svn merge -r121194:121210

svn+ssh://svn.lindenlab.com/svn/linden/branches/viewer/viewer-1.23.onetwo-merge-1

QAR-1531 viewer 1.23rc1+1.23rc2 merge to trunk
master
Adam Moss 2009-05-22 09:58:47 +00:00
parent 93cf3d89e5
commit 9dfe0ca9a0
333 changed files with 26961 additions and 45376 deletions

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@ -14,6 +14,8 @@ Adam Marker
VWR-2755
Agathos Frascati
CT-246
CT-317
CT-352
Aimee Trescothick
VWR-1813
VWR-3321
@ -109,6 +111,8 @@ Biancaluce Robbiani
CT-229
CT-230
CT-231
CT-321
CT-352
Blakar Ogre
VWR-418
VWR-881
@ -129,6 +133,9 @@ Bulli Schumann
CT-222
CT-223
CT-224
CT-319
CT-350
CT-352
bushing Spatula
VWR-119
VWR-424
@ -179,6 +186,9 @@ Eddy Stryker
EponymousDylan Ra
VWR-1289
VWR-1465
Eva Nowicka
CT-324
CT-352
Farallon Greyskin
VWR-2036
Feep Larsson
@ -248,7 +258,12 @@ Hoze Menges
VWR-255
Ian Kas
VWR-8780 (Russian localization)
[NO JIRA] (Ukranian localization)
[NO JIRA] (Ukranian localization)
CT-322
CT-325
Irene Muni
CT-324
CT-352
Iskar Ariantho
VWR-1223
VWR-11759
@ -288,10 +303,15 @@ Lisa Lowe
CT-222
CT-223
CT-224
CT-319
Lockhart Cordoso
VWR-108
maciek marksman
CT-86
Magnus Balczo
CT-138
Malwina Dollinger
CT-138
march Korda
SVC-1020
Matthew Dowd
@ -434,9 +454,12 @@ Pf Shan
CT-229
CT-230
CT-231
CT-321
princess niven
VWR-5733
CT-85
CT-320
CT-352
Renault Clio
VWR-1976
Ringo Tuxing
@ -447,6 +470,7 @@ Ringo Tuxing
CT-229
CT-230
CT-231
CT-321
Robin Cornelius
VWR-2488
VWR-9557
@ -462,6 +486,7 @@ Salahzar Stenvaag
CT-229
CT-230
CT-231
CT-321
Sammy Frederix
VWR-6186
Scrippy Scofield
@ -482,6 +507,7 @@ Sergen Davies
CT-229
CT-230
CT-231
CT-321
SignpostMarv Martin
VWR-153
VWR-154
@ -540,6 +566,8 @@ Thraxis Epsilon
VWR-383
tiamat bingyi
CT-246
TraductoresAnonimos Alter
CT-324
Tue Torok
CT-68
CT-69
@ -551,6 +579,7 @@ Vadim Bigbear
VWR-2681
Vixen Heron
VWR-2710
CT-88
Whoops Babii
VWR-631
VWR-1640

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@ -187,14 +187,6 @@ BOOL LLEditingMotion::onUpdate(F32 time, U8* joint_mask)
}
focus_pt += mCharacter->getCharacterPosition();
if (!llfinite(focus_pt.magVecSquared()))
{
LLVector3 tmp = mCharacter->getCharacterPosition() ;
LL_WARNS_ONCE("Animation") << "Non finite focus point in editing motion. focus point: " << focus_pt << " and character position: " <<
tmp << " and pointAtPt: " << pointAtPt <<
" - ignoring anim" << LL_ENDL;
return FALSE;
}
// propagate joint positions to kinematic chain
mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );

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@ -38,6 +38,7 @@
apr_pool_t *gAPRPoolp = NULL; // Global APR memory pool
LLVolatileAPRPool *LLAPRFile::sAPRFilePoolp = NULL ; //global volatile APR memory pool.
apr_thread_mutex_t *gLogMutexp = NULL;
apr_thread_mutex_t *gCallStacksLogMutexp = NULL;
const S32 FULL_VOLATILE_APR_POOL = 1024 ; //number of references to LLVolatileAPRPool
@ -51,6 +52,7 @@ void ll_init_apr()
// Initialize the logging mutex
apr_thread_mutex_create(&gLogMutexp, APR_THREAD_MUTEX_UNNESTED, gAPRPoolp);
apr_thread_mutex_create(&gCallStacksLogMutexp, APR_THREAD_MUTEX_UNNESTED, gAPRPoolp);
}
if(!LLAPRFile::sAPRFilePoolp)
@ -72,6 +74,14 @@ void ll_cleanup_apr()
apr_thread_mutex_destroy(gLogMutexp);
gLogMutexp = NULL;
}
if (gCallStacksLogMutexp)
{
// Clean up the logging mutex
// All other threads NEED to be done before we clean up APR, so this is okay.
apr_thread_mutex_destroy(gCallStacksLogMutexp);
gCallStacksLogMutexp = NULL;
}
if (gAPRPoolp)
{
apr_pool_destroy(gAPRPoolp);

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@ -49,6 +49,7 @@
#include "llstring.h"
extern apr_thread_mutex_t* gLogMutexp;
extern apr_thread_mutex_t* gCallStacksLogMutexp;
/**
* @brief initialize the common apr constructs -- apr itself, the

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@ -140,6 +140,14 @@ public:
bool operator!=(const LLDate& rhs) const { return (*this < rhs) || (rhs < *this); }
bool operator==(const LLDate& rhs) const { return !(*this != rhs); }
/**
* @brief Compare to epoch UTC.
*/
bool isNull() const { return mSecondsSinceEpoch == 0.0; }
bool notNull() const { return mSecondsSinceEpoch != 0.0; }
private:
F64 mSecondsSinceEpoch;
};

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@ -1223,9 +1223,62 @@ namespace LLError
char** LLCallStacks::sBuffer = NULL ;
S32 LLCallStacks::sIndex = 0 ;
class CallStacksLogLock
{
public:
CallStacksLogLock();
~CallStacksLogLock();
bool ok() const { return mOK; }
private:
bool mLocked;
bool mOK;
};
CallStacksLogLock::CallStacksLogLock()
: mLocked(false), mOK(false)
{
if (!gCallStacksLogMutexp)
{
mOK = true;
return;
}
const int MAX_RETRIES = 5;
for (int attempts = 0; attempts < MAX_RETRIES; ++attempts)
{
apr_status_t s = apr_thread_mutex_trylock(gCallStacksLogMutexp);
if (!APR_STATUS_IS_EBUSY(s))
{
mLocked = true;
mOK = true;
return;
}
ms_sleep(1);
}
// We're hosed, we can't get the mutex. Blah.
std::cerr << "CallStacksLogLock::CallStacksLogLock: failed to get mutex for log"
<< std::endl;
}
CallStacksLogLock::~CallStacksLogLock()
{
if (mLocked)
{
apr_thread_mutex_unlock(gCallStacksLogMutexp);
}
}
//static
void LLCallStacks::push(const char* function, const int line)
{
CallStacksLogLock lock;
if (!lock.ok())
{
return;
}
if(!sBuffer)
{
sBuffer = new char*[512] ;
@ -1261,6 +1314,12 @@ namespace LLError
//static
void LLCallStacks::end(std::ostringstream* _out)
{
CallStacksLogLock lock;
if (!lock.ok())
{
return;
}
if(!sBuffer)
{
sBuffer = new char*[512] ;
@ -1283,6 +1342,12 @@ namespace LLError
//static
void LLCallStacks::print()
{
CallStacksLogLock lock;
if (!lock.ok())
{
return;
}
if(sIndex > 0)
{
llinfos << " ************* PRINT OUT LL CALL STACKS ************* " << llendl ;

View File

@ -35,7 +35,7 @@
const S32 LL_VERSION_MAJOR = 1;
const S32 LL_VERSION_MINOR = 24;
const S32 LL_VERSION_PATCH = 0;
const S32 LL_VERSION_PATCH = 2;
const S32 LL_VERSION_BUILD = 0;
const char * const LL_CHANNEL = "Second Life Release";

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@ -2179,7 +2179,9 @@ void LLMenuGL::arrange( void )
{
if ((*item_iter)->getVisible())
{
if (!getTornOff() && width + (*item_iter)->getNominalWidth() > max_width - spillover_item_width)
if (!getTornOff()
&& item_iter != mItems.begin() // Don't spillover the first item!
&& width + (*item_iter)->getNominalWidth() > max_width - spillover_item_width)
{
// no room for any more items
createSpilloverBranch();
@ -2189,15 +2191,15 @@ void LLMenuGL::arrange( void )
{
LLMenuItemGL* itemp = (*spillover_iter);
removeChild(itemp);
mSpilloverMenu->append(itemp);
mSpilloverMenu->appendNoArrange(itemp); // *NOTE:Mani Favor addChild() in merge with skinning
}
mSpilloverMenu->arrange(); // *NOTE: Mani Remove line in merge with skinning/viewer2.0 branch
mSpilloverMenu->updateParent(LLMenuGL::sMenuContainer); // *NOTE: Mani Remove line in merge with skinning/viewer2.0 branch
mItems.erase(item_iter, mItems.end());
mItems.push_back(mSpilloverBranch);
addChild(mSpilloverBranch);
height = llmax(height, mSpilloverBranch->getNominalHeight());
width += mSpilloverBranch->getNominalWidth();
break;
}
else
@ -2216,7 +2218,9 @@ void LLMenuGL::arrange( void )
{
if ((*item_iter)->getVisible())
{
if (!getTornOff() && height + (*item_iter)->getNominalHeight() > max_height - spillover_item_height)
if (!getTornOff()
&& item_iter != mItems.begin() // Don't spillover the first item!
&& height + (*item_iter)->getNominalHeight() > max_height - spillover_item_height)
{
// no room for any more items
createSpilloverBranch();
@ -2226,14 +2230,15 @@ void LLMenuGL::arrange( void )
{
LLMenuItemGL* itemp = (*spillover_iter);
removeChild(itemp);
mSpilloverMenu->append(itemp);
mSpilloverMenu->appendNoArrange(itemp); // *NOTE:Mani Favor addChild() in merge with skinning
}
mSpilloverMenu->arrange(); // *NOTE: Mani Remove line in merge with skinning/viewer2.0 branch
mSpilloverMenu->updateParent(LLMenuGL::sMenuContainer); // *NOTE: Mani Remove line in merge with skinning/viewer2.0 branch
mItems.erase(item_iter, mItems.end());
mItems.push_back(mSpilloverBranch);
addChild(mSpilloverBranch);
height += mSpilloverBranch->getNominalHeight();
width = llmax( width, mSpilloverBranch->getNominalWidth() );
break;
}
else
@ -2478,6 +2483,15 @@ BOOL LLMenuGL::append( LLMenuItemGL* item )
return TRUE;
}
// *NOTE:Mani - appendNoArrange() should be removed when merging to skinning/viewer2.0
// Its added as a fix to a viewer 1.23 bug that has already been address by skinning work.
BOOL LLMenuGL::appendNoArrange( LLMenuItemGL* item )
{
mItems.push_back( item );
addChild( item );
return TRUE;
}
// add a separator to this menu
BOOL LLMenuGL::appendSeparator( const std::string &separator_name )
{

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@ -439,6 +439,10 @@ public:
// Add the menu item to this menu.
virtual BOOL append( LLMenuItemGL* item );
// *NOTE:Mani - appendNoArrange() should be removed when merging to skinning/viewer2.0
// Its added as a fix to a viewer 1.23 bug that has already been address by skinning work.
virtual BOOL appendNoArrange( LLMenuItemGL* item );
// add a separator to this menu
virtual BOOL appendSeparator( const std::string &separator_name = LLStringUtil::null );

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@ -310,7 +310,7 @@ void LLNotificationForm::addElement(const std::string& type, const std::string&
LLSD element;
element["type"] = type;
element["name"] = name;
element["label"] = name;
element["text"] = name;
element["value"] = value;
element["index"] = mFormData.size();
mFormData.append(element);
@ -525,7 +525,12 @@ std::string LLNotification::getSelectedOptionName(const LLSD& response)
void LLNotification::respond(const LLSD& response)
{
mRespondedTo = true;
LLNotificationFunctorRegistry::instance().getFunctor(mResponseFunctorName)(asLLSD(), response);
// look up the functor
LLNotificationFunctorRegistry::ResponseFunctor functor =
LLNotificationFunctorRegistry::instance().getFunctor(mResponseFunctorName);
// and then call it
functor(asLLSD(), response);
if (mTemporaryResponder)
{
LLNotificationFunctorRegistry::instance().unregisterFunctor(mResponseFunctorName);

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@ -1085,11 +1085,15 @@ struct LLLayoutStack::LLEmbeddedPanel
{
if (mOrientation == HORIZONTAL)
{
return mVisibleAmt * clamp_rescale(mCollapseAmt, 0.f, 1.f, 1.f, (F32)mMinWidth / (F32)mPanel->getRect().getWidth());
F32 collapse_amt =
clamp_rescale(mCollapseAmt, 0.f, 1.f, 1.f, (F32)mMinWidth / (F32)llmax(1, mPanel->getRect().getWidth()));
return mVisibleAmt * collapse_amt;
}
else
{
return mVisibleAmt * clamp_rescale(mCollapseAmt, 0.f, 1.f, 1.f, (F32)mMinHeight / (F32)mPanel->getRect().getHeight());
F32 collapse_amt =
clamp_rescale(mCollapseAmt, 0.f, 1.f, 1.f, llmin(1.f, (F32)mMinHeight / (F32)llmax(1, mPanel->getRect().getHeight())));
return mVisibleAmt * collapse_amt;
}
}

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@ -624,7 +624,37 @@ LLSD LLDXHardware::getDisplayInfo()
ret["DeviceName"] = device_name;
std::string device_driver= get_string(device_containerp, L"szDriverVersion");
ret["DriverVersion"] = device_driver;
}
// ATI has a slightly different version string
if(device_name.length() >= 4 && device_name.substr(0,4) == "ATI ")
{
// get the key
HKEY hKey;
const DWORD RV_SIZE = 100;
WCHAR release_version[RV_SIZE];
// Hard coded registry entry. Using this since it's simpler for now.
// And using EnumDisplayDevices to get a registry key also requires
// a hard coded Query value.
if(ERROR_SUCCESS == RegOpenKey(HKEY_LOCAL_MACHINE, TEXT("SOFTWARE\\ATI Technologies\\CBT"), &hKey))
{
// get the value
DWORD dwType = REG_SZ;
DWORD dwSize = sizeof(WCHAR) * RV_SIZE;
if(ERROR_SUCCESS == RegQueryValueEx(hKey, TEXT("ReleaseVersion"),
NULL, &dwType, (LPBYTE)release_version, &dwSize))
{
// print the value
// windows doesn't guarantee to be null terminated
release_version[RV_SIZE - 1] = NULL;
ret["DriverVersion"] = utf16str_to_utf8str(release_version);
}
RegCloseKey(hKey);
}
}
}
LCleanup:
SAFE_RELEASE(file_containerp);
SAFE_RELEASE(driver_containerp);

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@ -309,10 +309,13 @@ BOOL LLControlGroup::declareControl(const std::string& name, eControlType type,
{
if (persist && existing_control->isType(type))
{
// Sometimes we need to declare a control *after* it has been loaded from a settings file.
LLSD cur_value = existing_control->getValue(); // get the current value
existing_control->setDefaultValue(initial_val); // set the default to the declared value
existing_control->setValue(cur_value); // now set to the loaded value
if (!existing_control->llsd_compare(existing_control->getDefault(), initial_val))
{
// Sometimes we need to declare a control *after* it has been loaded from a settings file.
LLSD cur_value = existing_control->getValue(); // get the current value
existing_control->setDefaultValue(initial_val); // set the default to the declared value
existing_control->setValue(cur_value); // now set to the loaded value
}
}
else
{
@ -1059,10 +1062,10 @@ U32 LLControlGroup::loadFromFile(const std::string& filename, bool set_default_v
}
U32 validitems = 0;
bool persist = true;
bool hidefromsettingseditor = false;
for(LLSD::map_const_iterator itr = settings.beginMap(); itr != settings.endMap(); ++itr)
{
bool persist = true;
name = (*itr).first;
control_map = (*itr).second;
@ -1171,13 +1174,13 @@ static std::string get_warn_name(const std::string& name)
void LLControlGroup::addWarning(const std::string& name)
{
// Note: may get called more than once per warning
// (e.g. if allready loaded from a settings file),
// but that is OK, declareBOOL will handle it
std::string warnname = get_warn_name(name);
if(mNameTable.find(warnname) == mNameTable.end())
{
std::string comment = std::string("Enables ") + name + std::string(" warning dialog");
declareBOOL(warnname, TRUE, comment);
mWarnings.insert(warnname);
}
std::string comment = std::string("Enables ") + name + std::string(" warning dialog");
declareBOOL(warnname, TRUE, comment);
mWarnings.insert(warnname);
}
BOOL LLControlGroup::getWarning(const std::string& name)

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@ -4801,16 +4801,16 @@
<real>1.0</real>
</array>
</map>
<key>IMInChatHistory</key>
<key>IMInChatConsole</key>
<map>
<key>Comment</key>
<string>Copy IM into chat history</string>
<string>Copy IM into background chat console</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
<integer>1</integer>
</map>
<key>IMShowTimestamps</key>
<map>
@ -6501,8 +6501,8 @@
<key>Value</key>
<array>
<integer>0</integer>
<integer>550</integer>
<integer>500</integer>
<integer>586</integer>
<integer>576</integer>
<integer>0</integer>
</array>
</map>
@ -7383,6 +7383,17 @@
<key>Value</key>
<integer>0</integer>
</map>
<key>RenderHUDParticles</key>
<map>
<key>Comment</key>
<string>Display particle systems in HUD attachments (experimental)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>RenderHiddenSelections</key>
<map>
<key>Comment</key>
@ -11629,7 +11640,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
<integer>0</integer>
</map>
<key>WaterEditPresets</key>
<map>

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@ -5615,13 +5615,31 @@
</param>
</layer>
<layer
name="head_bodypaint">
<texture
local_texture="head_bodypaint" />
</layer>
<layer
name="highlight">
<texture
tga_file="head_highlights_alpha.tga"
file_is_mask="TRUE" />
<layer
<param
id="159"
group="1"
name="Shading"
wearable="skin"
value_min="0"
value_max="1">
<param_color>
<value
color="255, 255, 255, 0" />
<value
color="255, 255, 255, 64" />
</param_color>
</param>
</layer>
<layer
name="rosyface">
<texture
tga_file="rosyface_alpha.tga"
@ -5651,52 +5669,6 @@
</layer>
<layer
name="freckles"
fixed_color="120,47,20,128">
<param
id="165"
group="0"
wearable="skin"
edit_group="skin_facedetail"
edit_group_order="2"
name="Freckles"
label_min="Less"
label_max="More"
value_min="0"
value_max="1"
camera_distance=".3"
camera_elevation=".07">
<param_alpha
tga_file="freckles_alpha.tga"
skip_if_zero="true"
domain="0.5" />
</param>
</layer>
<layer
name="highlight">
<texture
tga_file="head_highlights_alpha.tga"
file_is_mask="TRUE" />
<param
id="159"
group="1"
name="Shading"
wearable="skin"
value_min="0"
value_max="1">
<param_color>
<value
color="255, 255, 255, 0" />
<value
color="255, 255, 255, 64" />
</param_color>
</param>
</layer>
<layer
name="lips">
<texture
tga_file="lips_mask.tga"
@ -5757,8 +5729,29 @@
domain="0.3" />
</param>
</layer>-->
<layer
name="freckles"
fixed_color="120,47,20,128">
<param
id="165"
group="0"
wearable="skin"
edit_group="skin_facedetail"
edit_group_order="2"
name="Freckles"
label_min="Less"
label_max="More"
value_min="0"
value_max="1"
camera_distance=".3"
camera_elevation=".07">
<param_alpha
tga_file="freckles_alpha.tga"
skip_if_zero="true"
domain="0.5" />
</param>
</layer>
<layer
name="eyebrowsbump"
render_pass="bump">
<texture
@ -6546,6 +6539,11 @@
</param>
</layer>
<layer
name="head_bodypaint">
<texture
local_texture="head_bodypaint" />
</layer>
</layer_set>
<!-- =========================================================== -->

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@ -7,17 +7,15 @@
#
# On Unixoids we try, in order of decreasing priority:
# - $BROWSER if set (preferred)
# - kfmclient openURL
# - Default GNOME browser
# - Default KDE browser
# - x-www-browser
# - opera
# - firefox
# - mozilla
# - netscape
# - The first browser in $BROWSER_COMMANDS that is found.
URL="$1"
if [ -z "$URL" ]; then
echo "Usage: $0 URL"
echo "Usage: $(basename "$0") URL"
exit
fi
@ -47,46 +45,42 @@ if [ ! -z "$XBROWSER" ]; then
echo "$0: Trying some others..."
fi
# else kfmclient
# (embodies KDE concept of 'preferred browser')
if which kfmclient >/dev/null; then
# Launcher the default GNOME browser.
if [ ! -z "$GNOME_DESKTOP_SESSION_ID" ] && which gnome-open >/dev/null; then
gnome-open "$URL" &
exit
fi
# Launch the default KDE browser.
if [ ! -z "$KDE_FULL_SESSION" ] && which kfmclient >/dev/null; then
kfmclient openURL "$URL" &
exit
fi
# else x-www-browser
# (Debianesque idea of a working X browser)
if which x-www-browser >/dev/null; then
x-www-browser "$URL" &
exit
fi
# else opera
# (if user has opera in their path, they probably went to the
# trouble of installing it -> prefer it)
if which opera >/dev/null; then
opera "$URL" &
exit
fi
# else firefox
if which firefox >/dev/null; then
firefox "$URL" &
exit
fi
# else mozilla
if which mozilla >/dev/null; then
mozilla "$URL" &
exit
fi
# else netscape
if which netscape >/dev/null; then
netscape "$URL" &
exit
fi
# List of browser commands that will be tried in the order listed. x-www-browser
# will be tried first, which is a debian alternative.
BROWSER_COMMANDS=" \
x-www-browser \
firefox \
mozilla-firefox \
iceweasel \
iceape \
opera \
epiphany-browser \
epiphany-gecko \
epiphany-webkit \
epiphany \
mozilla \
seamonkey \
galeon \
dillo \
netscape"
for browser_cmd in $BROWSER_COMMANDS; do
if which $browser_cmd >/dev/null; then
$browser_cmd "$URL" &
exit
fi
done
echo '$0: Failed to find a known browser. Please consider setting the $BROWSER environment variable.'
# end.
exit 1

