Two real changes: 1. Don't tell the user we're counting scripts when they just want them gone; 2. When deleting a script, counter-iterate to avoid a crash
Adds a bit more debug spew commented out, helped me out with this.
Thanks to Sentinel for catching this early!
Moves the "We have a real utterance now" block back above the concatenation of names and verbs and the message.
Maybe italicize should be tied to a separate setting for bubble chat, but for now let's see if it is fine in its current state.
Don't add names that haven't been looked up yet to the group roles list, wait for them to be looked up, then check them against the filter.. this avoids unrelated names getting turned up in the list under a filter.
Also diverged a bit from upstream to filter using the displayed names, since people who are only having Display Name shown will get inconsistent names turned up by the filter, otherwise. (Searching "Inusaito Kanya" would turn up "Aur'a Færs" in the results, which obviously isn't what they're looking for... maybe this should be done with complete name, but logically you should see what you searched in your results)
Script Counter now shows the names of avatars in the user's desired format.
Adds "Count Scripts in Selection" to the Tools menu. (Can count for multiple objects, quite useful for land owners, no?)
Makes the Script Counting strings translatable. (ScriptCounting, ScriptCountAvatar, ScriptCountObject, and ScriptDeleteObject)
ScriptCounter is no longer a giant pile of static, it goes away when it has run its course and multiple instances can exist simultaneously.
Removes the silly unneeded parts of ScriptCounter, and thus removes it from llstartup.cpp
Adds some nice documentation in comments, and moves some log output to proper places (although I commented it out, it proved quite spammy for high primcount objects, initial loop runs super fast)
Trying to view this diff with no space changes is the best course of action, but even that will be tough...
Adds a header guard to scriptcounter.h
Hooks up menu function LLObjectVisibleScriptCount to Object.VisibleScriptCount, apparently this was never hooked up.... strange
This splits the AIPerService queue up into four queues: one for each
"capability type". On Second Life that doesn't make a difference in
itself for textures because the texture service only serves one
capability type: textures. Other services however can serve two types,
while on Avination - that currently only has one services for everything
- this really makes a difference because that single service now has
four queues.
More importantly however is that the administration of how many requests
are in the "pipeline" (from approving that a new HTTP request may be
added for given service, till curl finished it) is now per capability
type (or service/capabitity type pair actually). This means downloads of
a certain capability type (textures, inventory, mesh, other) will no
longer stall because unapproved requests cluttered the queue for a given
service.
Moreover, before when a request did finished, it would only look for a
new request in the queue of the service that just finished. This simple
algorithm worked when there were no 'PerSerice' objects, and only one
'Curl' queue: because if anything was queued that that was because there
were running requests, and when one of those running requests finished
it made sense to see if one of those queued requests could be added now.
However, after adding multiple queues, one for each service, it could
happen that service A had queued requests while only requests from
service B were actually running: only requests of B would ever finish
and the requests of A would be queued forever.
With this patch the algorithm is to look alternating first in the
texture request queue and then in the inventory request queue - or vice
versa, and if there are none of those, look for a request of a different
type. If also that cannot be found, look for a request in another
service. This is still not optimal and subject to change.
Removes the "not sure why" block of code that sets the other_participant_id null if it's really from the user.
I have no idea why this ever was needed, it's a hack for certain, and only breaks things now.
Use the user-desired name with Resident stripped out, when on SecondLife grid.
When using legacy names without group titles, don't show the last name on a new line.
When using chat bubbles or typing bubbles, use the desired tag color.
Bypasses pointless call to LLSelectMgr::getInstance()->selectGetAllValidAndObjectsFound()
Cleans up RLVa patch to read more clearly (this change is better viewed without spaces)
Removes the unnecessary drop target and give item text in these cases.
On someone else's profile, you may drag and drop a replacement texture
On your profile, you have no reason to drag and drop an item, in fact this can cause bad inventory issues (yes, I've tested it)
(IE: "Aur'a Færs (inusaito.kanya)is typing..." instead of "Inusaito Kanya is typing...")
This adds consistency between chat and messages, and should Resident strip in most cases.