Avoid making duplicate copies in item inventory when no-mod texture is dragged onto faces.
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@@ -444,12 +444,15 @@ public:
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// manager until we have better iterators.
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void updateInventory(LLViewerInventoryItem* item, U8 key, bool is_new);
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void updateInventoryLocal(LLInventoryItem* item, U8 key); // Update without messaging.
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void updateTextureInventory(LLViewerInventoryItem* item, U8 key, bool is_new);
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LLInventoryObject* getInventoryObject(const LLUUID& item_id);
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void getInventoryContents(LLInventoryObject::object_list_t& objects);
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LLInventoryObject* getInventoryRoot();
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LLViewerInventoryItem* getInventoryItemByAsset(const LLUUID& asset_id);
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S16 getInventorySerial() const { return mInventorySerialNum; }
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bool isTextureInInventory(LLViewerInventoryItem* item);
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// These functions does viewer-side only object inventory modifications
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void updateViewerInventoryAsset(
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const LLViewerInventoryItem* item,
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@@ -698,6 +701,10 @@ protected:
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F32 mAppAngle; // Apparent visual arc in degrees
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F32 mPixelArea; // Apparent area in pixels
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// IDs of of all items in the object's content which are added to the object's content,
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// but not updated on the server yet. After item was updated, its ID will be removed from this list.
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std::list<LLUUID> mPendingInventoryItemsIDs;
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// This is the object's inventory from the viewer's perspective.
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LLInventoryObject::object_list_t* mInventory;
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class LLInventoryCallbackInfo
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