1ea7389, 49be412, ed4c8e6 & 7ce9521
- changed : "Give to #RLV" agent-to-agent and script-to-agent offers can contain subfolders
-> limited to 3 levels (e.g. #RLV/~FolderA/FolderB/FolderC)
-> #RLV folder is auto-created if it doesn't currently exist
8780d84 - Incremented version number to RLVa-1.4.10
f078067 - internal : boolean (custom) debug settings should have a boolean type
72a8ad8 & 401ca14 - internal : added supporting code for "Detach Folder" RLVa lock checks
05718b5
- fixed : RenderResolutionDivisor is non-functional
-> RenderResolutionDivisor isn't actually taken into account when checking the new screen resolution against the current screen buffer size
4fa138b
- fixed : viewer clips mouse to its rectangle when switching into mouselook while it's not the active application
-> Repro:
* rez a prim with a script to llForceMouseLook(TRUE) and force-sit when clicked (with a slight delay)
* click the prim and give focus to another application
=> the viewer will center the mouse cursor on itself and restrict movement to within its own rectangle (requires alt-tab to escape)
+ Singu Note: Thanks to Kitty for this, it is possible that this would happen in our last release
14132c9
- fixed : region name and global coordinates are shown on the About floater when @showloc restricted
+ Singu Note: RLV version is now shown in help->about
9a2af62 - changed : llRegionSayTo messages are no longer subject to @recvchat(from) or @recvemote(from)
2dc4b89
- fixed : @getstatus and @getstatusall should specify an (optional) separator
-> added support for both @getstatus:tp;|=123 and @getstatus:;|=123
fbb3fb1 - Incremented API version number to 2.8.0
92c39b9 - internal : quick and dirty hack fix for RlvUtil::filterNames() but there's no time to do a proper backport from RLVa-1.5
2580f1c - internal : remove hack for legacy viewers without multi-attachment support
Since multiwear, the low 8 bit of inventory items, if they are of type
IT_WEARABLE, is used for the wearable type (WT_*). Older viewers and
bots (like Second Inventory) create inventory items with 0 in those
bits. This causes all those item to appear as shapes in multi-wear
capable viewers.
This gives rise to many problems:
1) You can't wear them, because the inventory and asset wearable type
mismatch, which makes Singularity just abort.
2) Before it aborts, it already removed your old shape, thinking you
are about to wear another shape - and told the server that you are
wearing this broken item now. The result is that you see no change,
until you relog when you are suddenly wearing the broken "shape"
and stay a cloud forever.
This commit detects the problem for AT_CLOTHING wearables, because
they are not compatible with the type 'shape' after all (which is
is AT_BODYPART). It still doesn't know what the wearable type is, but
sets the type temporarily to the new value WT_UNKNOWN. Since this is
at least not a shape anymore, it doesn't cause you shape to be removed
when wearing it. Moreover, once the asset is downloaded, the mismatch
is detected and corrected: you can now wear -say- pants, or other
clothing.
Inventory clothing items with an unknown wearable type now have a
red question mark icon in the inventory.
What does NOT work yet:
1) If you copy such an item and paste it, then the new copy has
a shape icon again (and all the previously mentioned problems).
2) If you wear broken hair, skin or eyes (which still show as
shapes in the inventory) then your shape is still removed, and
wearing them fails because they are not multiwear capable and you
are already wearing such a body part. What should be done here
is that the removed shape is added back and the real body part
that you're trying to wear is removed.
3) Although this code attempts to fix the mFlags in the inventory,
the icon in the inventory doesn't change from question mark to the
right thing.
Removes code duplication.
Several parts of the code ignored the PERM_EXPORT but
and still did demand that things are full perm next
to being a creator. This has now changed the export
rules are the same for everything as they were for mesh:
you need to be the owner and the creator for every element
that is exported (not just the root prim, of course).
This moves all export test code to where it belongs:
in LLPermissions.
Added LLPermissions::allowExportBy, next to
allowModifyBy, allowCopyBy and allowMoveBy.
Then changed all code to use this call.
Because LLPermissions is part of llinventory, I had
to add a proxy for LFSimFeatureHandler.
Added a new class LFSimFeatureHandlerInterface that can be
used by LLPermissions to check simulator features by
accessing the LFSimFeatureHandler singleton.
Several parts of the code ignored the PERM_EXPORT but
and still did demand that things are full perm next
to being a creator. This has now changed the export
rules are the same for everything as they were for mesh:
you need to be the owner and the creator for every element
that is exported (not just the root prim, of course).
Export rules can now be easily made a function on
simulator features. If different rules apply for different
types (wearables, objects, mesh etc) then an extra variable
indicating the type will have to be passed though.
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