Avoid making duplicate copies in item inventory when no-mod texture is dragged onto faces.

This commit is contained in:
Shyotl
2012-07-12 16:33:05 -05:00
parent 1d60131df7
commit f8445030c7
3 changed files with 50 additions and 2 deletions

View File

@@ -444,12 +444,15 @@ public:
// manager until we have better iterators.
void updateInventory(LLViewerInventoryItem* item, U8 key, bool is_new);
void updateInventoryLocal(LLInventoryItem* item, U8 key); // Update without messaging.
void updateTextureInventory(LLViewerInventoryItem* item, U8 key, bool is_new);
LLInventoryObject* getInventoryObject(const LLUUID& item_id);
void getInventoryContents(LLInventoryObject::object_list_t& objects);
LLInventoryObject* getInventoryRoot();
LLViewerInventoryItem* getInventoryItemByAsset(const LLUUID& asset_id);
S16 getInventorySerial() const { return mInventorySerialNum; }
bool isTextureInInventory(LLViewerInventoryItem* item);
// These functions does viewer-side only object inventory modifications
void updateViewerInventoryAsset(
const LLViewerInventoryItem* item,
@@ -698,6 +701,10 @@ protected:
F32 mAppAngle; // Apparent visual arc in degrees
F32 mPixelArea; // Apparent area in pixels
// IDs of of all items in the object's content which are added to the object's content,
// but not updated on the server yet. After item was updated, its ID will be removed from this list.
std::list<LLUUID> mPendingInventoryItemsIDs;
// This is the object's inventory from the viewer's perspective.
LLInventoryObject::object_list_t* mInventory;
class LLInventoryCallbackInfo