into an array, and then compare each string to the label seperately