View File

@ -1315,167 +1315,166 @@ LLQuaternion LLAgent::getQuat() const
//-----------------------------------------------------------------------------
// calcFocusOffset()
//-----------------------------------------------------------------------------
LLVector3 LLAgent::calcFocusOffset(LLViewerObject *object, LLVector3 pos_agent, S32 x, S32 y)
LLVector3 LLAgent::calcFocusOffset(LLViewerObject *object, LLVector3 original_focus_point, S32 x, S32 y)
{
// calculate offset based on view direction
BOOL is_avatar = object->isAvatar();
LLMatrix4 obj_matrix = is_avatar ? ((LLVOAvatar*)object)->mPelvisp->getWorldMatrix() : object->getRenderMatrix();
LLQuaternion obj_rot = is_avatar ? ((LLVOAvatar*)object)->mPelvisp->getWorldRotation() : object->getRenderRotation();
LLVector3 obj_pos = is_avatar ? ((LLVOAvatar*)object)->mPelvisp->getWorldPosition() : object->getRenderPosition();
LLQuaternion inv_obj_rot = ~obj_rot;
LLVector3 obj_dir_abs = obj_pos - LLViewerCamera::getInstance()->getOrigin();
obj_dir_abs.rotVec(inv_obj_rot);
obj_dir_abs.normalize();
obj_dir_abs.abs();
// since the animation system allows the avatars facing and position to deviate from its nominal LLViewerObject/LLDrawable transform
// calculate the focus-specific orientation for avatars based off the pelvis joint
// NOTE: pelvis no longer good candidate, removed. DEV-30589
LLMatrix4 obj_matrix = object->getRenderMatrix();
LLQuaternion obj_rot = object->getRenderRotation();
LLVector3 obj_pos = object->getRenderPosition();
LLQuaternion inv_obj_rot = ~obj_rot; // get inverse of rotation
LLVector3 object_extents = object->getScale();
// make sure they object extents are non-zero
object_extents.clamp(0.001f, F32_MAX);
LLVector3 object_half_extents = object_extents * 0.5f;
obj_dir_abs.mV[VX] = obj_dir_abs.mV[VX] / object_extents.mV[VX];
obj_dir_abs.mV[VY] = obj_dir_abs.mV[VY] / object_extents.mV[VY];
obj_dir_abs.mV[VZ] = obj_dir_abs.mV[VZ] / object_extents.mV[VZ];
// obj_to_cam_ray is unit vector pointing from object center to camera, in the coordinate frame of the object
LLVector3 obj_to_cam_ray = obj_pos - LLViewerCamera::getInstance()->getOrigin();
obj_to_cam_ray.rotVec(inv_obj_rot);
obj_to_cam_ray.normalize();
LLVector3 normal;
if (obj_dir_abs.mV[VX] > obj_dir_abs.mV[VY] && obj_dir_abs.mV[VX] > obj_dir_abs.mV[VZ])
// obj_to_cam_ray_proportions are the (positive) ratios of
// the obj_to_cam_ray x,y,z components with the x,y,z object dimensions.
LLVector3 obj_to_cam_ray_proportions;
obj_to_cam_ray_proportions.mV[VX] = llabs(obj_to_cam_ray.mV[VX] / object_extents.mV[VX]);
obj_to_cam_ray_proportions.mV[VY] = llabs(obj_to_cam_ray.mV[VY] / object_extents.mV[VY]);
obj_to_cam_ray_proportions.mV[VZ] = llabs(obj_to_cam_ray.mV[VZ] / object_extents.mV[VZ]);
// find the largest ratio stored in obj_to_cam_ray_proportions
// this corresponds to the object's local axial plane (XY, YZ, XZ) that is *most* facing the camera
LLVector3 longest_object_axis;
// is x-axis longest?
if (obj_to_cam_ray_proportions.mV[VX] > obj_to_cam_ray_proportions.mV[VY]
&& obj_to_cam_ray_proportions.mV[VX] > obj_to_cam_ray_proportions.mV[VZ])
{
normal.setVec(obj_matrix.getFwdRow4());
// then grab it
longest_object_axis.setVec(obj_matrix.getFwdRow4());
}
else if (obj_dir_abs.mV[VY] > obj_dir_abs.mV[VZ])
// is y-axis longest?
else if (obj_to_cam_ray_proportions.mV[VY] > obj_to_cam_ray_proportions.mV[VZ])
{
normal.setVec(obj_matrix.getLeftRow4());
// then grab it
longest_object_axis.setVec(obj_matrix.getLeftRow4());
}
// otherwise, use z axis
else
{
normal.setVec(obj_matrix.getUpRow4());
longest_object_axis.setVec(obj_matrix.getUpRow4());
}
normal.normalize();
// Use this axis as the normal to project mouse click on to plane with that normal, at the object center.
// This generates a point behind the mouse cursor that is approximately in the middle of the object in
// terms of depth.
// We do this to allow the camera rotation tool to "tumble" the object by rotating the camera.
// If the focus point were the object surface under the mouse, camera rotation would introduce an undesirable
// eccentricity to the object orientation
LLVector3 focus_plane_normal(longest_object_axis);
focus_plane_normal.normalize();
LLVector3d focus_pt_global;
// RN: should we check return value for valid pick?
gViewerWindow->mousePointOnPlaneGlobal(focus_pt_global, x, y, gAgent.getPosGlobalFromAgent(obj_pos), normal);
gViewerWindow->mousePointOnPlaneGlobal(focus_pt_global, x, y, gAgent.getPosGlobalFromAgent(obj_pos), focus_plane_normal);
LLVector3 focus_pt = gAgent.getPosAgentFromGlobal(focus_pt_global);
// find vector from camera to focus point in object coordinates
LLVector3 camera_focus_vec = focus_pt - LLViewerCamera::getInstance()->getOrigin();
// convert to object-local space
camera_focus_vec.rotVec(inv_obj_rot);
// find vector from camera to focus point in object space
LLVector3 camera_to_focus_vec = focus_pt - LLViewerCamera::getInstance()->getOrigin();
camera_to_focus_vec.rotVec(inv_obj_rot);
// find vector from object origin to focus point in object coordinates
LLVector3 focus_delta = focus_pt - obj_pos;
LLVector3 focus_offset_from_object_center = focus_pt - obj_pos;
// convert to object-local space
focus_delta.rotVec(inv_obj_rot);
focus_offset_from_object_center.rotVec(inv_obj_rot);
// calculate clip percentage needed to get focus offset back in bounds along the camera_focus axis
// We need to project the focus point back into the bounding box of the focused object.
// Do this by calculating the XYZ scale factors needed to get focus offset back in bounds along the camera_focus axis
LLVector3 clip_fraction;
// for each axis...
for (U32 axis = VX; axis <= VZ; axis++)
{
F32 clip_amt;
if (focus_delta.mV[axis] > 0.f)
//...calculate distance that focus offset sits outside of bounding box along that axis...
//NOTE: dist_out_of_bounds keeps the sign of focus_offset_from_object_center
F32 dist_out_of_bounds;
if (focus_offset_from_object_center.mV[axis] > 0.f)
{
clip_amt = llmax(0.f, focus_delta.mV[axis] - object_half_extents.mV[axis]);
dist_out_of_bounds = llmax(0.f, focus_offset_from_object_center.mV[axis] - (object_extents.mV[axis] * 0.5f));
}
else
{
clip_amt = llmin(0.f, focus_delta.mV[axis] + object_half_extents.mV[axis]);
dist_out_of_bounds = llmin(0.f, focus_offset_from_object_center.mV[axis] + (object_extents.mV[axis] * 0.5f));
}
// don't divide by very small nunber
if (llabs(camera_focus_vec.mV[axis]) < 0.0001f)
//...then calculate the scale factor needed to push camera_to_focus_vec back in bounds along current axis
if (llabs(camera_to_focus_vec.mV[axis]) < 0.0001f)
{
// don't divide by very small number
clip_fraction.mV[axis] = 0.f;
}
else
{
clip_fraction.mV[axis] = clip_amt / camera_focus_vec.mV[axis];
clip_fraction.mV[axis] = dist_out_of_bounds / camera_to_focus_vec.mV[axis];
}
}
LLVector3 abs_clip_fraction = clip_fraction;
abs_clip_fraction.abs();
// find greatest shrinkage factor and
// find axis of focus offset that is *most* outside the bounding box and use that to
// rescale focus offset to inside object extents
if (abs_clip_fraction.mV[VX] > abs_clip_fraction.mV[VY] &&
abs_clip_fraction.mV[VX] > abs_clip_fraction.mV[VZ])
if (abs_clip_fraction.mV[VX] > abs_clip_fraction.mV[VY]
&& abs_clip_fraction.mV[VX] > abs_clip_fraction.mV[VZ])
{
focus_delta -= clip_fraction.mV[VX] * camera_focus_vec;
focus_offset_from_object_center -= clip_fraction.mV[VX] * camera_to_focus_vec;
}
else if (abs_clip_fraction.mV[VY] > abs_clip_fraction.mV[VZ])
{
focus_delta -= clip_fraction.mV[VY] * camera_focus_vec;
focus_offset_from_object_center -= clip_fraction.mV[VY] * camera_to_focus_vec;
}
else
{
focus_delta -= clip_fraction.mV[VZ] * camera_focus_vec;
focus_offset_from_object_center -= clip_fraction.mV[VZ] * camera_to_focus_vec;
}
// convert back to world space
focus_delta.rotVec(obj_rot);
focus_offset_from_object_center.rotVec(obj_rot);
// now, based on distance of camera from object relative to object size
// push the focus point towards the near surface of the object when (relatively) close to the objcet
// or keep the focus point in the object middle when (relatively) far
// NOTE: leave focus point in middle of avatars, since the behavior you want when alt-zooming on avatars
// is almost always "tumble about middle" and not "spin around surface point"
if (!is_avatar)
{
//unproject relative clicked coordinate from window coordinate using GL
/*GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
GLfloat winX, winY, winZ;
GLdouble posX, posY, posZ;
// convert our matrices to something that has a multiply that works
glh::matrix4f newModel((F32*)LLViewerCamera::getInstance()->getModelview().mMatrix);
glh::matrix4f tmpObjMat((F32*)obj_matrix.mMatrix);
newModel *= tmpObjMat;
for(U32 i = 0; i < 16; ++i)
{
modelview[i] = newModel.m[i];
projection[i] = LLViewerCamera::getInstance()->getProjection().mMatrix[i/4][i%4];
}
glGetIntegerv( GL_VIEWPORT, viewport );
winX = ((F32)x) * gViewerWindow->getDisplayScale().mV[VX];
winY = ((F32)y) * gViewerWindow->getDisplayScale().mV[VY];
glReadPixels( llfloor(winX), llfloor(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
gluUnProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);*/
LLVector3 obj_rel = pos_agent - object->getRenderPosition();
LLVector3 obj_rel = original_focus_point - object->getRenderPosition();
LLVector3 obj_center = LLVector3(0, 0, 0) * object->getRenderMatrix();
//now that we have the object relative position, we should bias toward the center of the object
//based on the distance of the camera to the focus point vs. the distance of the camera to the focus
F32 relDist = llabs(obj_rel * LLViewerCamera::getInstance()->getAtAxis());
F32 viewDist = dist_vec(obj_center + obj_rel, LLViewerCamera::getInstance()->getOrigin());
F32 viewDist = dist_vec(obj_pos + obj_rel, LLViewerCamera::getInstance()->getOrigin());
LLBBox obj_bbox = object->getBoundingBoxAgent();
F32 bias = 0.f;
// virtual_camera_pos is the camera position we are simulating by backing the camera off
// and adjusting the FOV
LLVector3 virtual_camera_pos = gAgent.getPosAgentFromGlobal(mFocusTargetGlobal + (getCameraPositionGlobal() - mFocusTargetGlobal) / (1.f + mCameraFOVZoomFactor));
if(obj_bbox.containsPointAgent(virtual_camera_pos))
{
// if the camera is inside the object (large, hollow objects, for example)
// force focus point all the way to destination depth, away from object center
bias = 1.f;
}
else
// if the camera is inside the object (large, hollow objects, for example)
// leave focus point all the way to destination depth, away from object center
if(!obj_bbox.containsPointAgent(virtual_camera_pos))
{
// perform magic number biasing of focus point towards surface vs. planar center
bias = clamp_rescale(relDist/viewDist, 0.1f, 0.7f, 0.0f, 1.0f);
obj_rel = lerp(focus_offset_from_object_center, obj_rel, bias);
}
obj_rel = lerp(focus_delta, obj_rel, bias);
return LLVector3(obj_rel);
focus_offset_from_object_center = obj_rel;
}
return LLVector3(focus_delta.mV[VX], focus_delta.mV[VY], focus_delta.mV[VZ]);
return focus_offset_from_object_center;
}
//-----------------------------------------------------------------------------

View File

@ -2042,8 +2042,18 @@ bool LLAppViewer::initConfiguration()
void LLAppViewer::checkForCrash(void)
{
#if LL_SEND_CRASH_REPORTS
if (gLastExecEvent == LAST_EXEC_FROZE || gLastExecEvent == LAST_EXEC_OTHER_CRASH)
#if 1 //*REMOVE:Mani LL_SEND_CRASH_REPORTS
//*NOTE:Mani The current state of the crash handler has the MacOSX
// sending all crash reports as freezes, in order to let
// the MacOSX CrashRepoter generate stacks before spawning the
// SL crash logger.
// The Linux and Windows clients generate their own stacks and
// spawn the SL crash logger immediately. This may change in the future.
#if LL_DARWIN
if(gLastExecEvent != LAST_EXEC_NORMAL)
#else
if (gLastExecEvent == LAST_EXEC_FROZE || gLastExecEvent == LAST_EXEC_OTHER_CRASH)
#endif
{
llinfos << "Last execution froze, requesting to send crash report." << llendl;
//
@ -2285,7 +2295,7 @@ void LLAppViewer::handleViewerCrash()
llinfos << "Handle viewer crash entry." << llendl;
//print out recorded call stacks if there are any.
LLError::LLCallStacks::print() ;
LLError::LLCallStacks::print();
LLAppViewer* pApp = LLAppViewer::instance();
if (pApp->beingDebugged())
@ -3728,6 +3738,35 @@ void LLAppViewer::disconnectViewer()
{
gFloaterView->restoreAll();
}
std::list<LLFloater*> floaters_to_close;
for(LLView::child_list_const_iter_t it = gFloaterView->getChildList()->begin();
it != gFloaterView->getChildList()->end();
++it)
{
// The following names are defined in the
// floater_image_preview.xml
// floater_sound_preview.xml
// floater_animation_preview.xml
// files.
LLFloater* fl = static_cast<LLFloater*>(*it);
if(fl
&& (fl->getName() == "Image Preview"
|| fl->getName() == "Sound Preview"
|| fl->getName() == "Animation Preview"
))
{
floaters_to_close.push_back(fl);
}
}
while(!floaters_to_close.empty())
{
LLFloater* fl = floaters_to_close.front();
floaters_to_close.pop_front();
fl->close();
}
}
if (LLSelectMgr::getInstance())

View File

@ -135,6 +135,31 @@ bool LLAppViewerMacOSX::init()
return LLAppViewer::init();
}
bool LLAppViewerMacOSX::initLogging()
{
// Remove the crash stack log from previous executions.
// Since we've started logging a new instance of the app, we can assume
// The old crash stack is invalid for the next crash report.
char path[MAX_PATH];
FSRef folder;
if(FSFindFolder(kUserDomain, kLogsFolderType, false, &folder) == noErr)
{
// folder is an FSRef to ~/Library/Logs/
if(FSRefMakePath(&folder, (UInt8*)&path, sizeof(path)) == noErr)
{
std::string pathname = std::string(path) + std::string("/CrashReporter/");
std::string mask = "Second Life*";
std::string file_name;
while(gDirUtilp->getNextFileInDir(pathname, mask, file_name, false))
{
LLFile::remove(pathname + file_name);
}
}
}
return LLAppViewer::initLogging();
}
// MacOSX may add and addition command line arguement for the process serial number.
// The option takes a form like '-psn_0_12345'. The following method should be able to recognize
// and either ignore or return a pair of values for the option.

View File

@ -55,6 +55,7 @@ protected:
virtual void handleSyncCrashTrace();
std::string generateSerialNumber();
virtual bool initLogging();
virtual bool initParseCommandLine(LLCommandLineParser& clp);
};

View File

@ -171,6 +171,9 @@ void LLAssetUploadResponder::uploadUpload(const LLSD& content)
void LLAssetUploadResponder::uploadFailure(const LLSD& content)
{
// remove the "Uploading..." message
LLUploadDialog::modalUploadFinished();
std::string reason = content["state"];
// deal with L$ errors
if (reason == "insufficient funds")

View File

@ -121,7 +121,8 @@ LLCurrencyUIManager::Impl::Impl(LLPanel& dialog)
: mPanel(dialog),
mHidden(false),
mError(false),
mUserCurrencyBuy(1000), mUserEnteredCurrencyBuy(false),
mUserCurrencyBuy(2000), // note, this is a default, real value set in llfloaterbuycurrency.cpp
mUserEnteredCurrencyBuy(false),
mSiteCurrencyEstimated(false),
mSiteCurrencyEstimatedCost(0),
mBought(false),

View File

@ -59,7 +59,11 @@
#include "llappviewer.h"
#include "llglheaders.h"
#include "llmediamanager.h"
#include "llwindow.h"
#if LL_WINDOWS
#include "lldxhardware.h"
#endif
extern LLCPUInfo gSysCPU;
extern LLMemoryInfo gSysMemory;
@ -193,6 +197,20 @@ LLFloaterAbout::LLFloaterAbout()
support.append( (const char*) glGetString(GL_RENDERER) );
support.append("\n");
#if LL_WINDOWS
getWindow()->incBusyCount();
getWindow()->setCursor(UI_CURSOR_ARROW);
support.append("Windows Graphics Driver Version: ");
LLSD driver_info = gDXHardware.getDisplayInfo();
if (driver_info.has("DriverVersion"))
{
support.append(driver_info["DriverVersion"]);
}
support.append("\n");
getWindow()->decBusyCount();
getWindow()->setCursor(UI_CURSOR_ARROW);
#endif
support.append("OpenGL Version: ");
support.append( (const char*) glGetString(GL_VERSION) );
support.append("\n");

View File

@ -61,6 +61,7 @@ LLFloaterBulkPermission::LLFloaterBulkPermission(const LLSD& seed) : mDone(FALSE
mID.generate();
LLUICtrlFactory::getInstance()->buildFloater(this,"floater_bulk_perms.xml");
childSetEnabled("next_owner_transfer", gSavedSettings.getBOOL("BulkChangeNextOwnerCopy"));
childSetAction("help", onHelpBtn, this);
childSetAction("apply", onApplyBtn, this);
childSetAction("close", onCloseBtn, this);
childSetAction("check_all", onCheckAll, this);
@ -149,6 +150,11 @@ void LLFloaterBulkPermission::onApplyBtn(void* user_data)
self->doApply();
}
void LLFloaterBulkPermission::onHelpBtn(void* user_data)
{
LLNotifications::instance().add("HelpBulkPermission");
}
void LLFloaterBulkPermission::onCloseBtn(void* user_data)
{
LLFloaterBulkPermission* self = static_cast<LLFloaterBulkPermission*>(user_data);

View File

@ -76,6 +76,7 @@ private:
U8 key,
bool is_new);
static void onHelpBtn(void* user_data);
static void onCloseBtn(void* user_data);
static void onApplyBtn(void* user_data);
static void onCommitCopy(LLUICtrl* ctrl, void* data);

View File

@ -46,7 +46,7 @@
#include "llwindow.h"
#include "llappviewer.h"
static const S32 STANDARD_BUY_AMOUNT = 1000;
static const S32 STANDARD_BUY_AMOUNT = 2000;
static const S32 MINIMUM_BALANCE_AMOUNT = 0;
class LLFloaterBuyCurrencyUI

View File

@ -398,7 +398,7 @@ void LLFloaterChat::addChat(const LLChat& chat,
size = INSTANT_MSG_SIZE;
}
// We display anything if it's not an IM. If it's an IM, check pref...
if ( !from_instant_message || gSavedSettings.getBOOL("IMInChatHistory") )
if ( !from_instant_message || gSavedSettings.getBOOL("IMInChatConsole") )
{
gConsole->addLine(chat.mText, size, text_color);
}
@ -406,9 +406,6 @@ void LLFloaterChat::addChat(const LLChat& chat,
if(from_instant_message && gSavedPerAccountSettings.getBOOL("LogChatIM"))
log_chat_text(chat);
if(from_instant_message && gSavedSettings.getBOOL("IMInChatHistory"))
addChatHistory(chat,false);
LLTextParser* highlight = LLTextParser::getInstance();
highlight->triggerAlerts(gAgent.getID(), gAgent.getPositionGlobal(), chat.mText, gViewerWindow->getWindow());

View File

@ -52,6 +52,7 @@
#include "llui.h"
#include "llviewercamera.h"
#include "llviewerwindow.h"
#include "llviewerobjectlist.h"
#include "llvoavatar.h"
#include "pipeline.h"
#include "lluictrlfactory.h"
@ -110,7 +111,7 @@ BOOL LLFloaterImagePreview::postBuild()
childHide("bad_image_text");
if (mRawImagep.notNull())
if (mRawImagep.notNull() && gAgent.getRegion() != NULL)
{
mAvatarPreview = new LLImagePreviewAvatar(256, 256);
mAvatarPreview->setPreviewTarget("mPelvis", "mUpperBodyMesh0", mRawImagep, 2.f, FALSE);
@ -612,7 +613,7 @@ LLImagePreviewAvatar::LLImagePreviewAvatar(S32 width, S32 height) : LLDynamicTex
mCameraPitch = 0.f;
mCameraZoom = 1.f;
mDummyAvatar = new LLVOAvatar(LLUUID::null, LL_PCODE_LEGACY_AVATAR, gAgent.getRegion());
mDummyAvatar = (LLVOAvatar*)gObjectList.createObjectViewer(LL_PCODE_LEGACY_AVATAR, gAgent.getRegion());
mDummyAvatar->createDrawable(&gPipeline);
mDummyAvatar->mIsDummy = TRUE;
mDummyAvatar->mSpecialRenderMode = 2;

View File

@ -236,7 +236,7 @@ LLSnapshotLivePreview::LLSnapshotLivePreview (const LLRect& rect) :
mImageScaled[0] = FALSE;
mImageScaled[1] = FALSE;
mMaxImageSize = MAX_IMAGE_SIZE ;
mMaxImageSize = MAX_SNAPSHOT_IMAGE_SIZE ;
mKeepAspectRatio = gSavedSettings.getBOOL("KeepAspectForSnapshot") ;
mThumbnailUpdateLock = FALSE ;
mThumbnailUpToDate = FALSE ;
@ -255,13 +255,13 @@ LLSnapshotLivePreview::~LLSnapshotLivePreview()
void LLSnapshotLivePreview::setMaxImageSize(S32 size)
{
if(size < MAX_IMAGE_SIZE)
if(size < MAX_SNAPSHOT_IMAGE_SIZE)
{
mMaxImageSize = size;
}
else
{
mMaxImageSize = MAX_IMAGE_SIZE ;
mMaxImageSize = MAX_SNAPSHOT_IMAGE_SIZE ;
}
}

View File

@ -3452,7 +3452,8 @@ void LLObjectBridge::buildContextMenu(LLMenuGL& menu, U32 flags)
items.push_back(std::string("Object Wear"));
items.push_back(std::string("Attach To"));
items.push_back(std::string("Attach To HUD"));
items.push_back(std::string("Restore to Last Position"));
// commented out for DEV-32347
//items.push_back(std::string("Restore to Last Position"));
LLMenuGL* attach_menu = menu.getChildMenuByName("Attach To", TRUE);
LLMenuGL* attach_hud_menu = menu.getChildMenuByName("Attach To HUD", TRUE);

View File

@ -67,7 +67,6 @@
#include "llfloaterchat.h"
#include "llimpanel.h"
#include "llimview.h"
#include "lltrans.h"
#include "llnotifications.h"
#include "lluistring.h"
#include "llviewerobject.h"
@ -507,35 +506,42 @@ void notify_automute_callback(const LLUUID& agent_id, const std::string& first_n
U32 temp_data = (U32) (uintptr_t) user_data;
LLMuteList::EAutoReason reason = (LLMuteList::EAutoReason)temp_data;
std::string auto_message;
std::string notif_name;
switch (reason)
{
default:
case LLMuteList::AR_IM:
auto_message = LLTrans::getString("AutoUnmuteByIM");
notif_name = "AutoUnmuteByIM";
break;
case LLMuteList::AR_INVENTORY:
auto_message = LLTrans::getString("AutoUnmuteByInventory");
notif_name = "AutoUnmuteByInventory";
break;
case LLMuteList::AR_MONEY:
auto_message = LLTrans::getString("AutoUnmuteByMoney");
notif_name = "AutoUnmuteByMoney";
break;
}
std::string message = LLNotification::format(auto_message,
LLSD().insert("FIRST", first_name).insert("LAST", last_name));
if (reason == LLMuteList::AR_IM)
LLSD args;
args["FIRST"] = first_name;
args["LAST"] = last_name;
LLNotificationPtr notif_ptr = LLNotifications::instance().add(notif_name, args);
if (notif_ptr)
{
LLFloaterIMPanel *timp = gIMMgr->findFloaterBySession(agent_id);
if (timp)
{
timp->addHistoryLine(message);
}
}
std::string message = notif_ptr->getMessage();
LLChat auto_chat(message);
LLFloaterChat::addChat(auto_chat, FALSE, FALSE);
if (reason == LLMuteList::AR_IM)
{
LLFloaterIMPanel *timp = gIMMgr->findFloaterBySession(agent_id);
if (timp)
{
timp->addHistoryLine(message);
}
}
LLChat auto_chat(message);
LLFloaterChat::addChat(auto_chat, FALSE, FALSE);
}
}

