Adds support for GamingData cap, and flags: PF_GAMING, DFQ_FILTER_GAMING, REGION_FLAGS_GAMING, and REGION_FLAGS_HIDE_FROM_SEARCH
Adds GamingCheck to floater_about_land.xml
Adds filter_gaming checkboxes to floater_directory* xmls
Adds "is gaming" and "hide from search" checkboxes to floater_god_tools.xml
Updated llstring to current linden
Further linden_common cleanup
Header cleanup
Raised banlines to 5000 as per linden server change
Included missing llmediaentry.cpp file
Minor whitespace changes here and there
This patch has no influence if you don't have libcwd installed.
Note that libcwd (http://libcwd.sourceforge.net/) is only
available for linux.
A default compile of libcwd does memory allocation tracking,
which is too slow for everyday usage of the viewer (usable,
but notably slower) and we don't need that. Configure your
libcwd as follows:
./configure --prefix=/sl/usr --disable-alloc --enable-optimize
Or whatever prefix you prefer (add --enable-maintainer-mode
if you're compiling it from the SVN repository), add
--disable-nonthreading to compile twice as fast.
If you have it installed you can activate it's use by setting a
few environment variables:
CXXFLAGS="$(pkg-config --cflags libcwd_r)"
LDFLAGS="$(pkg-config --libs libcwd_r) -lpthread"
and then reconfiguring the viewer.
The -lpthread is needed when using ld.gold, however, if you
leave it out you might get an LDFLAGS that ends on trailing
whitespaces, which doesn't work for some reason.
Also, if you installed it in a non-standard place (/sl/usr
above) then you need this to run the viewer (and tests):
export LD_LIBRARY_PATH="/sl/usr/lib"
Most the changes are due to InventoryObjectList* changing to LLInventoryObject::object_list_t*, LLInventoryItem::II_FLAGS* changing to LLInventoryItemFlags::II_FLAGS* and also const'ing.
Certain perms for certain asset types(callcard&landmarks) have been laxed, as per LL's V2.
LLInventoryType now does lookups mostly though new lldictionary class.
LLLandmark using boost for callbacks, instead of custom class structure.
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>