Better/more notifications.
No longer applies UUIDs of textures exported on a different grid,
except for secondlife <--> secondlife_beta, but with a warning.
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.
Renames ALERT_TYPE_* to STAT_TYPE_* and ERadarAlertType to ERadarStatType
Removes mIn*Frame and accessors for these in favor of checking for the bit in mStats
Use mStats instead of mAgeAlert now.
Moves the range leave handling out of getAlive and into setPosition, where it logically belongs
Should fix Issue 43: Radar reports multiple times for agent entry upon rendering
Can't use LLs LLFolderViewItem::rename from
LLInventoryPanel::modelChanged because it's nonrobust spaghetti code
and causes randomly sized loops.
Also cleaned up the number of unused nameOrDescriptionChanged functions
introduced in a previous commit.
This is partially in attempt to reduce possible suspects for Issue 936: Talking to users with the lastname Resident sometimes creates logs without the delimiting space stripped out
The fly button on the toolbar would enable itself despite RLVa restrictions
- This was because always fly was checked after gAgent.canFly(), despite the fact that gAgent.canFly() itself checks always fly setting at the correct time.
When teleporting to a region that blocks flying, the agent would start flying due to a strange check inherited from upstream.. My opinion is, they want gods to fly, but that's kinda strange too, so I've changed it to set flying false in this case.
Replaces the exposed setting in popups preferences
However, for users wanting the old behavior of just landmarks, notecards, and textures being automatically accepted, the original setting(AutoAcceptNewInventory) stays as is, it can be turned on and off in debug
Apparently when you skip a number for an LLSD, when it becomes a param that number translates to the expected field in all its emptiness
Since the column didn't exist in the scrolllist, a new one was added to the end