View File

@ -754,22 +754,18 @@ void LLPanelClassified::refresh()
mDescEditor->setEnabled(is_self);
//mPriceEditor->setEnabled(is_self);
mCategoryCombo->setEnabled(is_self);
mMatureCombo->setEnabled(is_self);
if( is_self )
{
if( mMatureCombo->getCurrentIndex() == 0 )
{
// It's a new panel.
// PG regions must have PG classifieds. AO must have mature.
// Only Mature can be PG or Mature.
// PG regions should have PG classifieds. AO should have mature.
constrainAccessCombo();
setDefaultAccessCombo();
}
}
else
{
mMatureCombo->setEnabled( FALSE );
}
if (mAutoRenewCheck)
{
@ -1007,7 +1003,7 @@ void LLPanelClassified::onClickSet(void* data)
self->mLocationEditor->setText(location_text);
self->mLocationChanged = true;
self->constrainAccessCombo();
self->setDefaultAccessCombo();
// Set this to null so it updates on the next save.
self->mParcelID.setNull();
@ -1137,35 +1133,22 @@ void LLFloaterPriceForListing::buttonCore(S32 button, void* data)
}
}
void LLPanelClassified::constrainAccessCombo()
void LLPanelClassified::setDefaultAccessCombo()
{
// Location changed.
// PG regions must have PG classifieds. AO must have mature.
// Only Mature can be PG or Mature.
// PG regions should have PG classifieds. AO should have mature.
bool pref_visible = TRUE;
S32 force_access = MATURE_UNDEFINED;
LLViewerRegion *regionp = gAgent.getRegion();
switch( regionp->getSimAccess() )
{
case SIM_ACCESS_PG:
force_access = PG_CONTENT;
mMatureCombo->setCurrentByIndex(PG_CONTENT);
break;
case SIM_ACCESS_ADULT:
force_access = MATURE_CONTENT;
mMatureCombo->setCurrentByIndex(MATURE_CONTENT);
break;
default:
// You are free to move about the cabin.
break;
}
if ( force_access != MATURE_UNDEFINED )
{
pref_visible = FALSE;
mMatureCombo->setCurrentByIndex(force_access);
}
mMatureCombo->setEnabled(pref_visible);
}

View File

@ -120,7 +120,7 @@ protected:
static void focusReceived(LLFocusableElement* ctrl, void* data);
static void onCommitAny(LLUICtrl* ctrl, void* data);
void constrainAccessCombo(); // Force AO and PG regions to proper classified access
void setDefaultAccessCombo(); // Default AO and PG regions to proper classified access
BOOL checkDirty(); // Update and return mDirty

View File

@ -466,7 +466,8 @@ bool LLPanelPlace::callbackAuctionWebPage(const LLSD& notification, const LLSD&
if (0 == option)
{
std::string url;
url = AUCTION_URL + llformat("%010d", response["auction_id"].asInteger());
S32 auction_id = notification["payload"]["auction_id"].asInteger();
url = AUCTION_URL + llformat("%010d", auction_id );
llinfos << "Loading auction page " << url << llendl;

View File

@ -5392,6 +5392,11 @@ void dialog_refresh_all()
gPieObject->arrange();
}
if( gPieAttachment->getVisible() )
{
gPieAttachment->arrange();
}
LLFloaterProperties::dirtyAll();
LLFloaterInspect::dirty();
}

View File

@ -3424,7 +3424,7 @@ void LLStartUp::multimediaInit()
{
LL_DEBUGS("AppInit") << "Initializing Multimedia...." << LL_ENDL;
std::string msg = LLTrans::getString("LoginInitializingMultimedia");
set_startup_status(0.50f, msg.c_str(), gAgent.mMOTD.c_str());
set_startup_status(0.42f, msg.c_str(), gAgent.mMOTD.c_str());
display_startup();
LLViewerMedia::initClass();

View File

@ -68,8 +68,12 @@ S32 LLTexLayerSetBuffer::sGLBumpByteCount = 0;
//-----------------------------------------------------------------------------
// LLBakedUploadData()
//-----------------------------------------------------------------------------
LLBakedUploadData::LLBakedUploadData( LLVOAvatar* avatar, LLTexLayerSetBuffer* layerset_buffer, const LLUUID & id ) :
LLBakedUploadData::LLBakedUploadData( LLVOAvatar* avatar,
LLTexLayerSet* layerset,
LLTexLayerSetBuffer* layerset_buffer,
const LLUUID & id ) :
mAvatar( avatar ),
mLayerSet( layerset ),
mLayerSetBuffer( layerset_buffer ),
mID(id)
{
@ -485,7 +489,8 @@ void LLTexLayerSetBuffer::readBackAndUpload(U8* baked_bump_data)
if( valid )
{
// baked_upload_data is owned by the responder and deleted after the request completes
LLBakedUploadData* baked_upload_data = new LLBakedUploadData( gAgent.getAvatarObject(), this, asset_id );
LLBakedUploadData* baked_upload_data =
new LLBakedUploadData( gAgent.getAvatarObject(), this->mTexLayerSet, this, asset_id );
mUploadID = asset_id;
// upload the image
@ -547,40 +552,51 @@ void LLTexLayerSetBuffer::onTextureUploadComplete(const LLUUID& uuid, void* user
// Sanity check: only the user's avatar should be uploading textures.
if( baked_upload_data->mAvatar == avatar )
{
// Because the avatar is still valid, it's layerset buffers should be valid also.
LLTexLayerSetBuffer* layerset_buffer = baked_upload_data->mLayerSetBuffer;
layerset_buffer->mUploadPending = FALSE;
if (layerset_buffer->mUploadID.isNull())
{
// The upload got canceled, we should be in the process of baking a new texture
// so request an upload with the new data
layerset_buffer->requestUpload();
}
else if( baked_upload_data->mID == layerset_buffer->mUploadID )
{
// This is the upload we're currently waiting for.
layerset_buffer->mUploadID.setNull();
// Composite may have changed since the pointer was stored - need to do some checking.
LLTexLayerSetBuffer* prev_layerset_buffer = baked_upload_data->mLayerSetBuffer;
// Can't just call getComposite() because this will trigger creation if none exists.
LLTexLayerSetBuffer* curr_layerset_buffer =
baked_upload_data->mLayerSet->hasComposite()?baked_upload_data->mLayerSet->getComposite():NULL;
if( result >= 0 )
{
ETextureIndex baked_te = avatar->getBakedTE( layerset_buffer->mTexLayerSet );
U64 now = LLFrameTimer::getTotalTime(); // Record starting time
llinfos << "Baked texture upload took " << (S32)((now - baked_upload_data->mStartTime) / 1000) << " ms" << llendl;
avatar->setNewBakedTexture( baked_te, uuid );
}
else
{
llinfos << "Baked upload failed. Reason: " << result << llendl;
// *FIX: retry upload after n seconds, asset server could be busy
}
if (prev_layerset_buffer != curr_layerset_buffer)
{
llinfos << "Baked texture out of date, composite no longer valid, ignored" << llendl;
}
else
{
llinfos << "Received baked texture out of date, ignored." << llendl;
}
curr_layerset_buffer->mUploadPending = FALSE;
if (curr_layerset_buffer->mUploadID.isNull())
{
// The upload got canceled, we should be in the process of baking a new texture
// so request an upload with the new data
curr_layerset_buffer->requestUpload();
}
else if( baked_upload_data->mID == curr_layerset_buffer->mUploadID )
{
// This is the upload we're currently waiting for.
curr_layerset_buffer->mUploadID.setNull();
avatar->dirtyMesh();
if( result >= 0 )
{
ETextureIndex baked_te = avatar->getBakedTE( curr_layerset_buffer->mTexLayerSet );
U64 now = LLFrameTimer::getTotalTime(); // Record starting time
llinfos << "Baked texture upload took " << (S32)((now - baked_upload_data->mStartTime) / 1000) << " ms" << llendl;
avatar->setNewBakedTexture( baked_te, uuid );
}
else
{
llinfos << "Baked upload failed. Reason: " << result << llendl;
// *FIX: retry upload after n seconds, asset server could be busy
}
}
else
{
llinfos << "Received baked texture out of date, ignored." << llendl;
}
avatar->dirtyMesh();
}
}
}
else

View File

@ -534,14 +534,22 @@ public:
};
// Used by LLTexLayerSetBuffer for a callback.
// For DEV-DEV-31590, "Heap corruption and crash after outfit
// changes", added the mLayerSet member. The current
// LLTexLayerSetBuffer can be found by querying mLayerSet->mComposite,
// but we still store the original mLayerSetBuffer here so we can
// detect when an upload is out of date. This prevents a memory
// stomp. See LLTexLayerSetBuffer::onTextureUploadComplete() for usage.
class LLBakedUploadData
{
public:
LLBakedUploadData( LLVOAvatar* avatar, LLTexLayerSetBuffer* layerset_buffer, const LLUUID & id);
LLBakedUploadData( LLVOAvatar* avatar, LLTexLayerSet* layerset, LLTexLayerSetBuffer* layerset_buffer, const LLUUID & id);
~LLBakedUploadData() {}
LLUUID mID;
LLVOAvatar* mAvatar; // just backlink, don't LLPointer
LLTexLayerSet* mLayerSet;
LLTexLayerSetBuffer* mLayerSetBuffer;
LLUUID mWearableAssets[WT_COUNT];
U64 mStartTime; // Used to measure time baked texture upload requires

View File

@ -772,7 +772,7 @@ BOOL LLViewerCamera::areVertsVisible(LLViewerObject* volumep, BOOL all_verts)
// changes local camera and broadcasts change
/* virtual */ void LLViewerCamera::setView(F32 vertical_fov_rads)
{
F32 old_fov = LLViewerCamera::getInstance()->getDefaultFOV();
F32 old_fov = LLViewerCamera::getInstance()->getView();
// cap the FoV
vertical_fov_rads = llclamp(vertical_fov_rads, getMinView(), getMaxView());

View File

@ -514,7 +514,12 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
{ //don't draw hud objects in this frame
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
}
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES))
{ //don't draw hud particles in this frame
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
}
//upkeep gl name pools
LLGLNamePool::upkeepPools();
@ -884,16 +889,26 @@ void render_hud_attachments()
hud_cam.setOrigin(-1.f,0,0);
hud_cam.setAxes(LLVector3(1,0,0), LLVector3(0,1,0), LLVector3(0,0,1));
LLViewerCamera::updateFrustumPlanes(hud_cam, TRUE);
bool render_particles = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) && gSavedSettings.getBOOL("RenderHUDParticles");
//only render hud objects
U32 mask = gPipeline.getRenderTypeMask();
// turn off everything
gPipeline.setRenderTypeMask(0);
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
// turn on HUD
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
// turn on HUD particles
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
// if particles are off, turn off hud-particles as well
if (!render_particles)
{
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
// turn back off HUD particles
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
}
BOOL has_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI);
bool has_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI);
if (has_ui)
{
gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI);

View File

@ -212,6 +212,7 @@
#include "llwlanimator.h"
#include "llwlparammanager.h"
#include "llwaterparammanager.h"
#include "llfloaternotificationsconsole.h"
#include "lltexlayer.h"
@ -297,6 +298,8 @@ void handle_dump_group_info(void *);
void handle_dump_capabilities_info(void *);
void handle_dump_focus(void*);
// Advanced->Consoles menu
void handle_show_notifications_console(void*);
void handle_region_dump_settings(void*);
void handle_region_dump_temp_asset_data(void*);
void handle_region_clear_temp_asset_data(void*);
@ -746,7 +749,16 @@ void init_client_menu(LLMenuGL* menu)
(void*)gDebugView->mMemoryView,
'0', MASK_CONTROL|MASK_SHIFT ) );
#endif
sub->appendSeparator();
// Debugging view for unified notifications
sub->append(new LLMenuItemCallGL("Notifications Console...",
&handle_show_notifications_console, NULL, NULL, '5', MASK_CONTROL|MASK_SHIFT ));
sub->appendSeparator();
sub->append(new LLMenuItemCallGL("Region Info to Debug Console",
&handle_region_dump_settings, NULL));
sub->append(new LLMenuItemCallGL("Group Info to Debug Console",
@ -1023,7 +1035,8 @@ void init_debug_ui_menu(LLMenuGL* menu)
menu->appendSeparator();
menu->append(new LLMenuItemCallGL("Web Browser Test", &handle_web_browser_test));
menu->append(new LLMenuItemCallGL("Buy Currency Test", &handle_buy_currency_test));
// commented out until work is complete: DEV-32268
// menu->append(new LLMenuItemCallGL("Buy Currency Test", &handle_buy_currency_test));
menu->append(new LLMenuItemCallGL("Editable UI", &edit_ui));
menu->append(new LLMenuItemCallGL( "Dump SelectMgr", &dump_select_mgr));
menu->append(new LLMenuItemCallGL( "Dump Inventory", &dump_inventory));
@ -1592,15 +1605,20 @@ class LLObjectEnableTouch : public view_listener_t
// Update label based on the node touch name if available.
LLSelectNode* node = LLSelectMgr::getInstance()->getSelection()->getFirstRootNode();
std::string touch_text;
if (node && node->mValid && !node->mTouchName.empty())
{
gMenuHolder->childSetText("Object Touch", node->mTouchName);
touch_text = node->mTouchName;
}
else
{
gMenuHolder->childSetText("Object Touch", userdata["data"].asString());
touch_text = userdata["data"].asString();
}
gMenuHolder->childSetText("Object Touch", touch_text);
gMenuHolder->childSetText("Attachment Object Touch", touch_text);
return true;
}
};
@ -2605,6 +2623,11 @@ void handle_region_dump_settings(void*)
}
}
void handle_show_notifications_console(void *)
{
LLFloaterNotificationConsole::showInstance();
}
void handle_dump_group_info(void *)
{
llinfos << "group " << gAgent.mGroupName << llendl;
@ -2865,7 +2888,9 @@ class LLEditEnableCustomizeAvatar : public view_listener_t
{
bool handleEvent(LLPointer<LLEvent> event, const LLSD& userdata)
{
bool new_value = gAgent.areWearablesLoaded();
bool new_value = (gAgent.getAvatarObject() &&
gAgent.getAvatarObject()->isFullyLoaded() &&
gAgent.areWearablesLoaded());
gMenuHolder->findControl(userdata["control"].asString())->setValue(new_value);
return true;
}

View File

@ -5246,6 +5246,7 @@ void process_script_dialog(LLMessageSystem* msg, void**)
S32 button_count = msg->getNumberOfBlocks("Buttons");
if (button_count > SCRIPT_DIALOG_MAX_BUTTONS)
{
llwarns << "Too many script dialog buttons - omitting some" << llendl;
button_count = SCRIPT_DIALOG_MAX_BUTTONS;
}
@ -5454,7 +5455,15 @@ void process_covenant_reply(LLMessageSystem* msg, void**)
LLFloaterBuyLand::updateEstateName(estate_name);
// standard message, not from system
std::string last_modified = std::string("Last Modified ") + formatted_time((time_t)covenant_timestamp);
std::string last_modified;
if (covenant_timestamp == 0)
{
last_modified = LLTrans::getString("covenant_never_modified");
}
else
{
last_modified = LLTrans::getString("covenant_modified") + " " + formatted_time((time_t)covenant_timestamp);
}
LLPanelEstateCovenant::updateLastModified(last_modified);
LLPanelLandCovenant::updateLastModified(last_modified);

View File

@ -569,6 +569,7 @@ LLViewerTextEditor::LLViewerTextEditor(const std::string& name,
const LLFontGL* font,
BOOL allow_embedded_items)
: LLTextEditor(name, rect, max_length, default_text, font, allow_embedded_items),
mDragItemChar(0),
mDragItemSaved(FALSE),
mInventoryCallback(new LLEmbeddedNotecardOpener)
{
@ -694,6 +695,7 @@ BOOL LLViewerTextEditor::handleMouseDown(S32 x, S32 y, MASK mask)
if (item_at_pos)
{
mDragItem = item_at_pos;
mDragItemChar = wc;
mDragItemSaved = LLEmbeddedItems::getEmbeddedItemSaved(wc);
gFocusMgr.setMouseCapture( this );
mMouseDownX = x;
@ -907,8 +909,9 @@ BOOL LLViewerTextEditor::handleMouseUp(S32 x, S32 y, MASK mask)
{
if(mDragItemSaved)
{
openEmbeddedItem(mDragItem);
}else
openEmbeddedItem(mDragItem, mDragItemChar);
}
else
{
showUnsavedAlertDialog(mDragItem);
}
@ -1060,7 +1063,15 @@ BOOL LLViewerTextEditor::handleDragAndDrop(S32 x, S32 y, MASK mask,
std::string& tooltip_msg)
{
BOOL handled = FALSE;
LLToolDragAndDrop::ESource source = LLToolDragAndDrop::getInstance()->getSource();
if (LLToolDragAndDrop::SOURCE_NOTECARD == source)
{
// We currently do not handle dragging items from one notecard to another
// since items in a notecard must be in Inventory to be verified. See DEV-2891.
return FALSE;
}
if (mTakesNonScrollClicks)
{
if (getEnabled() && acceptsTextInput())
@ -1096,7 +1107,7 @@ BOOL LLViewerTextEditor::handleDragAndDrop(S32 x, S32 y, MASK mask,
case DAD_GESTURE:
{
LLInventoryItem *item = (LLInventoryItem *)cargo_data;
if( allowsEmbeddedItems() )
if( item && allowsEmbeddedItems() )
{
U32 mask_next = item->getPermissions().getMaskNextOwner();
if((mask_next & PERM_ITEM_UNRESTRICTED) == PERM_ITEM_UNRESTRICTED)
@ -1302,13 +1313,14 @@ BOOL LLViewerTextEditor::openEmbeddedItemAtPos(S32 pos)
{
if( pos < getLength())
{
LLInventoryItem* item = LLEmbeddedItems::getEmbeddedItem( getWChar(pos) );
llwchar wc = getWChar(pos);
LLInventoryItem* item = LLEmbeddedItems::getEmbeddedItem( wc );
if( item )
{
BOOL saved = LLEmbeddedItems::getEmbeddedItemSaved( getWChar(pos) );
BOOL saved = LLEmbeddedItems::getEmbeddedItemSaved( wc );
if (saved)
{
return openEmbeddedItem(item);
return openEmbeddedItem(item, wc);
}
else
{
@ -1320,25 +1332,25 @@ BOOL LLViewerTextEditor::openEmbeddedItemAtPos(S32 pos)
}
BOOL LLViewerTextEditor::openEmbeddedItem(LLInventoryItem* item)
BOOL LLViewerTextEditor::openEmbeddedItem(LLInventoryItem* item, llwchar wc)
{
switch( item->getType() )
{
case LLAssetType::AT_TEXTURE:
openEmbeddedTexture( item );
openEmbeddedTexture( item, wc );
return TRUE;
case LLAssetType::AT_SOUND:
openEmbeddedSound( item );
openEmbeddedSound( item, wc );
return TRUE;
case LLAssetType::AT_NOTECARD:
openEmbeddedNotecard( item );
openEmbeddedNotecard( item, wc );
return TRUE;
case LLAssetType::AT_LANDMARK:
openEmbeddedLandmark( item );
openEmbeddedLandmark( item, wc );
return TRUE;
case LLAssetType::AT_LSL_TEXT:
@ -1347,7 +1359,7 @@ BOOL LLViewerTextEditor::openEmbeddedItem(LLInventoryItem* item)
case LLAssetType::AT_BODYPART:
case LLAssetType::AT_ANIMATION:
case LLAssetType::AT_GESTURE:
showCopyToInvDialog( item );
showCopyToInvDialog( item, wc );
return TRUE;
default:
return FALSE;
@ -1356,7 +1368,7 @@ BOOL LLViewerTextEditor::openEmbeddedItem(LLInventoryItem* item)
}
void LLViewerTextEditor::openEmbeddedTexture( LLInventoryItem* item )
void LLViewerTextEditor::openEmbeddedTexture( LLInventoryItem* item, llwchar wc )
{
// See if we can bring an existing preview to the front
// *NOTE: Just for embedded Texture , we should use getAssetUUID(),
@ -1384,7 +1396,7 @@ void LLViewerTextEditor::openEmbeddedTexture( LLInventoryItem* item )
}
}
void LLViewerTextEditor::openEmbeddedSound( LLInventoryItem* item )
void LLViewerTextEditor::openEmbeddedSound( LLInventoryItem* item, llwchar wc )
{
// Play sound locally
LLVector3d lpos_global = gAgent.getPositionGlobal();
@ -1393,18 +1405,18 @@ void LLViewerTextEditor::openEmbeddedSound( LLInventoryItem* item )
{
gAudiop->triggerSound(item->getAssetUUID(), gAgentID, SOUND_GAIN, LLAudioEngine::AUDIO_TYPE_UI, lpos_global);
}
showCopyToInvDialog( item );
showCopyToInvDialog( item, wc );
}
void LLViewerTextEditor::openEmbeddedLandmark( LLInventoryItem* item )
void LLViewerTextEditor::openEmbeddedLandmark( LLInventoryItem* item, llwchar wc )
{
std::string title =
std::string(" ") + LLLandmarkBridge::prefix() + item->getName();
open_landmark((LLViewerInventoryItem*)item, title, FALSE, item->getUUID(), TRUE);
}
void LLViewerTextEditor::openEmbeddedNotecard( LLInventoryItem* item )
void LLViewerTextEditor::openEmbeddedNotecard( LLInventoryItem* item, llwchar wc )
{
copyInventory(item, gInventoryCallbacks.registerCB(mInventoryCallback));
}
@ -1432,11 +1444,12 @@ bool LLViewerTextEditor::onNotecardDialog(const LLSD& notification, const LLSD&
void LLViewerTextEditor::showCopyToInvDialog( LLInventoryItem* item )
void LLViewerTextEditor::showCopyToInvDialog( LLInventoryItem* item, llwchar wc )
{
LLSD payload;
payload["item_id"] = item->getUUID();
payload["notecard_id"] = mNotecardInventoryID;
LLUUID item_id = item->getUUID();
payload["item_id"] = item_id;
payload["item_wc"] = LLSD::Integer(wc);
LLNotifications::instance().add( "ConfirmItemCopy", LLSD(), payload,
boost::bind(&LLViewerTextEditor::onCopyToInvDialog, this, _1, _2));
}
@ -1446,8 +1459,11 @@ bool LLViewerTextEditor::onCopyToInvDialog(const LLSD& notification, const LLSD&
S32 option = LLNotification::getSelectedOption(notification, response);
if( 0 == option )
{
LLInventoryItem* itemp = gInventory.getItem(notification["payload"]["item_id"].asUUID());
copyInventory(itemp);
LLUUID item_id = notification["payload"]["item_id"].asUUID();
llwchar wc = llwchar(notification["payload"]["item_wc"].asInteger());
LLInventoryItem* itemp = LLEmbeddedItems::getEmbeddedItem(wc);
if (itemp)
copyInventory(itemp);
}
return false;
}

View File

@ -105,21 +105,22 @@ private:
BOOL getEmbeddedItemToolTipAtPos(S32 pos, LLWString &wmsg) const;
BOOL openEmbeddedItemAtPos( S32 pos );
BOOL openEmbeddedItem(LLInventoryItem* item);
BOOL openEmbeddedItem(LLInventoryItem* item, llwchar wc);
S32 insertEmbeddedItem(S32 pos, LLInventoryItem* item);
void openEmbeddedTexture( LLInventoryItem* item );
void openEmbeddedSound( LLInventoryItem* item );
void openEmbeddedLandmark( LLInventoryItem* item );
void openEmbeddedNotecard( LLInventoryItem* item);
void showCopyToInvDialog( LLInventoryItem* item );
void openEmbeddedTexture( LLInventoryItem* item, llwchar wc );
void openEmbeddedSound( LLInventoryItem* item, llwchar wc );
void openEmbeddedLandmark( LLInventoryItem* item, llwchar wc );
void openEmbeddedNotecard( LLInventoryItem* item, llwchar wc);
void showCopyToInvDialog( LLInventoryItem* item, llwchar wc );
void showUnsavedAlertDialog( LLInventoryItem* item );
bool onCopyToInvDialog(const LLSD& notification, const LLSD& response );
static bool onNotecardDialog(const LLSD& notification, const LLSD& response );
LLPointer<LLInventoryItem> mDragItem;
llwchar mDragItemChar;
BOOL mDragItemSaved;
class LLEmbeddedItems* mEmbeddedItemList;

View File

@ -1424,29 +1424,10 @@ void LLViewerWindow::initBase()
// Console
llassert( !gConsole );
LLRect console_rect = full_window;
console_rect.mTop -= 24;
console_rect.mBottom += getChatConsoleBottomPad();
// TODO: Eliminate magic constants - please used named constants if changing this - don't be a programmer hater
console_rect.mLeft += 24; //gSavedSettings.getS32("StatusBarButtonWidth") + gSavedSettings.getS32("StatusBarPad");
if (gSavedSettings.getBOOL("ChatFullWidth"))
{
console_rect.mRight -= 10;
}
else
{
// Make console rect somewhat narrow so having inventory open is
// less of a problem.
console_rect.mRight = console_rect.mLeft + 2 * width / 3;
}
gConsole = new LLConsole(
"console",
gSavedSettings.getS32("ConsoleBufferSize"),
console_rect,
getChatConsoleRect(),
gSavedSettings.getS32("ChatFontSize"),
gSavedSettings.getF32("ChatPersistTime") );
gConsole->setFollows(FOLLOWS_LEFT | FOLLOWS_RIGHT | FOLLOWS_BOTTOM);
@ -2205,12 +2186,12 @@ BOOL LLViewerWindow::handleKey(KEY key, MASK mask)
}
}
// Debugging view for unified notifications -- we need Ctrl+Shift+Alt to get it
// since Ctrl+Shift maps to Nighttime under windlight.
// Debugging view for unified notifications: CTRL-SHIFT-5
// *FIXME: Having this special-cased right here (just so this can be invoked from the login screen) sucks.
if ((MASK_SHIFT & mask)
&& (MASK_CONTROL & mask)
&& (MASK_ALT & mask)
&& ('N' == key || 'n' == key))
&& (!(MASK_ALT & mask))
&& (MASK_CONTROL & mask)
&& ('5' == key))
{
LLFloaterNotificationConsole::showInstance();
return TRUE;
@ -2811,7 +2792,7 @@ BOOL LLViewerWindow::handlePerFrameHover()
}
// Always update console
LLRect console_rect = gConsole->getRect();
LLRect console_rect = getChatConsoleRect();
console_rect.mBottom = gHUDView->getRect().mBottom + getChatConsoleBottomPad();
gConsole->reshape(console_rect.getWidth(), console_rect.getHeight());
gConsole->setRect(console_rect);
@ -4823,6 +4804,33 @@ S32 LLViewerWindow::getChatConsoleBottomPad()
return offset;
}
LLRect LLViewerWindow::getChatConsoleRect()
{
LLRect full_window(0, getWindowHeight(), getWindowWidth(), 0);
LLRect console_rect = full_window;
const S32 CONSOLE_PADDING_TOP = 24;
const S32 CONSOLE_PADDING_LEFT = 24;
const S32 CONSOLE_PADDING_RIGHT = 10;
console_rect.mTop -= CONSOLE_PADDING_TOP;
console_rect.mBottom += getChatConsoleBottomPad();
console_rect.mLeft += CONSOLE_PADDING_LEFT;
if (gSavedSettings.getBOOL("ChatFullWidth"))
{
console_rect.mRight -= CONSOLE_PADDING_RIGHT;
}
else
{
// Make console rect somewhat narrow so having inventory open is
// less of a problem.
console_rect.mRight = console_rect.mLeft + 2 * getWindowWidth() / 3;
}
return console_rect;
}
//----------------------------------------------------------------------------

View File

@ -125,7 +125,7 @@ private:
};
#define MAX_IMAGE_SIZE 6144 //6 * 1024, max snapshot image size 6144 * 6144
static const U32 MAX_SNAPSHOT_IMAGE_SIZE = 6 * 1024; // max snapshot image size 6144 * 6144
class LLViewerWindow : public LLWindowCallbacks
{
@ -371,6 +371,7 @@ private:
void initFonts(F32 zoom_factor = 1.f);
void schedulePick(LLPickInfo& pick_info);
S32 getChatConsoleBottomPad(); // Vertical padding for child console rect, varied by bottom clutter
LLRect getChatConsoleRect(); // Get optimal cosole rect.
public:
LLWindow* mWindow; // graphical window object

View File

@ -769,6 +769,7 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id,
mBakedTextureData[i].mLastTextureIndex = IMG_DEFAULT_AVATAR;
mBakedTextureData[i].mTexLayerSet = NULL;
mBakedTextureData[i].mIsLoaded = false;
mBakedTextureData[i].mIsUsed = false;
mBakedTextureData[i].mMaskTexName = 0;
mBakedTextureData[i].mTextureIndex = getTextureIndex((EBakedTextureIndex)i);
}
@ -1451,6 +1452,7 @@ void LLVOAvatar::getSpatialExtents(LLVector3& newMin, LLVector3& newMax)
LLVector3 pos = getRenderPosition();
newMin = pos - buffer;
newMax = pos + buffer;
float max_attachment_span = DEFAULT_MAX_PRIM_SCALE * 5.0f;
//stretch bounding box by joint positions
for (polymesh_map_t::iterator i = mMeshes.begin(); i != mMeshes.end(); ++i)
@ -1487,8 +1489,18 @@ void LLVOAvatar::getSpatialExtents(LLVector3& newMin, LLVector3& newMax)
if (bridge)
{
const LLVector3* ext = bridge->getSpatialExtents();
update_min_max(newMin,newMax,ext[0]);
update_min_max(newMin,newMax,ext[1]);
LLVector3 distance = (ext[1] - ext[0]);
// Only add the prim to spatial extents calculations if it isn't a megaprim.
// max_attachment_span calculated at the start of the function
// (currently 5 times our max prim size)
if (distance.mV[0] < max_attachment_span
&& distance.mV[1] < max_attachment_span
&& distance.mV[2] < max_attachment_span)
{
update_min_max(newMin,newMax,ext[0]);
update_min_max(newMin,newMax,ext[1]);
}
}
}
}
@ -4140,9 +4152,13 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass)
if (pass == AVATAR_RENDER_PASS_SINGLE)
{
const bool should_alpha_mask = mHasBakedHair && isTextureDefined(TEX_HEAD_BAKED) && isTextureDefined(TEX_UPPER_BAKED)
&& isTextureDefined(TEX_LOWER_BAKED) && mBakedTextureData[BAKED_HEAD].mIsLoaded
&& isTextureDefined(TEX_LOWER_BAKED)
&& mBakedTextureData[BAKED_HEAD].mIsLoaded
&& mBakedTextureData[BAKED_UPPER].mIsLoaded && mBakedTextureData[BAKED_LOWER].mIsLoaded
&& !LLDrawPoolAlpha::sShowDebugAlpha; // Don't alpha mask if "Highlight Transparent" checked
&& mBakedTextureData[BAKED_HEAD].mIsUsed
&& mBakedTextureData[BAKED_UPPER].mIsUsed && mBakedTextureData[BAKED_LOWER].mIsUsed
&& !LLDrawPoolAlpha::sShowDebugAlpha // Don't alpha mask if "Highlight Transparent" checked
&& !(isSelf() && gAgent.cameraCustomizeAvatar()); // don't alpha mask if in customize mode
LLGLState test(GL_ALPHA_TEST, should_alpha_mask);
@ -4179,11 +4195,8 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass)
if (!LLDrawPoolAvatar::sSkipTransparent || LLPipeline::sImpostorRender)
{
if (!mIsDummy)
{
LLGLEnable blend(GL_BLEND);
LLGLEnable test(GL_ALPHA_TEST);
}
LLGLState blend(GL_BLEND, !mIsDummy);
LLGLState test(GL_ALPHA_TEST, !mIsDummy);
num_indices += renderTransparent(first_pass);
}
}
@ -4261,7 +4274,11 @@ U32 LLVOAvatar::renderRigid()
if (isTextureVisible(TEX_EYES_BAKED) || mIsDummy)
{
// If the meshes need to be drawn, enable alpha masking but not blending
bool should_alpha_mask = mHasBakedHair && mBakedTextureData[BAKED_EYES].mIsLoaded;
bool should_alpha_mask = mHasBakedHair
&& mBakedTextureData[BAKED_EYES].mIsLoaded
&& mBakedTextureData[BAKED_EYES].mIsUsed
&& !(isSelf() && gAgent.cameraCustomizeAvatar());
LLGLState test(GL_ALPHA_TEST, should_alpha_mask);
if (should_alpha_mask)
@ -6896,6 +6913,7 @@ void LLVOAvatar::updateMeshTextures()
if (use_lkg_baked_layer[i] && !self_customizing )
{
LLViewerImage* baked_img = gImageList.getImageFromHost( mBakedTextureData[i].mLastTextureIndex, target_host );
mBakedTextureData[i].mIsUsed = TRUE;
for (U32 k=0; k < mBakedTextureData[i].mMeshes.size(); k++)
{
mBakedTextureData[i].mMeshes[k]->setTexture( baked_img );
@ -6925,6 +6943,7 @@ void LLVOAvatar::updateMeshTextures()
{
mBakedTextureData[i].mTexLayerSet->createComposite();
mBakedTextureData[i].mTexLayerSet->setUpdatesEnabled( TRUE );
mBakedTextureData[i].mIsUsed = FALSE;
for (U32 k=0; k < mBakedTextureData[i].mMeshes.size(); k++)
{
mBakedTextureData[i].mMeshes[k]->setLayerSet( mBakedTextureData[i].mTexLayerSet );
@ -6935,7 +6954,7 @@ void LLVOAvatar::updateMeshTextures()
// ! BACKWARDS COMPATIBILITY !
// Workaround for viewing avatars from old viewers that haven't baked hair textures.
// if (!isTextureDefined(mBakedTextureData[BAKED_HAIR].mTextureIndex))
if (!is_layer_baked[BAKED_HAIR])
if (!is_layer_baked[BAKED_HAIR] || self_customizing)
{
const LLColor4 color = mTexHairColor ? mTexHairColor->getColor() : LLColor4(1,1,1,1);
LLViewerImage* hair_img = getTEImage( TEX_HAIR );
@ -6948,10 +6967,6 @@ void LLVOAvatar::updateMeshTextures()
}
else
{
for (U32 i = 0; i < mBakedTextureData[BAKED_HAIR].mMeshes.size(); i++)
{
mBakedTextureData[BAKED_HAIR].mMeshes[i]->setColor( 1.f, 1.f, 1.f, 1.f );
}
mHasBakedHair = TRUE;
}
@ -7761,7 +7776,7 @@ void LLVOAvatar::processAvatarAppearance( LLMessageSystem* mesgsys )
}
LLMemType mt(LLMemType::MTYPE_AVATAR);
// llinfos << "processAvatarAppearance start " << mID << llendl;
BOOL is_first_appearance_message = !mFirstAppearanceMessageReceived;
@ -7789,6 +7804,18 @@ void LLVOAvatar::processAvatarAppearance( LLMessageSystem* mesgsys )
unpackTEMessage(mesgsys, _PREHASH_ObjectData);
// dumpAvatarTEs( "POST processAvatarAppearance()" );
// prevent the overwriting of valid baked textures with invalid baked textures
for (U8 baked_index = 0; baked_index < mBakedTextureData.size(); baked_index++)
{
if (!isTextureDefined(mBakedTextureData[baked_index].mTextureIndex)
&& mBakedTextureData[baked_index].mLastTextureIndex != IMG_DEFAULT
&& baked_index != BAKED_SKIRT)
{
setTEImage(mBakedTextureData[baked_index].mTextureIndex, gImageList.getImage(mBakedTextureData[baked_index].mLastTextureIndex));
}
}
//llinfos << "Received AvatarAppearance: " << (mIsSelf ? "(self): " : "(other): ") << std::endl <<
// (isTextureDefined(TEX_HEAD_BAKED) ? "HEAD " : "head " ) << (getTEImage(TEX_HEAD_BAKED)->getID()) << std::endl <<
// (isTextureDefined(TEX_UPPER_BAKED) ? "UPPER " : "upper " ) << (getTEImage(TEX_UPPER_BAKED)->getID()) << std::endl <<
@ -8079,6 +8106,7 @@ void LLVOAvatar::useBakedTexture( const LLUUID& id )
if (id == image_baked->getID())
{
mBakedTextureData[i].mIsLoaded = true;
mBakedTextureData[i].mIsUsed = true;
mBakedTextureData[i].mLastTextureIndex = id;
for (U32 k = 0; k < mBakedTextureData[i].mMeshes.size(); k++)
{
@ -8095,6 +8123,17 @@ void LLVOAvatar::useBakedTexture( const LLUUID& id )
{
setLocalTexture(*local_tex_iter, getTEImage(*local_tex_iter), TRUE);
}
// ! BACKWARDS COMPATIBILITY !
// Workaround for viewing avatars from old viewers that haven't baked hair textures.
// This is paired with similar code in updateMeshTextures that sets hair mesh color.
if (i == BAKED_HAIR)
{
for (U32 i = 0; i < mBakedTextureData[BAKED_HAIR].mMeshes.size(); i++)
{
mBakedTextureData[BAKED_HAIR].mMeshes[i]->setColor( 1.f, 1.f, 1.f, 1.f );
}
}
}
}

View File

@ -699,6 +699,7 @@ private:
LLUUID mLastTextureIndex;
LLTexLayerSet* mTexLayerSet;
bool mIsLoaded;
bool mIsUsed;
LLVOAvatarDefines::ETextureIndex mTextureIndex;
U32 mMaskTexName;
// Stores pointers to the joint meshes that this baked texture deals with

View File

@ -365,7 +365,7 @@ LLParticlePartition::LLParticlePartition()
LLHUDParticlePartition::LLHUDParticlePartition() :
LLParticlePartition()
{
mDrawableType = LLPipeline::RENDER_TYPE_HUD;
mDrawableType = LLPipeline::RENDER_TYPE_HUD_PARTICLES;
mPartitionType = LLViewerRegion::PARTITION_HUD_PARTICLE;
}
@ -509,7 +509,7 @@ LLDrawable* LLVOHUDPartGroup::createDrawable(LLPipeline *pipeline)
{
pipeline->allocDrawable(this);
mDrawable->setLit(FALSE);
mDrawable->setRenderType(LLPipeline::RENDER_TYPE_HUD);
mDrawable->setRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
return mDrawable;
}

View File

@ -329,6 +329,9 @@ U32 LLVOTree::processUpdateMessage(LLMessageSystem *mesgsys,
mBillboardRatio = sSpeciesTable[mSpecies]->mBillboardRatio;
mTrunkAspect = sSpeciesTable[mSpecies]->mTrunkAspect;
mBranchAspect = sSpeciesTable[mSpecies]->mBranchAspect;
// position change not caused by us, etc. make sure to rebuild.
gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL);
return retval;
}
@ -397,6 +400,31 @@ BOOL LLVOTree::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
{
gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, FALSE);
}
else
{
// we're not animating but we may *still* need to
// regenerate the mesh if we moved, since position
// and rotation are baked into the mesh.
// *TODO: I don't know what's so special about trees
// that they don't get REBUILD_POSITION automatically
// at a higher level.
const LLVector3 &this_position = getPositionAgent();
if (this_position != mLastPosition)
{
gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_POSITION);
mLastPosition = this_position;
}
else
{
const LLQuaternion &this_rotation = getRotation();
if (this_rotation != mLastRotation)
{
gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_POSITION);
mLastRotation = this_rotation;
}
}
}
}
mTrunkLOD = trunk_LOD;

View File

@ -179,6 +179,11 @@ protected:
F32 mTrunkAspect; // Ratio between width/length of trunk
F32 mBranchAspect; // Ratio between width/length of branch
F32 mRandomLeafRotate; // How much to randomly rotate leaves about arbitrary axis
// cache last position+rotation so we can detect the need for a
// complete rebuild when not animating
LLVector3 mLastPosition;
LLQuaternion mLastRotation;
U32 mFrameCount;

View File

@ -305,8 +305,8 @@ void LLWorldMapView::draw()
const S32 width = getRect().getWidth();
const S32 height = getRect().getHeight();
const S32 half_width = width / 2;
const S32 half_height = height / 2;
const F32 half_width = F32(width) / 2.0f;
const F32 half_height = F32(height) / 2.0f;
LLVector3d camera_global = gAgent.getCameraPositionGlobal();
LLLocalClipRect clip(getLocalRect());
@ -350,8 +350,8 @@ void LLWorldMapView::draw()
// Find x and y position relative to camera's center.
LLVector3d rel_region_pos = origin_global - camera_global;
S32 relative_x = lltrunc((rel_region_pos.mdV[0] / REGION_WIDTH_METERS) * gMapScale);
S32 relative_y = lltrunc((rel_region_pos.mdV[1] / REGION_WIDTH_METERS) * gMapScale);
F32 relative_x = (rel_region_pos.mdV[0] / REGION_WIDTH_METERS) * gMapScale;
F32 relative_y = (rel_region_pos.mdV[1] / REGION_WIDTH_METERS) * gMapScale;
F32 pix_width = gMapScale*(layer->LayerExtents.getWidth() + 1);
F32 pix_height = gMapScale*(layer->LayerExtents.getHeight() + 1);
@ -456,8 +456,8 @@ void LLWorldMapView::draw()
// Find x and y position relative to camera's center.
LLVector3d rel_region_pos = origin_global - camera_global;
S32 relative_x = lltrunc((rel_region_pos.mdV[0] / REGION_WIDTH_METERS) * gMapScale);
S32 relative_y = lltrunc((rel_region_pos.mdV[1] / REGION_WIDTH_METERS) * gMapScale);
F32 relative_x = (rel_region_pos.mdV[0] / REGION_WIDTH_METERS) * gMapScale;
F32 relative_y = (rel_region_pos.mdV[1] / REGION_WIDTH_METERS) * gMapScale;
// When the view isn't panned, 0,0 = center of rectangle
F32 bottom = sPanY + half_height + relative_y;

View File

@ -323,6 +323,7 @@ public:
RENDER_TYPE_VOLUME,
RENDER_TYPE_PARTICLES,
RENDER_TYPE_CLOUDS,
RENDER_TYPE_HUD_PARTICLES
};
enum LLRenderDebugFeatureMask

View File

@ -20,13 +20,14 @@ SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
xmlrpc-epi Copyright (C) 2000 Epinions, Inc.
zlib Copyright (C) 1995-2002 Jean-loup Gailly und Mark Adler.
google-perftools Copyright (c) 2005, Google Inc.
Alle Rechte vorbehalten. Details siehe licenses.txt.
Voice-Chat-Audiocoding: Polycom(R) Siren14(TM) (ITU-T Empf.G.722.1 Anhang C)
I get by with a little help from my friends. (etwa: Ich überlebe mit ein bisschen Unterstützung von meinen Freunden.) --Richard Starkey
Um im Geschäftsleben erfolreich zu sein, sei kühn, sei schnell, sei anders. --Henry Marchant
</text_editor>
<text name="you_are_at">
Sie befinden sich in [POSITION]

View File

@ -8,6 +8,18 @@
<text name="Description:">
Beschreibung:
</text>
<text name="LandType">
Typ:
</text>
<text name="LandTypeText">
Mainland / Homestead
</text>
<text name="ContentRating">
Einstufung:
</text>
<text name="ContentRatingText">
Adult
</text>
<text name="Owner:">
Eigentümer:
</text>
@ -29,9 +41,10 @@
Nicht zu verkaufen.
</text>
<text name="For Sale: Price L$[PRICE].">
Preis: [PRICE] L$.
Preis: [PRICE] L$ ([PRICE_PER_SQM] L$/qm.).
</text>
<button label="Land verkaufen..." label_selected="Land verkaufen..." name="Sell Land..." bottom="-200"/>
<text name="SalePending"/>
<button bottom="-222" label="Land verkaufen..." label_selected="Land verkaufen..." name="Sell Land..."/>
<text name="For sale to">
Zum Verkauf an: [BUYER]
</text>
@ -41,7 +54,7 @@
<text name="Selling with no objects in parcel." width="237">
Objekte sind im Verkauf nicht eingeschlossen.
</text>
<button label="Landverkauf abbrechen" label_selected="Landverkauf abbrechen" name="Cancel Land Sale" bottom="-204"/>
<button bottom="-222" label="Landverkauf abbrechen" label_selected="Landverkauf abbrechen" name="Cancel Land Sale"/>
<text name="Claimed:">
Gekauft am:
</text>
@ -52,7 +65,7 @@
Gebiet:
</text>
<text name="PriceText">
4048 qm
4048 qm.
</text>
<text name="Traffic:">
Traffic:
@ -76,7 +89,7 @@
Gebiet:
</string>
<string name="area_size_text">
[AREA] qm
[AREA] qm.
</string>
<string name="auction_id_text">
Auktions-ID: [ID]
@ -108,17 +121,11 @@
</string>
</panel>
<panel label="Vertrag" name="land_covenant_panel">
<text name="covenant_timestamp_text">
Letzte Änderung am Mittwoch, den 31. Dez. 1969, 16:00:00
</text>
<text name="region_name_lbl">
Region:
</text>
<text name="region_name_text">
leyla
<text name="estate_section_lbl">
Grundstück:
</text>
<text name="estate_name_lbl">
Grundstück:
Name:
</text>
<text name="estate_name_text">
Mainland
@ -129,15 +136,46 @@
<text name="estate_owner_text">
(keiner)
</text>
<text name="resellable_clause">
Gekauftes Land in dieser Region kann nicht wiederverkauft werden.
</text>
<text name="changeable_clause">
Gekauftes Land in dieser Region kann nicht zusammengelegt/geteilt werden.
</text>
<text_editor name="covenant_editor">
Für dieses Grundstück fehlt der Vertrag.
</text_editor>
<text name="covenant_timestamp_text">
Letzte Änderung am Mittwoch, den 31. Dez. 1969, 16:00:00
</text>
<text name="region_section_lbl">
Region:
</text>
<text name="region_name_lbl">
Name:
</text>
<text name="region_name_text">
leyla
</text>
<text name="region_landtype_lbl">
Typ:
</text>
<text name="region_landtype_text">
Mainland / Homestead
</text>
<text name="region_maturity_lbl">
Einstufung:
</text>
<text name="region_maturity_text">
Adult
</text>
<text name="resellable_lbl">
Wiederverkauf:
</text>
<text name="resellable_clause">
Land in dieser Region kann nicht wiederverkauft werden.
</text>
<text name="changeable_lbl">
Unterteilen:
</text>
<text name="changeable_clause">
Land in dieser Region kann nicht zusammengelegt/geteilt
werden.
</text>
<string name="can_resell">
Gekauftes Land in dieser Region kann wiederverkauft werden.
</string>
@ -145,10 +183,12 @@
Gekauftes Land in dieser Region kann nicht wiederverkauft werden.
</string>
<string name="can_change">
Gekauftes Land in dieser Region kann zusammengelegt und geteilt werden.
Gekauftes Land in dieser Region kann zusammengelegt und
geteilt werden.
</string>
<string name="can_not_change">
Gekauftes Land in dieser Region kann nicht zusammengelegt und geteilt werden.
Gekauftes Land in dieser Region kann nicht zusammengelegt
und geteilt werden.
</string>
</panel>
<panel label="Objekte" name="land_objects_panel">
@ -170,49 +210,49 @@
<text name="Primitives parcel supports:" width="200">
Von Parzelle unterstützte Primitiva:
</text>
<text name="object_contrib_text" left="204" width="152">
<text left="204" name="object_contrib_text" width="152">
[COUNT]
</text>
<text name="Primitives on parcel:">
Primitiva auf Parzelle:
</text>
<text name="total_objects_text" left="204" width="48">
<text left="204" name="total_objects_text" width="48">
[COUNT]
</text>
<text name="Owned by parcel owner:" left="14" width="200">
<text left="14" name="Owned by parcel owner:" width="200">
Im Eigentum des Parzellenbesitzers:
</text>
<text name="owner_objects_text" left="204" width="48">
<text left="204" name="owner_objects_text" width="48">
[COUNT]
</text>
<button label="Anzeigen" label_selected="Anzeigen" name="ShowOwner" right="-135" width="60"/>
<button label="Zurückgeben..." label_selected="Zurückgeben..." name="ReturnOwner..." tool_tip="Objekte an ihre Eigentümer zurückgeben." right="-10" width="119"/>
<text name="XXXXSet to group:" left="14" width="200">
Der Gruppe übereignen:
<button label="Zurückgeben..." label_selected="Zurückgeben..." name="ReturnOwner..." right="-10" tool_tip="Objekte an ihre Eigentümer zurückgeben." width="119"/>
<text left="14" name="Set to group:">
Der Gruppe zugeordnet:
</text>
<text name="group_objects_text" left="204" width="48">
<text left="204" name="group_objects_text" width="48">
[COUNT]
</text>
<button label="Anzeigen" label_selected="Anzeigen" name="ShowGroup" width="60" right="-135" />
<button label="Zurückgeben..." label_selected="Zurückgeben..." name="ReturnGroup..." tool_tip="Objekte an ihre Eigentümer zurückgeben." right="-10" width="119"/>
<text name="Owned by others:" left="14" width="128">
<button label="Anzeigen" label_selected="Anzeigen" name="ShowGroup" right="-135" width="60"/>
<button label="Zurückgeben..." label_selected="Zurückgeben..." name="ReturnGroup..." right="-10" tool_tip="Objekte an ihre Eigentümer zurückgeben." width="119"/>
<text left="14" name="Owned by others:" width="128">
Im Eigentum anderer:
</text>
<text name="other_objects_text" left="204" width="48">
<text left="204" name="other_objects_text" width="48">
[COUNT]
</text>
<button label="Anzeigen" label_selected="Anzeigen" name="ShowOther" right="-135" width="60"/>
<button label="Zurückgeben..." label_selected="Zurückgeben..." name="ReturnOther..." tool_tip="Objekte an ihre Eigentümer zurückgeben." right="-10" width="119"/>
<text name="Selected / sat upon:" left="14" width="140">
<button label="Zurückgeben..." label_selected="Zurückgeben..." name="ReturnOther..." right="-10" tool_tip="Objekte an ihre Eigentümer zurückgeben." width="119"/>
<text left="14" name="Selected / sat upon:" width="140">
Ausgewählt/gesessen auf:
</text>
<text name="selected_objects_text" left="204" width="48">
<text left="204" name="selected_objects_text" width="48">
[COUNT]
</text>
<text name="Autoreturn" width="380" left="4" >
<text left="4" name="Autoreturn" width="380">
Objekte anderer Einwohner automatisch zurückgeben (Minuten, 0 für aus):
</text>
<line_editor name="clean other time" right="-10" width="56" />
<line_editor name="clean other time" right="-10" width="56"/>
<text name="Object Owners:">
Objekteigentümer:
</text>
@ -253,14 +293,64 @@
<check_box label="Sicher (kein Schaden)" name="check safe" tool_tip="Falls aktiviert, wird Land auf Option „Sicher“ eingestellt, Kampfschäden sind deaktiviert. Falls nicht aktiviert, sind Kampfschäden aktiviert."/>
<check_box label="Kein Stoßen" name="PushRestrictCheck" tool_tip="Verhindert Skripte am Stoßen. Durch Aktivieren dieser Option verhindern Sie störendes Verhalten auf Ihrem Land."/>
<check_box label="Ort in Suche anzeigen (30 L$/Woche) unter" name="ShowDirectoryCheck" tool_tip="Diese Parzelle in Suchergebnissen anzeigen."/>
<combo_box name="land category" left="266" width="130">
<string name="search_enabled_tooltip">
Diese Parzelle in Suchergebnissen anzeigen.
</string>
<string name="search_disabled_small_tooltip">
Diese Option ist nicht aktiviert, da diese Parzelle nicht größer als 128 qm ist.
Nur große Parzellen können in der Suche aufgeführt werden.
</string>
<string name="search_disabled_permissions_tooltip">
Diese Option ist nicht aktiviert, da Sie die Parzellenoptionen nicht verändern können.
</string>
<combo_box name="land category with adult">
<combo_item name="AnyCategory">
Alle Kategorien
</combo_item>
<combo_item name="LindenLocation">
Lindenort
</combo_item>
<combo_item name="Adult">
Adult
</combo_item>
<combo_item name="Arts&amp;Culture">
Kunst &amp; Kultur
</combo_item>
<combo_item name="Business">
Business
</combo_item>
<combo_item name="Educational">
Bildung
</combo_item>
<combo_item name="Gaming">
Spielen
</combo_item>
<combo_item name="Hangout">
Treffpunkt
</combo_item>
<combo_item name="NewcomerFriendly">
Anfängergerecht
</combo_item>
<combo_item name="Parks&amp;Nature">
Parks und Natur
</combo_item>
<combo_item name="Residential">
Wohngebiet
</combo_item>
<combo_item name="Shopping">
Shopping
</combo_item>
<combo_item name="Other">
Sonstige
</combo_item>
</combo_box>
<combo_box left="266" name="land category" width="130">
<combo_item name="AnyCategory">
Alle Kategorien
</combo_item>
<combo_item name="LindenLocation">
Lindenort
</combo_item>
<combo_item name="Arts&amp;Culture">
Kunst und Kultur
</combo_item>
@ -293,7 +383,19 @@
</combo_item>
</combo_box>
<button label="?" label_selected="?" name="?"/>
<check_box name="MatureCheck" />
<check_box label="Mature-Inhalt" name="MatureCheck" tool_tip=""/>
<string name="mature_check_mature">
Mature-Inhalt
</string>
<string name="mature_check_adult">
Adult-Inhalt
</string>
<string name="mature_check_mature_tooltip">
Die Informationen oder Inhalte Ihrer Parzelle sind „Mature“.
</string>
<string name="mature_check_adult_tooltip">
Die Informationen oder Inhalte Ihrer Parzelle sind „Adult“.
</string>
<text name="Snapshot:">
Foto:
</text>
@ -304,12 +406,12 @@
<string name="landing_point_none">
(keiner)
</string>
<button label="Festlegen" label_selected="Festlegen" name="Set" tool_tip="Legt den Landepunkt fest, an dem Besucher ankommen. Legt die Position Ihres Avatars innerhalb dieser Parzelle fest." width="70" left="234"/>
<button label="Löschen" label_selected="Löschen" name="Clear" tool_tip="Landepunkt löschen." width="70" left="312"/>
<button label="Festlegen" label_selected="Festlegen" left="234" name="Set" tool_tip="Legt den Landepunkt fest, an dem Besucher ankommen. Legt die Position Ihres Avatars innerhalb dieser Parzelle fest." width="70"/>
<button label="Löschen" label_selected="Löschen" left="312" name="Clear" tool_tip="Landepunkt löschen." width="70"/>
<text name="Teleport Routing: ">
Teleport-Route:
</text>
<combo_box name="landing type" tool_tip="Teleport-Route -- festlegen, wie Teleports auf Ihrem Land gehandhabt werden sollen." >
<combo_box name="landing type" tool_tip="Teleport-Route -- festlegen, wie Teleports auf Ihrem Land gehandhabt werden sollen.">
<combo_item name="Blocked">
Blockiert
</combo_item>
@ -371,21 +473,14 @@ Optionen:
<text name="Sound:">
Sound:
</text>
<check_box label="Umgebungssound auf diese Parzelle beschränken" name="check sound local"/>
<check_box label="Gesten- und Objektgeräusche auf diese Parzelle beschränken" name="check sound local"/>
<button label="?" label_selected="?" left="418" name="?"/>
<text name="Voice settings:">
Voice:
</text>
<radio_group name="parcel_voice_channel" width="310">
<radio_item name="Estate">
Voice-Channel des Grundstücks verwenden
</radio_item>
<radio_item name="Private">
Einen privaten Voice-Channel verwenden
</radio_item>
<radio_item name="Disabled">
Umgebungssound auf dieser Parzelle deaktivieren
</radio_item>
</radio_group>
<check_box label="Voice-Chat aktivieren" name="parcel_enable_voice_channel"/>
<check_box label="Voice-Chat aktivieren (vom Grundstück festgelegt)" name="parcel_enable_voice_channel_is_estate_disabled"/>
<check_box label="Voice-Chat auf diese Parzelle beschränken" name="parcel_enable_voice_channel_parcel"/>
</panel>
<panel label="Zugang" name="land_access_panel">
<text name="Limit access to this parcel to:">

View File

@ -1,17 +1,45 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="avatarpicker" title="Einwohner auswählen">
<text name="instruct_search_resident_name" height="32" bottom="-56">
Geben Sie einen Teil des Namens des
<tab_container name="ResidentChooserTabs">
<panel label="Suchen" name="SearchPanel">
<text name="InstructSearchResidentName">
Geben Sie einen Teil des Namens des
Einwohners ein:
</text>
<button label="Suchen" label_selected="Suchen" name="Find" />
<scroll_list name="Names" height="138" bottom_delta="-144"/>
<text name="Or select their calling card:">
Oder wählen Sie eine Visitenkarte:
</text>
<button label="Auswählen" label_selected="Auswählen" name="Select" />
<button label="Schließen" label_selected="Schließen" name="Close" />
<text name="NotFound">
</text>
<line_editor bottom_delta="-36" name="Edit" />
<button label="Suchen" label_selected="Suchen" name="Find"/>
<scroll_list height="74" name="SearchResults" bottom_delta="-79"/>
</panel>
<panel label="Visitenkarten" name="CallingCardsPanel">
<text name="InstructSelectCallingCard">
Wählen Sie eine Visitenkarte:
</text>
</panel>
<panel label="In meiner Nähe" name="NearMePanel">
<text name="InstructSelectResident">
Einwohner in der Nähe
auswählen:
</text>
<button font="SansSerifSmall" label="Liste aktualisieren" label_selected="Liste aktualisieren" name="Refresh" left_delta="10" width="105"/>
<slider label="Bereich" name="near_me_range" bottom_delta="-36"/>
<text name="meters">
Meter
</text>
<scroll_list bottom_delta="-169" height="159" name="NearMe" />
</panel>
</tab_container>
<button label="Auswählen" label_selected="Auswählen" name="Select"/>
<button label="Abbrechen" label_selected="Abbrechen" name="Cancel"/>
<string name="not_found">
„[TEXT]“ nicht gefunden
</text>
</string>
<string name="no_one_near">
Niemand in der Nähe
</string>
<string name="no_results">
Keine Ergebnisse
</string>
<string name="searching">
Suchen...
</string>
</floater>

View File

@ -1,30 +1,31 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="avatar_texture_debug" title="Avatar-Texturen">
<text name="baked_label" width="128">
<text name="label">
Gebackene Texturen
</text>
<text name="composite_label" width="150">
Zusammengesetzte Texturen
</text>
<texture_picker label="Kopf" name="baked_head" />
<texture_picker label="Make-Up" name="head_bodypaint" />
<texture_picker label="Haar" name="hair" />
<button label="Abladen" label_selected="Abladen" name="Dump" />
<texture_picker label="Augen" name="baked_eyes" />
<texture_picker label="Auge" name="eye_texture" />
<texture_picker label="Oberkörper" name="baked_upper_body" />
<texture_picker label="Oberkörpertattoo" name="upper_bodypaint" />
<texture_picker label="Unterhemd" name="undershirt" />
<texture_picker label="Handschuhe" name="gloves" />
<texture_picker label="Hemd" name="shirt" />
<texture_picker label="Oberjacke" name="upper_jacket" />
<texture_picker label="Unterkörper" name="baked_lower_body" />
<texture_picker label="Unterkörpertattoo" name="lower_bodypaint" />
<texture_picker label="Unterhose" name="underpants" />
<texture_picker label="Socken" name="socks" />
<texture_picker label="Schuhe" name="shoes" />
<texture_picker label="Hose" name="pants" />
<texture_picker label="Jacke" name="jacket" />
<texture_picker label="Rock" name="baked_skirt" />
<texture_picker label="Rock" name="skirt_texture" />
<button label="Läd IDs in Konsole ab" label_selected="Abladen" name="Dump"/>
<texture_picker label="Haare" name="hair-baked"/>
<texture_picker label="Haar" name="hair"/>
<texture_picker label="Kopf" name="head-baked"/>
<texture_picker label="Make-Uup" name="head bodypaint"/>
<texture_picker label="Augen" name="eyes-baked"/>
<texture_picker label="Auge" name="iris"/>
<texture_picker label="Oberkörper" name="upper-baked"/>
<texture_picker label="Oberkörpertattoo" name="upper bodypaint"/>
<texture_picker label="Unterhemd" name="undershirt"/>
<texture_picker label="Handschuhe" name="gloves"/>
<texture_picker label="Hemd" name="shirt"/>
<texture_picker label="Oberjacke" name="upper jacket"/>
<texture_picker label="Unterkörper" name="lower-baked"/>
<texture_picker label="Unterkörper-Tätowierung" name="lower bodypaint"/>
<texture_picker label="Unterhose" name="underpants"/>
<texture_picker label="Socken" name="socks"/>
<texture_picker label="Schuhe" name="shoes"/>
<texture_picker label="Hose" name="pants"/>
<texture_picker label="Jacke" name="lower jacket"/>
<texture_picker label="Rock" name="skirt-baked"/>
<texture_picker label="Rock" name="skirt"/>
</floater>

View File

@ -0,0 +1,44 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floaterbulkperms" title="Mehrere Inhaltsberechtigungen ändern">
<text name="applyto">
Inhaltsarten
</text>
<check_box label="Animation" name="check_animation"/>
<check_box label="Körperteile" name="check_bodypart"/>
<check_box label="Kleidung" name="check_clothing"/>
<check_box label="Gesten" name="check_gesture"/>
<check_box label="Landmarken" name="check_landmark"/>
<check_box label="Notizkarten" name="check_notecard"/>
<check_box label="Objekte" name="check_object"/>
<check_box label="Skripts" name="check_script"/>
<check_box label="Sounds" name="check_sound"/>
<check_box label="Texturen" name="check_texture"/>
<button label="Alle auswählen" label_selected="Alle" name="check_all"/>
<button label="Keine" label_selected="Keine" name="check_none"/>
<text name="newperms">
Neue Berechtigungen
</text>
<check_box label="Mit Gruppe teilen" name="share_with_group"/>
<check_box label="Kopieren allen erlauben" name="everyone_copy"/>
<text name="NextOwnerLabel">
Nächster Eigentümer kann:
</text>
<check_box label="Bearbeiten" name="next_owner_modify"/>
<check_box label="Kopieren" name="next_owner_copy"/>
<check_box label="Verkaufen/Weggeben" name="next_owner_transfer"/>
<button label="Hilfe" name="help"/>
<button label="Übernehmen" name="apply"/>
<button label="Schließen" name="close"/>
<string name="nothing_to_modify_text">
Auswahl enthält keinen Inhalt, der bearbeitet werden kann.
</string>
<string name="status_text">
Berechtigungen werden eingestellt auf [NAME]
</string>
<string name="start_text">
Start: Anforderung auf Änderung der Berechtigung...
</string>
<string name="done_text">
Ende: Anforderung auf Änderung der Berechtigung.
</string>
</floater>

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="buy land" title="Land kaufen">
<text name="region_name_label">
Region:
@ -6,6 +6,12 @@
<text left="580" name="region_name_text">
(unbekannt)
</text>
<text name="region_type_label">
Typ:
</text>
<text left="580" name="region_type_text">
(unbekannt)
</text>
<text name="estate_name_label">
Grundstück:
</text>
@ -22,10 +28,10 @@
Gekauftes Land in dieser Region:
</text>
<text name="resellable_clause">
Gekauftes Land in dieser Region kann oder kann nicht wiederverkauft werden.
Wiederverkauf möglich oder nicht möglich.
</text>
<text name="changeable_clause">
kann oder kann nicht zusammengelegt/unterteilt werden.
Darft oder darf nicht zusammengelegt/unterteilt werden.
</text>
<text name="covenant_text">
Sie müssen dem Grundstücksvertrag zustimmen:
@ -33,7 +39,7 @@
<text_editor name="covenant_editor">
Wird geladen...
</text_editor>
<check_box label="Ich stimme dem obigen Vertrag zu." name="agree_covenant" />
<check_box label="Ich stimme dem obigen Vertrag zu." name="agree_covenant"/>
<text name="info_parcel_label">
Parzelle:
</text>
@ -44,21 +50,23 @@
Größe:
</text>
<text name="info_size">
1024 qm
1024 qm.
</text>
<text name="info_price_label">
Preis:
</text>
<text name="info_price">
1500 L$, Objekte eingeschlossen
1500 L$
(L$ 1,1 L$/qm)
Objekte im Verkauf eingeschlossen
</text>
<text name="info_action" width="275">
<text name="info_action">
Bei Landkauf:
</text>
<text name="error_message">
Irgendetwas stimmt nicht.
</text>
<button label="Gehe zu Website" name="error_web" />
<button label="Gehe zu Website" name="error_web"/>
<text name="account_action">
Macht Sie zum Premium-Mitglied.
</text>
@ -80,7 +88,7 @@
Erhöhen Sie Ihre monatlichen Landnutzungsgebühren auf 40 US$/month.
</text>
<text name="land_use_reason">
Sie besitzen 1.309 qm Land.
Sie besitzen 1309 qm Land.
Diese Parzelle ist 512 qm groß.
</text>
<text name="purchase_action">
@ -101,127 +109,134 @@ Diese Parzelle ist 512 qm groß.
<text name="currency_balance">
Sie haben 2.100 L$.
</text>
<check_box label="[AMOUNT] Quadratmeter des Beitrags von Gruppe nehmen."
name="remove_contribution" />
<button label="Kaufen" name="buy_btn" />
<button label="Abbrechen" name="cancel_btn" />
<text name="can_resell">
<check_box label="[AMOUNT] Quadratmeter des Beitrags von Gruppe nehmen." name="remove_contribution"/>
<button label="Kaufen" name="buy_btn"/>
<button label="Abbrechen" name="cancel_btn"/>
<string name="can_resell">
Verkauf möglich.
</text>
<text name="can_not_resell">
</string>
<string name="can_not_resell">
Verkauf nicht möglich.
</text>
<text name="can_change">
</string>
<string name="can_change">
Zusammenlegen/unterteilen möglich.
</text>
<text name="can_not_change">
</string>
<string name="can_not_change">
Zusammenlegen/unterteilen nicht möglich.
</text>
<text name="cant_buy_for_group">
</string>
<string name="cant_buy_for_group">
Sie sind nicht berechtigt, Land für die aktive Gruppe zu kaufen.
</text>
<text name="no_land_selected">
</string>
<string name="no_land_selected">
Kein Land ausgewählt.
</text>
<text name="multiple_parcels_selected">
</string>
<string name="multiple_parcels_selected">
Mehrere unterschiedliche Parzellen ausgewählt.
Verkleinern Sie Ihre Auswahl.
</text>
<text name="no_permission">
</string>
<string name="no_permission">
Sie sind nicht berechtigt, Land für die aktive Gruppe zu kaufen.
</text>
<text name="parcel_not_for_sale">
</string>
<string name="parcel_not_for_sale">
Die ausgewählte Parzelle steht nicht zum Verkauf.
</text>
<text name="group_already_owns">
</string>
<string name="group_already_owns">
Die Parzelle befindet sich bereits in Gruppenbesitz.
</text>
<text name="you_already_own">
</string>
<string name="you_already_own">
Die Parzelle gehört Ihnen bereits.
</text>
<text name="set_to_sell_to_other">
</string>
<string name="set_to_sell_to_other">
Die ausgewählte Parzelle steht zum Verkauf an Dritte.
</text>
<text name="no_public_land">
</string>
<string name="no_public_land">
Das ausgewählte Land beinhaltet kein öffentliches Land.
</text>
<text name="not_owned_by_you">
</string>
<string name="not_owned_by_you">
Sie haben Land ausgewählt, das einer anderen Person gehört.
Verkleinern Sie Ihre Auswahl.
</text>
<text name="processing">
</string>
<string name="processing">
Kauf wird abgewickelt...
(Dies kann 1 bis 2 Minuten dauern.)
</text>
<text name="fetching_error">
</string>
<string name="fetching_error">
Fehler bei Abfrage der Landkauf-Informationen.
</text>
<text name="buying_will">
</string>
<string name="buying_will">
Bei Landkauf:
</text>
<text name="buying_for_group">
Kaufe Land für Gruppe:
</text>
<text name="cannot_buy_now">
</string>
<string name="buying_for_group">
Landkauf für Gruppe:
</string>
<string name="cannot_buy_now">
Kaufen jetzt nicht möglich:
</text>
<text name="not_for_sale">
</string>
<string name="not_for_sale">
Nicht zu verkaufen:
</text>
<text name="none_needed">
</string>
<string name="none_needed">
nicht benötigt
</text>
<text name="must_upgrade">
</string>
<string name="must_upgrade">
Sie müssen Ihr Konto upgraden, um Land kaufen zu können.
</text>
<text name="cant_own_land">
</string>
<string name="cant_own_land">
Mit Ihrem Konto können Sie Land kaufen.
</text>
<text name="land_holdings">
</string>
<string name="land_holdings">
Sie besitzen [BUYER] qm Land.
</text>
<text name="pay_to_for_land">
</string>
<string name="pay_to_for_land">
[SELLER] [AMOUNT] L$ für das Land bezahlen
</text>
<text name="buy_for_US">
[AMOUNT] L$ für ca. [AMOUNT2] US$ kaufen ,
</text>
<text name="parcel_meters">
</string>
<string name="buy_for_US">
[AMOUNT] L$ für circa [AMOUNT2] US$ kaufen,
</string>
<string name="parcel_meters">
Diese Parzelle ist [AMOUNT] qm groß.
</text>
<text name="premium_land">
Für dieses Land gilt ein Aufschlag. Es wird mit [AMOUNT] qm angesetzt.
</text>
<text name="discounted_land">
Für dieses Land gilt ein Rabatt. Es wird mit [AMOUNT] qm angesetzt.
</text>
<text name="meters_supports_object">
[AMOUNT] qm
</string>
<string name="premium_land">
Dieses Land ist eine Premium-Immobilie. Es wird mit [AMOUNT] qm angesetzt.
</string>
<string name="discounted_land">
Dieses Land ist im Angebot. Es wird mit [AMOUNT] qm angesetzt.
</string>
<string name="meters_supports_object">
[AMOUNT] qm.
unterstützt [AMOUNT2] Objekte
</text>
<text name="sold_with_objects">
</string>
<string name="sold_with_objects">
mit Objekten verkauft
</text>
<text name="insufficient_land_credits">
Die Gruppe [GROUP] benötigt ausreichende Landnutzungsrechte für diese Parzelle, um den Kauf abzuschließen.
</text>
<text name="have_enough_lindens">
</string>
<string name="sold_without_objects">
Objekte nicht im Verkauf mit eingeschlossen
</string>
<string name="info_price_string">
[PRICE] L$
([PRICE_PER_SQM] L$/qm)
[SOLD_WITH_OBJECTS]
</string>
<string name="insufficient_land_credits">
Die Gruppe [GROUP] benötigt ausreichende gespendete Landnutzungsrechte, um die Parzelle abzudecken, bevor der Kauf abgeschlossen werden kann.
</string>
<string name="have_enough_lindens">
Sie haben [AMOUNT] L$, genug zum Kauf dieses Landes.
</text>
<text name="not_enough_lindens">
</string>
<string name="not_enough_lindens">
Sie haben nur [AMOUNT] L$, brauchen aber mindestens [AMOUNT2] L$.
</text>
<text name="balance_left">
</string>
<string name="balance_left">
Nach dem Einkauf verbleiben Ihnen noch [AMOUNT] L$.
</text>
<text name="balance_needed">
</string>
<string name="balance_needed">
Für dieses Land müssen Sie mindestens [AMOUNT] L$ kaufen.
</text>
<text name="no_parcel_selected">
</string>
<string name="no_parcel_selected">
(keine Parzelle ausgewählt)
</text>
<text name="buy_currency">
</string>
<string name="buy_currency">
[LINDENS] L$ für ca. [USD] US$ kaufen
</text>
</string>
</floater>

View File

@ -1,534 +1,484 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater customize" title="Aussehen">
<tab_container name="customize tab container">
<panel label="Körperteile" />
<panel label="Körperteile" name="body_parts_placeholder" />
<panel label="Körperteile" name="body_parts_placeholder"/>
<panel label="Form" name="Shape">
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<button label="Körper" label_selected="Körper" name="Body" />
<button label="Kopf" label_selected="Kopf" name="Head" />
<button label="Augen" label_selected="Augen" name="Eyes" />
<button label="Ohren" label_selected="Ohren" name="Ears" />
<button label="Nase" label_selected="Nase" name="Nose" />
<button label="Mund" label_selected="Mund" name="Mouth" />
<button label="Kinn" label_selected="Kinn" name="Chin" />
<button label="Oberkörper" label_selected="Oberkörper" name="Torso" />
<button label="Beine" label_selected="Beine" name="Legs" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
<button label="Körper" label_selected="Körper" name="Body"/>
<button label="Kopf" label_selected="Kopf" name="Head"/>
<button label="Augen" label_selected="Augen" name="Eyes"/>
<button label="Ohren" label_selected="Ohren" name="Ears"/>
<button label="Nase" label_selected="Nase" name="Nose"/>
<button label="Mund" label_selected="Mund" name="Mouth"/>
<button label="Kinn" label_selected="Kinn" name="Chin"/>
<button label="Oberkörper" label_selected="Oberkörper" name="Torso"/>
<button label="Beine" label_selected="Beine" name="Legs"/>
<radio_group name="sex radio">
<radio_item type="string" length="1" name="radio">
<radio_item length="1" name="radio" type="string">
Weiblich
</radio_item>
<radio_item type="string" length="1" name="radio2">
<radio_item length="1" name="radio2" type="string">
Männlich
</radio_item>
</radio_group>
<button label="Zufällig" label_selected="Zufällig" name="Randomize" />
<text type="string" length="1" name="title">
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie eine Körperform aus dem Inventar auf Ihren Avatar,
um sie zu tragen. Sie können auch eine neue Körperform erstellen
und diese anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<button label="Neue Form/Gestalt" label_selected="Neue Form/Gestalt" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<text name="Item Action Label" right="100">
Form:
</text>
<button label="Neue Form/Gestalt" label_selected="Neue Form/Gestalt" name="Create New"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
</panel>
<panel label="Haut" name="Skin">
<button label="Hautfarbe" label_selected="Hautfarbe" left="2" name="Skin Color"
width="92" />
<button label="Gesichtsdetails" label_selected="Gesichtsdetails" left="2"
name="Face Detail" width="92" />
<button label="Make-Uup" label_selected="Make-Uup" left="2" name="Makeup" width="92" />
<button label="Körperdetails" label_selected="Körperdetails" left="2"
name="Body Detail" width="92" />
<text type="string" length="1" name="title">
<button label="Hautfarbe" label_selected="Hautfarbe" left="2" name="Skin Color" width="92"/>
<button label="Gesichtsdetails" label_selected="Gesichtsdetails" left="2" name="Face Detail" width="92"/>
<button label="Make-Uup" label_selected="Make-Uup" left="2" name="Makeup" width="92"/>
<button label="Körperdetails" label_selected="Körperdetails" left="2" name="Body Detail" width="92"/>
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie eine Haut aus dem Inventar auf Ihren Avatar,
um sie zu tragen. Sie können auch eine neue Haut erstellen
und diese anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<texture_picker label="Kopftattoo" name="Head Tattoos"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<texture_picker label="Obere Tattoos" name="Upper Tattoos"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<texture_picker label="Untere Tattoos" name="Lower Tattoos"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<button label="Zufällig" label_selected="Zufällig" left="2" name="Randomize"
width="92" />
<button label="Neue Haut" label_selected="Neue Haut" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text name="Item Action Label" right="100">
Haut:
</text>
<texture_picker label="Kopftattoo" name="Head Tattoos" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<texture_picker label="Obere Tattoos" name="Upper Tattoos" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<texture_picker label="Untere Tattoos" name="Lower Tattoos" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<button label="Neue Haut" label_selected="Neue Haut" name="Create New"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
</panel>
<panel label="Haar" name="Hair">
<button label="Farbe" label_selected="Farbe" name="Color" />
<button label="Stil" label_selected="Stil" name="Style" />
<button label="Augenbrauen" label_selected="Augenbrauen" name="Eyebrows" />
<button label="Gesichtshaar" label_selected="Gesichtshaar" name="Facial" />
<text type="string" length="1" name="title">
<button label="Farbe" label_selected="Farbe" name="Color"/>
<button label="Stil" label_selected="Stil" name="Style"/>
<button label="Augenbrauen" label_selected="Augenbrauen" name="Eyebrows"/>
<button label="Gesichtshaar" label_selected="Gesichtshaar" name="Facial"/>
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie Haare aus dem Inventar auf Ihren Avatar,
um sie zu tragen. Sie können auch neue Haare erstellen
und diese anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<texture_picker label="Textur" name="Texture"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<button label="Zufällig" label_selected="Zufällig" name="Randomize" />
<button label="Neue Haare" label_selected="Neue Haare" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text name="Item Action Label" right="100">
Haare:
</text>
<texture_picker label="Textur" name="Texture" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<button label="Neue Haare" label_selected="Neue Haare" name="Create New"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
</panel>
<panel label="Augen" name="Eyes">
<text type="string" length="1" name="title">
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie Augen aus dem Inventar auf Ihren Avatar,
um sie zu tragen. Sie können auch neue Augen erstellen
und diese anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<texture_picker label="Iris" name="Iris" tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<button label="Zufällig" label_selected="Zufällig" name="Randomize" />
<button label="Neue Augen" label_selected="Neue Augen" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text name="Item Action Label" right="100">
Augen:
</text>
<texture_picker label="Iris" name="Iris" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<button label="Neue Augen" label_selected="Neue Augen" name="Create New"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
</panel>
<panel label="Kleidung" />
<panel label="Kleidung" name="clothes_placeholder" />
<panel label="Kleidung" name="clothes_placeholder"/>
<panel label="Hemd" name="Shirt">
<texture_picker label="Stoff" name="Fabric"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<color_swatch label="Farbe/Ton" name="Color/Tint"
tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen" />
<button label="Neues Hemd" label_selected="Neues Hemd" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text type="string" length="1" name="title">
<texture_picker label="Stoff" name="Fabric" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<color_swatch label="Farbe/Ton" name="Color/Tint" tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen"/>
<button label="Neues Hemd" label_selected="Neues Hemd" name="Create New"/>
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" name="Take Off"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie ein Hemd aus dem Inventar auf Ihren Avatar,
um es zu tragen. Sie können auch ein neues Hemd erstellen
und dieses anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<text name="Item Action Label" right="100">
Hemd:
</text>
</panel>
<panel label="Hose" name="Pants">
<texture_picker label="Stoff" name="Fabric"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<color_swatch label="Farbe/Ton" name="Color/Tint"
tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen" />
<button label="Neue Hose" label_selected="Neue Hose" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text type="string" length="1" name="title">
<texture_picker label="Stoff" name="Fabric" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<color_swatch label="Farbe/Ton" name="Color/Tint" tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen"/>
<button label="Neue Hose" label_selected="Neue Hose" name="Create New"/>
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" name="Take Off"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie eine Hose aus dem Inventar auf Ihren Avatar,
um sie zu tragen. Sie können auch eine neue Hose erstellen
und diese anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<text name="Item Action Label" right="100">
Hose:
</text>
</panel>
<panel label="Schuhe" name="Shoes">
<text type="string" length="1" name="title">
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie Schuhe aus dem Inventar auf Ihren Avatar,
um sie zu tragen. Sie können auch neue Schuhe erstellen
und diese anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<texture_picker label="Stoff" name="Fabric"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<color_swatch label="Farbe/Ton" name="Color/Tint"
tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen" />
<button label="Neue Schuhe" label_selected="Neue Schuhe" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text name="Item Action Label" right="100">
Schuhe:
</text>
<texture_picker label="Stoff" name="Fabric" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<color_swatch label="Farbe/Ton" name="Color/Tint" tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen"/>
<button label="Neue Schuhe" label_selected="Neue Schuhe" name="Create New"/>
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" name="Take Off"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
</panel>
<panel label="Socken" name="Socks">
<text type="string" length="1" name="title">
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie Socken aus dem Inventar auf Ihren Avatar,
um sie zu tragen. Sie können auch neue Socken erstellen
und diese anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<texture_picker label="Stoff" name="Fabric"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<color_swatch label="Farbe/Ton" name="Color/Tint"
tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen" />
<button label="Neue Socken" label_selected="Neue Socken" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text name="Item Action Label" right="100">
Socken:
</text>
<texture_picker label="Stoff" name="Fabric" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<color_swatch label="Farbe/Ton" name="Color/Tint" tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen"/>
<button label="Neue Socken" label_selected="Neue Socken" name="Create New"/>
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" name="Take Off"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
</panel>
<panel label="Jacke" name="Jacket">
<text type="string" length="1" name="title">
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie eine Jacke aus dem Inventar auf Ihren Avatar,
um sie zu tragen. Sie können auch eine neue Jacke erstellen
und diese anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<texture_picker label="Oberstoff" name="Upper Fabric"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<texture_picker label="Unterstoff" name="Lower Fabric"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<color_swatch label="Farbe/Ton" name="Color/Tint"
tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen" />
<button label="Neue Jacke" label_selected="Neue Jacke" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text name="Item Action Label" right="100">
Jacke:
</text>
<texture_picker label="Oberstoff" name="Upper Fabric" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<texture_picker label="Unterstoff" name="Lower Fabric" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<color_swatch label="Farbe/Ton" name="Color/Tint" tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen"/>
<button label="Neue Jacke" label_selected="Neue Jacke" name="Create New"/>
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" name="Take Off"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
</panel>
<panel label="Handschuhe" name="Gloves">
<text type="string" length="1" name="title">
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie Handschuhe aus dem Inventar auf Ihren Avatar,
um sie zu tragen. Sie können auch neue Handschuhe erstellen
und diese anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<texture_picker label="Stoff" name="Fabric"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<color_swatch label="Farbe/Ton" name="Color/Tint"
tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen" />
<button label="Neue Handschuhe" label_selected="Neue Handschuhe" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text name="Item Action Label" right="100">
Handschuhe:
</text>
<texture_picker label="Stoff" name="Fabric" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<color_swatch label="Farbe/Ton" name="Color/Tint" tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen"/>
<button label="Neue Handschuhe" label_selected="Neue Handschuhe" name="Create New"/>
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" name="Take Off"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
</panel>
<panel label="Unterhemd" name="Undershirt">
<text type="string" length="1" name="title">
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie ein Unterhemd aus dem Inventar auf Ihren Avatar,
um es zu tragen. Sie können auch ein neues Unterhemd erstellen
und dieses anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<texture_picker label="Stoff" name="Fabric"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<color_swatch label="Farbe/Ton" name="Color/Tint"
tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen" />
<button label="Neues Unterhemd" label_selected="Neues Unterhemd" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text name="Item Action Label" right="100">
Unterhemd:
</text>
<texture_picker label="Stoff" name="Fabric" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<color_swatch label="Farbe/Ton" name="Color/Tint" tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen"/>
<button label="Neues Unterhemd" label_selected="Neues Unterhemd" name="Create New"/>
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" name="Take Off"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
</panel>
<panel label="Unterhose" name="Underpants">
<text type="string" length="1" name="title">
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie eine Unterhose aus dem Inventar auf Ihren Avatar,
um sie zu tragen. Sie können auch eine neue Unterhose erstellen
und diese anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<texture_picker label="Stoff" name="Fabric"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<color_swatch label="Farbe/Ton" name="Color/Tint"
tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen" />
<button label="Neue Unterhose" label_selected="Neue Unterhose" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text name="Item Action Label" right="100">
Unterhose:
</text>
<texture_picker label="Stoff" name="Fabric" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<color_swatch label="Farbe/Ton" name="Color/Tint" tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen"/>
<button label="Neue Unterhose" label_selected="Neue Unterhose" name="Create New"/>
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" name="Take Off"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
</panel>
<panel label="Rock" name="Skirt">
<text type="string" length="1" name="title">
<text length="1" name="title" type="string">
[DESC]
</text>
<text type="string" length="1" name="title_no_modify">
<text length="1" name="title_no_modify" type="string">
[DESC]: bearbeiten nicht möglich
</text>
<text type="string" length="1" name="title_loading">
<text length="1" name="title_loading" type="string">
[DESC]: wird geladen...
</text>
<text type="string" length="1" name="title_not_worn">
<text length="1" name="title_not_worn" type="string">
[DESC]: nicht getragen
</text>
<text type="string" length="1" name="path">
<text length="1" name="path" type="string">
In [PATH]
</text>
<text type="string" length="1" name="not worn instructions">
<text length="1" name="not worn instructions" type="string">
Ziehen Sie einen Rock aus dem Inventar auf Ihren Avatar,
um ihn zu tragen. Sie können auch einen neuen Rock erstellen
und diesen anziehen.
</text>
<text type="string" length="1" name="no modify instructions">
<text length="1" name="no modify instructions" type="string">
Sie sind nicht berechtigt, diese Kleidung zu bearbeiten.
</text>
<texture_picker label="Stoff" name="Fabric"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<color_swatch label="Farbe/Ton" name="Color/Tint"
tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen" />
<button label="Neuer Rock" label_selected="Neuer Rock" name="Create New" />
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" left="19"
name="Take Off" />
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107"
name="Save" />
<button font="SansSerifSmall" label="Speichern unter" label_selected="Speichern unter"
left="194" name="Save As" width="100" />
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen"
name="Revert" />
<text name="Item Action Label" right="100">
Rock:
</text>
<texture_picker label="Stoff" name="Fabric" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<color_swatch label="Farbe/Ton" name="Color/Tint" tool_tip="Klicken Sie hier, um die Farbauswahl zu öffnen"/>
<button label="Neuer Rock" label_selected="Neuer Rock" name="Create New"/>
<button font="SansSerifSmall" label="Ausziehen" label_selected="Ausziehen" name="Take Off"/>
<button font="SansSerifSmall" label="Speichern" label_selected="Speichern" left="107" name="Save"/>
<button font="SansSerifSmall" label="Speichern unter..." label_selected="Speichern unter..." left="194" name="Save As" width="105"/>
<button font="SansSerifSmall" label="Zurücksetzen" label_selected="Zurücksetzen" name="Revert"/>
</panel>
</tab_container>
<button label="Outfit erstellen" label_selected="Outfit erstellen" name="Make Outfit" />
<button label="Alles speichern" label_selected="Alles speichern" name="Save All" />
<button label="Schließen" label_selected="Schließen" name="Close" />
<button label="Abbrechen" label_selected="Abbrechen" name="Cancel"/>
<button label="OK" label_selected="OK" name="Ok"/>
<button label="Outfit erstellen..." label_selected="Outfit erstellen..." name="Make Outfit" width="115"/>
</floater>

View File

@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="contents" title="Schriftart-Test">
<text name="linea">
OverrideTest, sollte hier als Times angezeigt werden. (Aus default/xui/en-us)
</text>
</floater>

View File

@ -1,23 +1,31 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="Joystick" title="Joystick-Konfiguration">
<check_box name="enable_joystick" width="80" >Joystick aktivieren:</check_box>
<text name="joystick_type" left="140" width="360"></text>
<spinner label="X-Achse" name="JoystickAxis1" />
<spinner label="Y-Achse" name="JoystickAxis2" />
<spinner label="Z-Achse" name="JoystickAxis0" />
<spinner label="Neigungswinkel" name="JoystickAxis4" />
<spinner label="Gierwinkel" name="JoystickAxis5" />
<spinner label="Rollwinkel" name="JoystickAxis3" />
<spinner label="Zoom" name="JoystickAxis6" />
<check_box label="Direkt-Zoom" name="ZoomDirect" />
<check_box label="3D-Cursor" left="300" name="Cursor3D" />
<check_box label="Automatisch ausrichten" left="390" name="AutoLeveling" />
<check_box name="enable_joystick" width="80">
Joystick aktivieren:
</check_box>
<text left="140" name="joystick_type" width="360"/>
<spinner label="X-Achse" name="JoystickAxis1"/>
<spinner label="Y-Achse" name="JoystickAxis2"/>
<spinner label="Z-Achse" name="JoystickAxis0"/>
<spinner label="Neigungswinkel" name="JoystickAxis4"/>
<spinner label="Gierwinkel" name="JoystickAxis5"/>
<spinner label="Rollwinkel" name="JoystickAxis3"/>
<spinner label="Zoom" name="JoystickAxis6"/>
<check_box label="Direkt-Zoom" name="ZoomDirect"/>
<check_box label="3D-Cursor" left="300" name="Cursor3D"/>
<check_box label="Automatisch ausrichten" left="390" name="AutoLeveling"/>
<text name="Control Modes:">
Steuermodi:
</text>
<check_box name="JoystickAvatarEnabled">Avatar</check_box>
<check_box name="JoystickBuildEnabled">Bauen</check_box>
<check_box name="JoystickFlycamEnabled">Flycam</check_box>
<check_box name="JoystickAvatarEnabled">
Avatar
</check_box>
<check_box name="JoystickBuildEnabled">
Bauen
</check_box>
<check_box name="JoystickFlycamEnabled">
Flycam
</check_box>
<text name="XScale">
X-Skala
</text>
@ -63,7 +71,9 @@
<text name="ZoomDeadZone">
Zoom-Totzone
</text>
<button label="SpaceNavigator-Standards" name="SpaceNavigatorDefaults" />
<button label="SpaceNavigator-Standards" name="SpaceNavigatorDefaults"/>
<button label="OK" label_selected="OK" name="ok_btn"/>
<button label="Abbrechen" label_selected="Abbrechen" name="cancel_btn"/>
<string name="JoystickMonitor">
Joystick-Monitor
</string>

View File

@ -1,21 +1,20 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="land holdings floater" title="Mein Land">
<scroll_list name="parcel list">
<column label="Name" name="name" />
<column label="Lage" name="location" />
<column label="Gebiet" name="area" />
<column label="" name="hidden" />
<column label="Parzellenname" name="name"/>
<column label="Region" name="location"/>
<column label="Typ" name="type"/>
<column label="Gebiet" name="area"/>
<column label="" name="hidden"/>
</scroll_list>
<button label="Teleportieren" label_selected="Teleportieren" name="Teleport"
tool_tip="Zum Mittelpunkt dieses Landes teleportieren." />
<button label="Auf Karte" label_selected="Auf Karte" name="Show on Map"
tool_tip="Dieses Land auf der Weltkarte anzeigen." />
<button label="Teleportieren" label_selected="Teleportieren" name="Teleport" tool_tip="Zum Mittelpunkt dieses Landes teleportieren."/>
<button label="Auf Karte" label_selected="Auf Karte" name="Show on Map" tool_tip="Dieses Land auf der Weltkarte anzeigen."/>
<text name="contrib_label">
Beiträge zu Ihren Gruppen:
</text>
<scroll_list name="grant list">
<column label="Gruppe" name="group" />
<column label="Gebiet" name="area" />
<column label="Gruppe" name="group"/>
<column label="Gebiet" name="area"/>
</scroll_list>
<text name="allowed_label">
Zulässiger Landbesitz bei aktuellem Zahlungsplan:

View File

@ -0,0 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="notification" title="Konsole: Meldungen">
<text_editor name="payload">
Wird geladen...
</text_editor>
<combo_box label="Antwort" name="response"/>
</floater>

View File

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="notifications_console" title="Konsole: Meldungen">
<combo_box label="Meldungsart auswählen" name="notification_types" width="412" />
<button label="Hinzufügen" name="add_notification" left="417" width="78" />
</floater>

View File

@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="perm prefs" title="Hochlade-Berechtigungen (Standard)">
<panel label="Berechtigungen" name="permissions">
<button label="?" label_selected="?" name="help"/>
<check_box label="Mit Gruppe teilen" name="share_with_group"/>
<check_box label="Kopieren allen erlauben" name="everyone_copy"/>
<text name="NextOwnerLabel">
Nächster Eigentümer kann:
</text>
<check_box label="Bearbeiten" name="next_owner_modify"/>
<check_box label="Kopieren" name="next_owner_copy"/>
<check_box label="Verkaufen/Weggeben" name="next_owner_transfer" left_delta="80"/>
</panel>
<button label="OK" label_selected="OK" name="ok"/>
<button label="Abbrechen" label_selected="Abbrechen" name="cancel"/>
</floater>

View File

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_report_abuse" title="Missbrauch melden">
<texture_picker label="" name="screenshot"/>
<check_box label="Screenshot einschließen" name="screen_check" bottom_delta="-20"/>
<check_box bottom_delta="-20" label="Screenshot einschließen" name="screen_check"/>
<text name="reporter_title">
Melder:
</text>
@ -47,9 +47,9 @@ dann auf das Objekt:
<combo_item name="Age__Adult_resident_on_Teen_Second_Life">
Alter&gt; Erwachsener Einwohner in Teen Second Life
</combo_item>
<combo_item name="Age__Underage_resident_outside_of_Teen_Second_Life">
Alter &gt; Minderjähriger Einwohner außerhalb Teen Second Life
</combo_item>
<combo_item name="Assault__Combat_sandbox___unsafe_area">
Angriff&gt; Kampf-Sandbox / unsichere Region
</combo_item>
@ -119,15 +119,15 @@ dann auf das Objekt:
<combo_item name="Indecency__Broadly_offensive_content_or_conduct">
Unanständigkeit &gt; Anstößige Inhalte oder Handlungen in der Öffentlichkeit
</combo_item>
<combo_item name="Indecency__Inappropriate_avatar_name">
Unanständigkeit &gt; Anstößiger Avatarname
</combo_item>
<combo_item name="Indecency__Mature_content_in_PG_region">
Unanständigkeit &gt; Unangemessener Inhalt oder unangemessenes Verhalten in PG-Region
</combo_item>
<combo_item name="Indecency__Inappropriate_content_in_Mature_region">
Unanständigkeit &gt; Unangemessener Inhalt oder unangemessenes Verhalten in Mature-Region
</combo_item>
<combo_item name="Intellectual_property_infringement_Content_Removal">
Urheberrechtsverletzung &gt; Entfernen von Inhalten
</combo_item>
@ -175,8 +175,8 @@ dann auf das Objekt:
Missbrauchs, relevantem Chat/IM und wählen Sie das
Objekt, wenn möglich.
</text>
<text_editor bottom_delta="-136" height="130" name="details_edit" />
<text name="incomplete_title" bottom_delta="-20">
<text_editor bottom_delta="-136" height="130" name="details_edit"/>
<text bottom_delta="-20" name="incomplete_title">
Hinweis: Unvollständige Meldungen werden nicht bearbeitet.
</text>
<button label="Abbrechen" label_selected="Abbrechen" name="cancel_btn"/>

View File

@ -1,26 +1,22 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<floater name="sell land" title="Land verkaufen">
<text bottom_delta="119" follows="top|left" font="SansSerifSmall" left="16"
name="info_parcel_label" text_color="white" width="64">
<text name="info_parcel_label">
Parzelle:
</text>
<text bottom_delta="-5" follows="top|left" font="SansSerif" height="16" left="64"
name="info_parcel" text_color="white">
<text bottom_delta="-5" height="16" name="info_parcel">
PARZELLENNAME
</text>
<text name="info_size_label">
Größe:
</text>
<text bottom_delta="-21" follows="top|left" font="SansSerif" height="32" left="56"
name="info_size" text_color="white">
<text bottom_delta="-21" height="32" name="info_size">
[AREA] qm
</text>
<text follows="top|left" font="SansSerifHuge" height="28" left="16"
name="info_action" text_color="white" bottom_delta="-32" width="200">
<text height="28" name="info_action" bottom_delta="-57">
Zum Verkauf
dieser Parzelle:
</text>
<icon bottom_delta="-76" name="step_price" />
<icon bottom_delta="-80" name="step_price" />
<text name="price_label">
Preis festlegen:
</text>
@ -33,17 +29,15 @@ dieser Parzelle:
<text name="price_per_m">
([PER_METER] L$ pro Quadratmeter)
</text>
<icon follows="top|left" height="64" image_name="badge_note.tga" left="0"
name="step_sell_to" width="64" />
<text bottom_delta="38" follows="top|left" height="16" left="72" name="sell_to_label"
right="-20" text_color="white">
<icon height="64" left="0" name="step_sell_to" width="64" />
<text bottom_delta="38" left="72" name="sell_to_label" right="-20">
Land verkaufen an:
</text>
<text follows="top|left" height="16" left="72" name="sell_to_text" bottom_delta="-16" right="-10">
<text height="16" left="72" name="sell_to_text" bottom_delta="-16" right="-10">
Wählen Sie, ob der Verkauf offen oder auf eine bestimmte Person
beschränkt ist.
</text>
<combo_box follows="top|right" height="16" left="72" name="sell_to" bottom_delta="-32" width="140">
<combo_box height="16" left="72" name="sell_to" bottom_delta="-32" width="140">
<combo_item name="--selectone--">
-- select one --
</combo_item>
@ -70,8 +64,8 @@ wechseln den Eigentümer.
Ja, Objekte mit Land verkaufen
</radio_item>
</radio_group>
<button label="Objekte anzeigen" name="show_objects" />
<text name="nag_message_label">
<button label="Objekte anzeigen" name="show_objects" width="116"/>
<text name="nag_message_label">
ACHTUNG: Verkäufe sind endgültig.
</text>
<button label="Land zum Verkauf freigeben" width="180" name="sell_btn" />

View File

@ -8,7 +8,7 @@
Per E-Mail senden
</radio_item>
<radio_item name="texture">
Im Inventar speichern (L$10)
Im Inventar speichern ([AMOUNT] L$)
</radio_item>
<radio_item name="local">
Auf Festplatte speichern
@ -19,7 +19,7 @@
</text>
<button label="Foto aktualisieren" name="new_snapshot_btn"/>
<button label="Senden" name="send_btn"/>
<button label="Speichern (L$10)" name="upload_btn"/>
<button label="Speichern ([AMOUNT] L$)" name="upload_btn"/>
<flyout_button label="Speichern" name="save_btn" tool_tip="Bild als Datei speichern">
<flyout_button_item name="save_item">
Speichern

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<floater name="Name/Description" title="sound.wav">
<floater name="Sound Preview" title="sound.wav">
<text name="name_label">
Name:
</text>
@ -7,7 +7,7 @@
Beschreibung:
</text>
<button label="Abbrechen" label_selected="Abbrechen" name="cancel_btn" />
<button label="Hochladen (10 L$)" label_selected="Hochladen (10 L$)" name="ok_btn" />
<button label="Hochladen ([AMOUNT] L$)" label_selected="Hochladen ([AMOUNT] L$)" name="ok_btn" />
<text name="text">
Bitrate (kbit/s):
</text>

View File

@ -0,0 +1,2 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="stats floater" title="Statistikleiste"/>

View File

@ -1,35 +1,23 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="toolbox floater" title="">
<button label="" label_selected="" name="button focus" tool_tip="Fokus" />
<text name="tool label" />
<button label="" label_selected="" name="button move" tool_tip="Verschieben" />
<text left="40" name="tool label2" width="70" />
<button label="" label_selected="" name="button edit" tool_tip="Bearbeiten" />
<text left="92" name="tool label3" width="70" />
<button label="" label_selected="" name="button create" tool_tip="Erstellen" />
<text left="170" name="tool label4" width="70" />
<button label="" label_selected="" name="button land" tool_tip="Land" />
<text left="240" name="tool label5" />
<check_box label="Zoom" name="radio zoom" />
<check_box label="Orbit (Strg)" name="radio orbit" />
<check_box label="Schwenken (Strg-Umschalt)" name="radio pan" />
<check_box label="Verschieben" name="radio move" />
<check_box label="Heben (Strg)" name="radio lift" />
<check_box label="Rotieren (Strg-Umschalt)" name="radio spin" />
<check_box label="Position" name="radio position" />
<check_box label="Drehen (Strg)" name="radio rotate" />
<check_box label="Dehnen (Strg-Umschalt)" name="radio stretch" />
<check_box label="Textur auswählen" name="radio select face" />
<check_box label="Verknüpfte Teile bearbeiten" name="checkbox edit linked parts" />
<check_box label="Raster verwenden" name="checkbox snap to grid" />
<button label="Optionen..." label_selected="Optionen..." name="Options..." />
<check_box label="Beide Seiten dehnen" name="checkbox uniform" />
<check_box label="Texturen dehnen" name="checkbox stretch textures" />
<button label="" label_selected="" name="button focus" tool_tip="Fokus"/>
<button label="" label_selected="" name="button move" tool_tip="Verschieben"/>
<button label="" label_selected="" name="button edit" tool_tip="Bearbeiten"/>
<button label="" label_selected="" name="button create" tool_tip="Erstellen"/>
<button label="" label_selected="" name="button land" tool_tip="Land"/>
<check_box label="Zoom" name="radio zoom"/>
<check_box label="Orbit (Strg)" name="radio orbit"/>
<check_box label="Schwenken (Strg-Umschalt)" name="radio pan"/>
<check_box label="Verschieben" name="radio move"/>
<check_box label="Heben (Strg)" name="radio lift"/>
<check_box label="Rotieren (Strg-Umschalt)" name="radio spin"/>
<check_box label="Position" name="radio position"/>
<check_box label="Drehen (Strg)" name="radio rotate"/>
<check_box label="Dehnen (Strg-Umschalt)" name="radio stretch"/>
<check_box label="Textur auswählen" name="radio select face"/>
<check_box label="Verknüpfte Teile bearbeiten" name="checkbox edit linked parts"/>
<text name="text ruler mode">
Linealmodus:
</text>
<text name="text status">
Zum Verschieben ziehen, zum Kopieren Umschalttaste-Ziehen
Lineal:
</text>
<combo_box name="combobox grid mode">
<combo_item name="World">
@ -42,51 +30,55 @@
Referenz
</combo_item>
</combo_box>
<button label="" label_selected="" name="ToolCube" tool_tip="Würfel" />
<button label="" label_selected="" name="ToolPrism" tool_tip="Prisma" />
<button label="" label_selected="" name="ToolPyramid" tool_tip="Pyramide" />
<button label="" label_selected="" name="ToolTetrahedron" tool_tip="Tetraeder" />
<button label="" label_selected="" name="ToolCylinder" tool_tip="Zylinder" />
<button label="" label_selected="" name="ToolHemiCylinder" tool_tip="Halbzylinder" />
<button label="" label_selected="" name="ToolCone" tool_tip="Kegel" />
<button label="" label_selected="" name="ToolHemiCone" tool_tip="Halbkegel" />
<button label="" label_selected="" name="ToolSphere" tool_tip="Kugel" />
<button label="" label_selected="" name="ToolHemiSphere" tool_tip="Halbkugel" />
<check_box label="Kopierauswahl" name="checkbox copy selection" />
<button label="" label_selected="" name="ToolTorus" tool_tip="Torus" />
<button label="" label_selected="" name="ToolTube" tool_tip="Rohr" />
<button label="" label_selected="" name="ToolRing" tool_tip="Ring" />
<button label="" label_selected="" name="ToolTree" tool_tip="Baum" />
<button label="" label_selected="" name="ToolGrass" tool_tip="Gras" />
<check_box label="Tool ausgewählt lassen" name="checkbox sticky" />
<check_box label="Kopie zentrieren" name="checkbox copy centers" />
<check_box label="Kopie drehen" name="checkbox copy rotates" />
<check_box label="Land auswählen" name="radio select land" />
<check_box label="Land einebnen" name="radio flatten" />
<check_box label="Land anheben" name="radio raise" />
<check_box label="Land absenken" name="radio lower" />
<check_box label="Land glätten" name="radio smooth" />
<check_box label="Land rau machen" name="radio noise" />
<check_box label="Land zurückführen" name="radio revert" />
<combo_box name="combobox brush size">
<combo_item name="Small">
Klein
</combo_item>
<combo_item name="Medium">
Mittel
</combo_item>
<combo_item name="Large">
Groß
</combo_item>
</combo_box>
<text name="Strength:">
Stärke:
<check_box label="Beide Seiten dehnen" name="checkbox uniform"/>
<check_box label="Texturen dehnen" name="checkbox stretch textures"/>
<check_box label="Raster verwenden" name="checkbox snap to grid"/>
<button label="Optionen..." label_selected="Optionen..." name="Options..."/>
<text name="text status">
Zum Verschieben ziehen, zum Kopieren Umschalttaste-Ziehen
</text>
<button label="" label_selected="" name="ToolCube" tool_tip="Würfel"/>
<button label="" label_selected="" name="ToolPrism" tool_tip="Prisma"/>
<button label="" label_selected="" name="ToolPyramid" tool_tip="Pyramide"/>
<button label="" label_selected="" name="ToolTetrahedron" tool_tip="Tetraeder"/>
<button label="" label_selected="" name="ToolCylinder" tool_tip="Zylinder"/>
<button label="" label_selected="" name="ToolHemiCylinder" tool_tip="Halbzylinder"/>
<button label="" label_selected="" name="ToolCone" tool_tip="Kegel"/>
<button label="" label_selected="" name="ToolHemiCone" tool_tip="Halbkegel"/>
<button label="" label_selected="" name="ToolSphere" tool_tip="Kugel"/>
<button label="" label_selected="" name="ToolHemiSphere" tool_tip="Halbkugel"/>
<button label="" label_selected="" name="ToolTorus" tool_tip="Torus"/>
<button label="" label_selected="" name="ToolTube" tool_tip="Rohr"/>
<button label="" label_selected="" name="ToolRing" tool_tip="Ring"/>
<button label="" label_selected="" name="ToolTree" tool_tip="Baum"/>
<button label="" label_selected="" name="ToolGrass" tool_tip="Gras"/>
<check_box label="Auswahl behalten" name="checkbox sticky"/>
<check_box label="Auswahl kopieren" name="checkbox copy selection"/>
<check_box label="Zentrieren" name="checkbox copy centers"/>
<check_box label="Drehen" name="checkbox copy rotates"/>
<check_box label="Land auswählen" name="radio select land"/>
<check_box label="Einebnen" name="radio flatten"/>
<check_box label="Anheben" name="radio raise"/>
<check_box label="Absenken" name="radio lower"/>
<check_box label="Glätten" name="radio smooth"/>
<check_box label="Aufrauen" name="radio noise"/>
<check_box label="Zurücksetzen" name="radio revert"/>
<button label="Übernehmen" label_selected="Übernehmen" name="button apply to selection" tool_tip="Ausgewähltes Land ändern"/>
<text name="Bulldozer:">
Planierraupe:
</text>
<text name="Dozer Size:">
Größe
</text>
<text name="Strength:">
Stärke
</text>
<text name="obj_count">
Ausgewählte Objekte: [COUNT]
</text>
<text name="prim_count">
Primitive: [COUNT]
</text>
<button label="Auf Auswahl anwenden" label_selected="Auf Auswahl anwenden"
name="button apply to selection" tool_tip="Ausgewähltes Land ändern" />
<check_box label="Eigentümer anzeigen" name="checkbox show owners" />
<button label="Mehr &gt;&gt;" name="button more" tool_tip="Erweiterte Optionen" />
<button label="&lt;&lt; Weniger" name="button less" tool_tip="Erweiterte Optionen" />
<tab_container name="Object Info Tabs" tab_max_width="150" tab_min_width="30">
<panel label="Allgemein" name="General">
<text name="Name:">
@ -101,50 +93,39 @@
<text name="Creator Name">
Thrax Linden
</text>
<button label="Profil..." label_selected="Profil..." name="button creator profile" />
<button label="Profil..." label_selected="Profil..." name="button creator profile"/>
<text name="Owner:">
Eigentümer:
</text>
<text name="Owner Name">
Thrax Linden
</text>
<button label="Profil..." label_selected="Profil..." name="button owner profile" />
<button label="Profil..." label_selected="Profil..." name="button owner profile"/>
<text name="Group:">
Gruppe:
</text>
<text name="Group Name Proxy">
Die Lindens
</text>
<button label="Festlegen..." label_selected="Festlegen..." name="button set group" />
<text name="prim info">
1 Objekt, 1 Primitivum
</text>
<button label="Festlegen..." label_selected="Festlegen..." name="button set group"/>
<text name="Permissions:">
Berechtigungen:
</text>
<text name="perm_modify">
Sie können dieses Objekt ändern.
</text>
<check_box label="Mit Gruppe teilen" left="6" name="checkbox share with group"
tool_tip="Gruppenmitgliedern Verschieben, Ändern, Kopieren und Löschen gestatten." />
<text name="text deed continued">
<check_box label="Mit Gruppe teilen" left="6" name="checkbox share with group" tool_tip="Allen Mitgliedern der zugeordneten Gruppe die Erlaubnis erteilen, Ihre Berechtigungen für dieses Objekt zu teilen und zu verwenden. Sie müssen Übereignen, um Rollenbeschränkungen zu aktivieren."/>
<string name="text deed continued">
Übertragung...
</text>
<text name="text deed">
</string>
<string name="text deed">
Übertragung
</text>
<button label="Übertragung..." label_selected="Übertragung..." name="button deed"
tool_tip="In der Gruppe gemeinsam verwendete Objekte können von einem Gruppenfunktionär übertragen werden." />
<check_box label="Verschieben durch beliebige Personen zulassen" left="6"
name="checkbox allow everyone move" />
<check_box label="Kopieren durch beliebige Personen zulassen" left="6"
name="checkbox allow everyone copy" />
<check_box label="In Suche anzeigen" left="6" name="search_check"
tool_tip="Dieses Objekt in Suchergebnissen anzeigen" />
<check_box label="Zu verkaufen" left="6" name="checkbox for sale" />
<text name="Price: L$">
Preis: L$
</text>
</string>
<button label="Übertragung..." label_selected="Übertragung..." name="button deed" tool_tip="In der Gruppe gemeinsam verwendete Objekte können von einem Gruppenfunktionär übertragen werden."/>
<check_box label="Verschieben durch beliebige Personen zulassen" left="6" name="checkbox allow everyone move"/>
<check_box label="Kopieren durch beliebige Personen zulassen" left="6" name="checkbox allow everyone copy"/>
<check_box label="In Suche anzeigen" left="6" name="search_check" tool_tip="Dieses Objekt in Suchergebnissen anzeigen"/>
<check_box label="Zu verkaufen" left="6" name="checkbox for sale"/>
<text name="Cost">
Preis:L$
</text>
@ -162,9 +143,9 @@
<text name="Next owner can:">
Nächster Eigentümer kann:
</text>
<check_box label="Ändern" name="checkbox next owner can modify" />
<check_box label="Kopieren" name="checkbox next owner can copy" />
<check_box label="Wiederverkaufen" left_delta="75" name="checkbox next owner can transfer" />
<check_box label="Ändern" name="checkbox next owner can modify"/>
<check_box label="Kopieren" name="checkbox next owner can copy"/>
<check_box label="Wiederverkaufen" left_delta="75" name="checkbox next owner can transfer"/>
<text name="label click action">
Bei Linksklicken:
</text>
@ -209,21 +190,21 @@
<text name="F:">
F:
</text>
<text name="text modify info 1">
<string name="text modify info 1">
Sie können dieses Objekt ändern.
</text>
<text name="text modify info 2">
</string>
<string name="text modify info 2">
Sie können diese Objekte ändern.
</text>
<text name="text modify info 3">
</string>
<string name="text modify info 3">
Sie können dieses Objekt nicht ändern.
</text>
<text name="text modify info 4">
</string>
<string name="text modify info 4">
Sie können diese Objekte nicht ändern.
</text>
<text name="text modify warning">
</string>
<string name="text modify warning">
Gesamtes Objekt muss gewählt werden, um Berechtigungen festzulegen.
</text>
</string>
<string name="Cost Default">
Preis:L$
</string>
@ -247,32 +228,28 @@
<text name="edit_object">
Objektparameter bearbeiten:
</text>
<check_box label="Gesperrt" name="checkbox locked"
tool_tip="Verhindert, dass Objekt verschoben oder gelöscht wird. Oft beim Bauen nützlich, um unbeabsichtigte Bearbeitungen zu vermeiden." />
<check_box label="Physisch" name="Physical Checkbox Ctrl"
tool_tip="Gestattet, das Objekt geschoben und von Schwerkraft beeinflusst wird" />
<check_box label="Temporär" name="Temporary Checkbox Ctrl"
tool_tip="Verursacht, dass Objekt 1 Minute nach Erstellung gelöscht wird." />
<check_box label="Phantom" name="Phantom Checkbox Ctrl"
tool_tip="Verursacht, dass Objekt nicht mit anderen Objekten oder Avataren kollidiert" />
<check_box label="Gesperrt" name="checkbox locked" tool_tip="Verhindert, dass Objekt verschoben oder gelöscht wird. Oft beim Bauen nützlich, um unbeabsichtigte Bearbeitungen zu vermeiden."/>
<check_box label="Physisch" name="Physical Checkbox Ctrl" tool_tip="Gestattet, das Objekt geschoben und von Schwerkraft beeinflusst wird"/>
<check_box label="Temporär" name="Temporary Checkbox Ctrl" tool_tip="Verursacht, dass Objekt 1 Minute nach Erstellung gelöscht wird."/>
<check_box label="Phantom" name="Phantom Checkbox Ctrl" tool_tip="Verursacht, dass Objekt nicht mit anderen Objekten oder Avataren kollidiert"/>
<text name="label position">
Position (Meter)
</text>
<spinner label="X" name="Pos X" />
<spinner label="Y" name="Pos Y" />
<spinner label="Z" name="Pos Z" />
<spinner label="X" name="Pos X"/>
<spinner label="Y" name="Pos Y"/>
<spinner label="Z" name="Pos Z"/>
<text name="label size">
Größe (Meter)
</text>
<spinner label="X" name="Scale X" />
<spinner label="Y" name="Scale Y" />
<spinner label="Z" name="Scale Z" />
<spinner label="X" name="Scale X"/>
<spinner label="Y" name="Scale Y"/>
<spinner label="Z" name="Scale Z"/>
<text name="label rotation">
Rotation (Grad)
</text>
<spinner label="X" name="Rot X" />
<spinner label="Y" name="Rot Y" />
<spinner label="Z" name="Rot Z" />
<spinner label="X" name="Rot X"/>
<spinner label="Y" name="Rot Y"/>
<spinner label="Z" name="Rot Z"/>
<text name="label material">
Material
</text>
@ -331,16 +308,16 @@
<text left="115" name="text cut" width="146">
Pfadschnitt Beginn und Ende
</text>
<spinner label="B" left="115" name="cut begin" />
<spinner label="E" left="115" name="cut end" />
<spinner label="B" left="115" name="cut begin"/>
<spinner label="E" left="115" name="cut end"/>
<text left="115" name="text hollow">
Hohl
</text>
<text left="115" name="text skew">
Versatz
</text>
<spinner left="115" name="Scale 1" />
<spinner left="115" name="Skew" />
<spinner left="115" name="Scale 1"/>
<spinner left="115" name="Skew"/>
<text left="115" name="Hollow Shape">
Hohlform
</text>
@ -361,47 +338,48 @@
<text left="115" name="text twist">
Torsion
</text>
<spinner label="B" left="115" name="Twist Begin" />
<spinner label="E" left="115" name="Twist End" />
<spinner label="B" left="115" name="Twist Begin"/>
<spinner label="E" left="115" name="Twist End"/>
<text left="115" name="scale_taper">
Verjüngung
</text>
<text left="115" name="scale_hole">
Lochgröße
</text>
<spinner label="X" left="115" name="Taper Scale X" />
<spinner label="Y" left="115" name="Taper Scale Y" />
<spinner label="X" left="115" name="Taper Scale X"/>
<spinner label="Y" left="115" name="Taper Scale Y"/>
<text left="115" name="text topshear">
Verscherung
</text>
<spinner label="X" left="115" name="Shear X" />
<spinner label="Y" left="115" name="Shear Y" />
<text name="advanced_cut" left="115" width="153">
<spinner label="X" left="115" name="Shear X"/>
<spinner label="Y" left="115" name="Shear Y"/>
<text left="115" name="advanced_cut" width="153">
Profilschnitt-Beginn und Ende
</text>
<text name="advanced_dimple" left="115">
<text left="115" name="advanced_dimple">
Vertiefung-Beginn und Ende
</text>
<spinner label="B" name="Path Limit Begin" left="115"/>
<spinner label="E" name="Path Limit End" />
<text name="text taper2" left="115">
<text name="advanced_slice">
Anfang/Ende abschneiden
</text>
<spinner label="B" left="115" name="Path Limit Begin"/>
<spinner label="E" name="Path Limit End"/>
<text left="115" name="text taper2">
Verjüngung
</text>
<spinner label="X" name="Taper X" left="115"/>
<spinner label="Y" name="Taper Y" />
<text name="text radius delta" left="115">
<spinner label="X" left="115" name="Taper X"/>
<spinner label="Y" name="Taper Y"/>
<text left="115" name="text radius delta">
Radius
</text>
<text name="text revolutions" width="74">
Umdrehungen
</text>
<spinner left="115" name="Radius Offset" />
<texture_picker label="Textur für gestaltetes &#10;Primitiv" name="sculpt texture control"
tool_tip="Klicken Sie hier, um ein Bild auszuwählen" />
<check_box label="Spiegeln" name="sculpt mirror control"
tool_tip="Geformtes Primitiv entlang der X-Achse spiegeln." bottom_delta="-34" />
<check_box label="Wenden" name="sculpt invert control"
tool_tip="Dreht die Normalen des geformten Primitivs von innen nach außen." />
<spinner left="115" name="Radius Offset"/>
<texture_picker label="Textur für gestaltetes
Primitiv" name="sculpt texture control" tool_tip="Klicken Sie hier, um ein Bild auszuwählen"/>
<check_box bottom_delta="-34" label="Spiegeln" name="sculpt mirror control" tool_tip="Geformtes Primitiv entlang der X-Achse spiegeln."/>
<check_box label="Wenden" name="sculpt invert control" tool_tip="Dreht die Normalen des geformten Primitivs von innen nach außen."/>
<text name="label sculpt type">
Naht
</text>
@ -430,37 +408,34 @@
<text name="edit_object">
Objekteigenschaften bearbeiten:
</text>
<check_box label="Flexibler Weg" name="Flexible1D Checkbox Ctrl"
tool_tip="Gestattet, dass Objekt um die Z-Achse gebogen wird. (nur Client-Seite)" />
<spinner label="Weichheit" name="FlexNumSections" />
<spinner label="Schwerkraft" name="FlexGravity" />
<spinner label="Ziehen" name="FlexFriction" />
<spinner label="Wind" name="FlexWind" />
<spinner label="Spannung" name="FlexTension" />
<spinner label="Erzwingen X" name="FlexForceX" />
<spinner label="Erzwingen Y" name="FlexForceY" />
<spinner label="Erzwingen Z" name="FlexForceZ" />
<check_box label="Licht" name="Light Checkbox Ctrl"
tool_tip="Verursacht, dass Objekt Licht emittiert" />
<check_box label="Flexibler Weg" name="Flexible1D Checkbox Ctrl" tool_tip="Gestattet, dass Objekt um die Z-Achse gebogen wird. (nur Client-Seite)"/>
<spinner label="Weichheit" name="FlexNumSections"/>
<spinner label="Schwerkraft" name="FlexGravity"/>
<spinner label="Ziehen" name="FlexFriction"/>
<spinner label="Wind" name="FlexWind"/>
<spinner label="Spannung" name="FlexTension"/>
<spinner label="Erzwingen X" name="FlexForceX"/>
<spinner label="Erzwingen Y" name="FlexForceY"/>
<spinner label="Erzwingen Z" name="FlexForceZ"/>
<check_box label="Licht" name="Light Checkbox Ctrl" tool_tip="Verursacht, dass Objekt Licht emittiert"/>
<text name="label color">
Farbe
</text>
<color_swatch label="" name="colorswatch" tool_tip="Klicken, um Farbauswahl zu öffnen" />
<spinner label="Intensität" name="Light Intensity" />
<spinner label="Radius" name="Light Radius" />
<spinner label="Abnehmend" name="Light Falloff" />
<color_swatch label="" name="colorswatch" tool_tip="Klicken, um Farbauswahl zu öffnen"/>
<spinner label="Intensität" name="Light Intensity"/>
<spinner label="Radius" name="Light Radius"/>
<spinner label="Abnehmend" name="Light Falloff"/>
</panel>
<panel label="Textur" name="Texture">
<texture_picker label="Textur" name="texture control"
tool_tip="Klicken, um ein Bild zu wählen" />
<color_swatch label="Farbe" name="colorswatch" tool_tip="Klicken, um Farbauswahl zu öffnen" />
<texture_picker label="Textur" name="texture control" tool_tip="Klicken, um ein Bild zu wählen"/>
<color_swatch label="Farbe" name="colorswatch" tool_tip="Klicken, um Farbauswahl zu öffnen"/>
<text name="color trans">
Transparenz %
</text>
<text name="glow label">
Leuchten
</text>
<check_box label="Ganz hell" name="checkbox fullbright" />
<check_box label="Ganz hell" name="checkbox fullbright"/>
<text name="tex gen">
Zuordnung
</text>
@ -551,92 +526,100 @@
<text name="tex scale">
Wiederholungen
</text>
<spinner label="Horizontal (U)" name="TexScaleU" />
<check_box label="Umkehren" name="checkbox flip s" />
<spinner label="Vertikal (V)" name="TexScaleV" />
<check_box label="Umkehren" name="checkbox flip t" />
<spinner label="Horizontal (U)" name="TexScaleU"/>
<check_box label="Umkehren" name="checkbox flip s"/>
<spinner label="Vertikal (V)" name="TexScaleV"/>
<check_box label="Umkehren" name="checkbox flip t"/>
<text name="tex rotate">
Rotation (Grad)
</text>
<text name="string repeats per meter">
<string name="string repeats per meter">
Kacheln pro Meter
</text>
<text name="string repeats per face">
</string>
<string name="string repeats per face">
Wiederholungen pro Fläche
</text>
</string>
<text name="rpt">
Kacheln pro Meter
</text>
<button label="Übernehmen" label_selected="Übernehmen" name="button apply" />
<button label="Übernehmen" label_selected="Übernehmen" name="button apply"/>
<text name="tex offset">
Versatz
</text>
<spinner label="Horizontal (U)" name="TexOffsetU" />
<spinner label="Vertikal (V)" name="TexOffsetV" />
<spinner label="Horizontal (U)" name="TexOffsetU"/>
<spinner label="Vertikal (V)" name="TexOffsetV"/>
<text name="textbox autofix">
Medientextur ausrichten
(zuerst laden)
</text>
<button label="Ausrichten" label_selected="Ausrichten" name="button align" />
<button label="Ausrichten" label_selected="Ausrichten" name="button align"/>
</panel>
<panel label="Inhalt" name="Contents">
<button label="Neues Skript..." label_selected="Neues Skript..."
name="button new script" />
<button label="Neues Skript" label_selected="Neues Skript..." name="button new script"/>
<button label="Berechtigungen..." name="button permissions" width="118"/>
</panel>
</tab_container>
<panel name="land info panel">
<text name="label_parcel_info">
Parzelleninformation
</text>
<text name="label_area_price">
Preis: L$ [PRICE] für [AREA] m2.
</text>
<text name="label_area">
Fläche: [AREA] m2
</text>
<button label="Land kaufen..." label_selected="Land kaufen..." name="button buy land" width="110" />
<button label="Land aufgeben..." label_selected="Land aufgeben..." width="110"
name="button abandon land" />
<button label="Unterteilen..." label_selected="Unterteilen..." width="110"
name="button subdivide land" />
<button label="Zusammenlegen" label_selected="Zusammenlegen" name="button join land" width="110" />
<button label="Info zu Land..." label_selected="Info zu Land..." width="110"
name="button about land" />
<button label="Info zu Land..." label_selected="Info zu Land..." name="button about land" width="110"/>
<check_box label="Eigentümer anzeigen" name="checkbox show owners" tool_tip="Parzellen nach Eigentümer farbig kennzeichnen"/>
<button label="?" label_selected="?" name="button show owners help" left_delta="130"/>
<text name="label_parcel_modify">
Parzelle ändern
</text>
<button label="Unterteilen..." label_selected="Unterteilen..." name="button subdivide land" width="110"/>
<button label="Zusammenlegen" label_selected="Zusammenlegen" name="button join land" width="110"/>
<text name="label_parcel_trans">
Land-Transaktionen
</text>
<button label="Land kaufen..." label_selected="Land kaufen..." name="button buy land" width="110"/>
<button label="Land aufgeben..." label_selected="Land aufgeben..." name="button abandon land" width="110"/>
</panel>
<text name="status_rotate">
<string name="status_rotate">
An den farbigen Bändern ziehen, um das Objekt zu drehen
</text>
<text name="status_scale">
</string>
<string name="status_scale">
Klicken und ziehen, um die ausgewählte Seite zu dehnen
</text>
<text name="status_move">
</string>
<string name="status_move">
Maus verschiebt, Umschalt-Taste und Maus kopiert
</text>
<text name="status_modifyland">
</string>
<string name="status_modifyland">
Klicken und halten, um das Land zu bearbeiten
</text>
<text name="status_camera">
</string>
<string name="status_camera">
Klicken und ziehen, um die Ansicht zu ändern
</text>
<text name="status_grab">
Objekt neu positionieren
</text>
<text name="status_place">
Mausklick erstellt, Umschalt-Mausklick wählt aus
</text>
<text name="status_selectland">
</string>
<string name="status_grab">
Ziehen, um Objekte zu verschieben, Strg zum Heben, Strg-Umschalt zum Drehen
</string>
<string name="status_place">
Inworld klicken, um zu bauen.
</string>
<string name="status_selectland">
Klicken und ziehen, um Land auszuwählen
</text>
<text name="grid_screen_text">
</string>
<string name="grid_screen_text">
Bildschirm
</text>
<text name="grid_local_text">
</string>
<string name="grid_local_text">
Lokal
</text>
<text name="grid_world_text">
</string>
<string name="grid_world_text">
Welt
</text>
<text name="grid_reference_text">
</string>
<string name="grid_reference_text">
Referenz
</text>
<text name="grid_attachment_text">
</string>
<string name="grid_attachment_text">
Anhang
</text>
</string>
</floater>

View File

@ -4,43 +4,29 @@
<panel label="Objekte" name="objects_mapview"/>
<panel label="Terrain" name="terrain_mapview"/>
</tab_container>
<text font="SansSerifSmall" name="land_for_sale_label">
Land erhaeltlich
</text>
<text name="auction_label">
Auktion
</text>
<text name="you_label">
Sie
</text>
<text name="home_label">
Zuhause
</text>
<button label="Nach Hause" label_selected="Nach Hause" name="Go Home" tool_tip="Nach Hause teleportieren"/>
<text name="person_label">
Person
<text name="auction_label">
Auktion
</text>
<check_box label=" " name="people_chk"/>
<text name="infohub_label">
Infohub
</text>
<check_box label=" " name="infohub_chk"/>
<text name="telehub_label">
Telehub
</text>
<check_box label=" " name="telehubchk"/>
<text font="SansSerifSmall" name="land_for_sale_label2">
<text font="SansSerifSmall" name="land_for_sale_label">
Land erhaeltlich
</text>
<check_box label=" " name="land_for_sale_chk"/>
<button label="Nach Hause" label_selected="Nach Hause" name="Go Home" tool_tip="Nach Hause teleportieren"/>
<check_box label="Einwohner" name="people_chk"/>
<check_box label="Infohub" name="infohub_chk"/>
<check_box label="Telehub" name="telehubchk"/>
<check_box label="Land zu verkaufen" name="land_for_sale_chk"/>
<text name="events_label">
Events
Events:
</text>
<check_box label=" " name="event_chk"/>
<check_box label=" " name="event_mature_chk"/>
<check_box label="PG" name="event_chk"/>
<check_box label="Mature" name="event_mature_chk"/>
<check_box label="Adult" name="event_adult_chk"/>
<combo_box label="Online-Freunde" name="friend combo" tool_tip="Freund, der auf Karte angezeigt werden soll">
<combo_item name="none_selected">
Online-Freunde

View File

@ -1,65 +1,66 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<menu name="Popup">
<menu_item_call label="Kaufen" name="Task Buy" />
<menu_item_call label="Öffnen" name="Task Open" />
<menu_item_call label="Wiedergeben/Abspielen" name="Task Play" />
<menu_item_call label="Eigenschaften" name="Task Properties" />
<menu_item_call label="Umbenennen" name="Task Rename" />
<menu_item_call label="Löschen" name="Task Remove" />
<menu_item_call label="Papierkorb ausleeren" name="Empty Trash" />
<menu_item_call label="Fundstücke ausleeren" name="Empty Lost And Found" />
<menu_item_call label="Neuer Ordner" name="New Folder" />
<menu_item_call label="Neues Skript" name="New Script" />
<menu_item_call label="Neue Notiz" name="New Note" />
<menu_item_call label="Neue Geste" name="New Gesture" />
<menu_item_call label="Kaufen" name="Task Buy"/>
<menu_item_call label="Öffnen" name="Task Open"/>
<menu_item_call label="Wiedergeben/Abspielen" name="Task Play"/>
<menu_item_call label="Eigenschaften" name="Task Properties"/>
<menu_item_call label="Umbenennen" name="Task Rename"/>
<menu_item_call label="Löschen" name="Task Remove"/>
<menu_item_call label="Papierkorb ausleeren" name="Empty Trash"/>
<menu_item_call label="Fundstücke ausleeren" name="Empty Lost And Found"/>
<menu_item_call label="Neuer Ordner" name="New Folder"/>
<menu_item_call label="Neues Skript" name="New Script"/>
<menu_item_call label="Neue Notiz" name="New Note"/>
<menu_item_call label="Neue Geste" name="New Gesture"/>
<menu name="New Clothes">
<menu_item_call label="Neues Hemd" name="New Shirt" />
<menu_item_call label="Neue Hose" name="New Pants" />
<menu_item_call label="Neue Schuhe" name="New Shoes" />
<menu_item_call label="Neue Socken" name="New Socks" />
<menu_item_call label="Neue Jacke" name="New Jacket" />
<menu_item_call label="Neuer Rock" name="New Skirt" />
<menu_item_call label="Neue Handschuhe" name="New Gloves" />
<menu_item_call label="Neues Unterhemd" name="New Undershirt" />
<menu_item_call label="Neue Unterhose" name="New Underpants" />
<menu_item_call label="Neues Hemd" name="New Shirt"/>
<menu_item_call label="Neue Hose" name="New Pants"/>
<menu_item_call label="Neue Schuhe" name="New Shoes"/>
<menu_item_call label="Neue Socken" name="New Socks"/>
<menu_item_call label="Neue Jacke" name="New Jacket"/>
<menu_item_call label="Neuer Rock" name="New Skirt"/>
<menu_item_call label="Neue Handschuhe" name="New Gloves"/>
<menu_item_call label="Neues Unterhemd" name="New Undershirt"/>
<menu_item_call label="Neue Unterhose" name="New Underpants"/>
</menu>
<menu name="New Body Parts">
<menu_item_call label="Neue Form/Gestalt" name="New Shape" />
<menu_item_call label="Neue Haut" name="New Skin" />
<menu_item_call label="Neues Haar" name="New Hair" />
<menu_item_call label="Neue Augen" name="New Eyes" />
<menu_item_call label="Neue Form/Gestalt" name="New Shape"/>
<menu_item_call label="Neue Haut" name="New Skin"/>
<menu_item_call label="Neues Haar" name="New Hair"/>
<menu_item_call label="Neue Augen" name="New Eyes"/>
</menu>
<menu_item_call label="Teleportieren" name="Landmark Open" />
<menu_item_call label="Öffnen" name="Animation Open" />
<menu_item_call label="Öffnen" name="Sound Open" />
<menu_item_call label="Objekt löschen" name="Purge Item" />
<menu_item_call label="Objekt wiederherstellen" name="Restore Item" />
<menu_item_call label="Öffnen" name="Open" />
<menu_item_call label="Eigenschaften" name="Properties" />
<menu_item_call label="Umbenennen" name="Rename" />
<menu_item_call label="Asset-UUID kopieren" name="Copy Asset UUID" />
<menu_item_call label="Kopieren" name="Copy" />
<menu_item_call label="Einfügen" name="Paste" />
<menu_item_call label="Löschen" name="Delete" />
<menu_item_call label="Zum Outfit hinzufügen" name="Add To Outfit" />
<menu_item_call label="Outfit ersetzen" name="Replace Outfit" />
<menu_item_call label="Objekte abnehmen" name="Take Off Items" />
<menu_item_call label="Konferenz-Chat starten" name="Conference Chat Folder" />
<menu_item_call label="Wiedergeben/Abspielen" name="Sound Play" />
<menu_item_call label="Landmarken-Info" name="Teleport To Landmark" />
<menu_item_call label="In Welt abspielen" name="Animation Play" />
<menu_item_call label="Lokal wiedergeben" name="Animation Audition" />
<menu_item_call label="Instant Message senden" name="Send Instant Message" />
<menu_item_call label="Teleport anbieten..." name="Offer Teleport..." />
<menu_item_call label="Konferenz-Chat starten" name="Conference Chat" />
<menu_item_call label="Aktivieren" name="Activate" />
<menu_item_call label="Deaktivieren" name="Deactivate" />
<menu_item_call label="Von Körper abnehmen" name="Detach From Yourself" />
<menu_item_call label="Anziehen" name="Object Wear" />
<menu label="Anhängen an" name="Attach To" />
<menu label="An HUD hängen" name="Attach To HUD" />
<menu_item_call label="Anziehen" name="Wearable Wear" />
<menu_item_call label="Bearbeiten" name="Wearable Edit" />
<menu_item_call label="Ausziehen" name="Take Off" />
<menu_item_call label="--keine Optionen--" name="--no options--" />
<menu_item_call label="Teleportieren" name="Landmark Open"/>
<menu_item_call label="Öffnen" name="Animation Open"/>
<menu_item_call label="Öffnen" name="Sound Open"/>
<menu_item_call label="Objekt löschen" name="Purge Item"/>
<menu_item_call label="Objekt wiederherstellen" name="Restore Item"/>
<menu_item_call label="Öffnen" name="Open"/>
<menu_item_call label="Eigenschaften" name="Properties"/>
<menu_item_call label="Umbenennen" name="Rename"/>
<menu_item_call label="Asset-UUID kopieren" name="Copy Asset UUID"/>
<menu_item_call label="Kopieren" name="Copy"/>
<menu_item_call label="Einfügen" name="Paste"/>
<menu_item_call label="Löschen" name="Delete"/>
<menu_item_call label="Objekte abnehmen" name="Take Off Items"/>
<menu_item_call label="Zum Outfit hinzufügen" name="Add To Outfit"/>
<menu_item_call label="Outfit ersetzen" name="Replace Outfit"/>
<menu_item_call label="Konferenz-Chat starten" name="Conference Chat Folder"/>
<menu_item_call label="Wiedergeben/Abspielen" name="Sound Play"/>
<menu_item_call label="Landmarken-Info" name="Teleport To Landmark"/>
<menu_item_call label="In Welt abspielen" name="Animation Play"/>
<menu_item_call label="Lokal wiedergeben" name="Animation Audition"/>
<menu_item_call label="Instant Message senden" name="Send Instant Message"/>
<menu_item_call label="Teleport anbieten..." name="Offer Teleport..."/>
<menu_item_call label="Konferenz-Chat starten" name="Conference Chat"/>
<menu_item_call label="Aktivieren" name="Activate"/>
<menu_item_call label="Deaktivieren" name="Deactivate"/>
<menu_item_call label="Von Körper abnehmen" name="Detach From Yourself"/>
<menu_item_call label="Zu letzter Position zurücksetzen" name="Restore to Last Position"/>
<menu_item_call label="Anziehen" name="Object Wear"/>
<menu label="Anhängen an" name="Attach To"/>
<menu label="An HUD hängen" name="Attach To HUD"/>
<menu_item_call label="Bearbeiten" name="Wearable Edit"/>
<menu_item_call label="Anziehen" name="Wearable Wear"/>
<menu_item_call label="Ausziehen" name="Take Off"/>
<menu_item_call label="--keine Optionen--" name="--no options--"/>
</menu>

View File

@ -0,0 +1,8 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<menu name="popup">
<menu_item_call label="Zoom Nah" name="Zoom Close"/>
<menu_item_call label="Zoom Mittel" name="Zoom Medium"/>
<menu_item_call label="Zoom Weit" name="Zoom Far"/>
<menu_item_call label="Verfolgung abschalten" name="Stop Tracking"/>
<menu_item_call label="Profil..." name="Profile"/>
</menu>

View File

@ -2,10 +2,14 @@
<menu_bar name="Main Menu">
<menu label="Datei" name="File">
<tearoff_menu label="~~~~~~~~~~~" name="~~~~~~~~~~~"/>
<menu_item_call label="Bild hochladen ([COST] L$)..." name="Upload Image"/>
<menu_item_call label="Sound hochladen ([COST] L$)..." name="Upload Sound"/>
<menu_item_call label="Animation hochladen ([COST] L$)..." name="Upload Animation"/>
<menu_item_call label="Mehrfach-Upload ([COST] L$ pro Datei)..." name="Bulk Upload"/>
<menu label="Hochladen" name="upload">
<menu_item_call label="Bild ([COST] L$)..." name="Upload Image"/>
<menu_item_call label="Sound ([COST] L$)..." name="Upload Sound"/>
<menu_item_call label="Animation ([COST] L$)..." name="Upload Animation"/>
<menu_item_call label="Mehrfach-Upload ([COST] L$ pro Datei)..." name="Bulk Upload"/>
<menu_item_separator label="-----------" name="separator"/>
<menu_item_call label="Standard-Berechtigungen einstellen..." name="perm prefs"/>
</menu>
<menu_item_separator label="-----------" name="separator"/>
<menu_item_call label="Fenster schließen" name="Close Window"/>
<menu_item_call label="Alle Fenster schließen" name="Close All Windows"/>
@ -19,7 +23,7 @@
</menu>
<menu label="Bearbeiten" name="Edit">
<menu_item_call label="Rückgängig" name="Undo"/>
<menu_item_call label="Neu" name="Redo"/>
<menu_item_call label="Wiederherstellen" name="Redo"/>
<menu_item_separator label="-----------" name="separator"/>
<menu_item_call label="Ausschneiden" name="Cut"/>
<menu_item_call label="Kopieren" name="Copy"/>
@ -68,7 +72,7 @@
<menu_item_check label="Symbolleiste" name="Toolbar"/>
<menu_item_check label="Lokaler Chat" name="Chat History"/>
<menu_item_check label="Unterhalten" name="Instant Message"/>
<menu_item_call label="Inventar" name="Inventory"/>
<menu_item_check label="Inventar" name="Inventory"/>
<menu_item_check label="Aktive Sprecher" name="Active Speakers"/>
<menu_item_check label="Stummschalten-Liste" name="Mute List"/>
<menu_item_separator label="-----------" name="separator2"/>
@ -79,6 +83,7 @@
<menu_item_separator label="-----------" name="separator3"/>
<menu_item_check label="Statistikleiste" name="Statistics Bar"/>
<menu_item_check label="Grundstücksgrenzen" name="Property Lines"/>
<menu_item_check label="Absperrungen" name="Banlines"/>
<menu_item_check label="Landeigentümer" name="Land Owners"/>
<menu_item_separator label="-----------" name="separator4"/>
<menu label="Schwebe-Tipps" name="Hover Tips">
@ -111,14 +116,14 @@
<menu_item_separator label="-----------" name="separator3"/>
<menu_item_call label="Als abwesend anzeigen" name="Set Away"/>
<menu_item_call label="Als beschäftigt anzeigen" name="Set Busy"/>
<menu_item_call label="Alle Animationen stoppen" name="Stop All Animations"/>
<menu_item_call label="Avatar nicht mehr animieren" name="Stop Animating My Avatar"/>
<menu_item_call label="Tasten freigeben" name="Release Keys"/>
<menu_item_separator label="-----------" name="separator4"/>
<menu_item_call label="Kontostatistik..." name="Account History...">
<on_click name="AccountHistory_url" userdata="WebLaunchAccountHistory,http://secondlife.com/account/transactions.php?lang=de" />
<on_click name="AccountHistory_url" userdata="WebLaunchAccountHistory,http://secondlife.com/account/transactions.php?lang=de"/>
</menu_item_call>
<menu_item_call label="Mein Konto verwalten..." name="Manage My Account...">
<on_click name="ManageMyAccount_url" userdata="WebLaunchJoinNow,http://secondlife.com/account/index.php?lang=de" />
<on_click name="ManageMyAccount_url" userdata="WebLaunchJoinNow,http://secondlife.com/account/index.php?lang=de"/>
</menu_item_call>
<menu_item_call label="L$ kaufen..." name="Buy and Sell L$..."/>
<menu_item_separator label="-----------" name="separator5"/>
@ -166,7 +171,6 @@
<menu_item_call label="Auf Auswahl zoomen" name="Zoom to Selection"/>
<menu_item_call label="Objekt kaufen" name="Menu Object Take"/>
<menu_item_call label="Kopie nehmen/machen" name="Take Copy"/>
<menu_item_call label="Objekt wieder im Inventar speichern" name="Save Object Back to My Inventory"/>
<menu_item_call label="Objekt wieder in Objektinhalt speichern" name="Save Object Back to Object Contents"/>
<menu_item_separator label="-----------" name="separator6"/>
<menu_item_call label="Skriptwarnung/Fehlerfenster anzeigen" name="Show Script Warning/Error Window"/>
@ -184,7 +188,9 @@
<menu_item_separator label="-----------" name="separator"/>
<menu_item_call label="Offizielles Linden-Blog..." name="Official Linden Blog..."/>
<menu_item_separator label="-----------" name="separator2"/>
<menu_item_call label="Scripting-Portal..." name="Scripting Portal..."/>
<menu_item_call label="Scripting-Portal..." name="Scripting Portal...">
<on_click name="ScriptingPortal_url" userdata="WebLaunchLSLWiki,http://wiki.secondlife.com/wiki/LSL_Portal/de" />
</menu_item_call>
<menu_item_separator label="-----------" name="separator3"/>
<menu_item_call label="Missbrauch melden..." name="Report Abuse..."/>
<menu_item_call label="Rempler, Stöße und Schläge..." name="Bumps, Pushes &amp;amp; Hits..."/>
@ -192,14 +198,15 @@
<menu_item_separator label="-----------" name="separator7"/>
<menu label="Fehlermeldungen" name="Bug Reporting">
<menu_item_call label="Allgemeiner Probleme-Tracker..." name="Public Issue Tracker..."/>
<menu_item_call label="Hilfe zum Allgemeinen Probleme-Tracker..." name="Publc Issue Tracker Help..."/>
<menu_item_call label="Hilfe zum Allgemeinen Probleme-Tracker..." name="Publc Issue Tracker Help...">
<on_click name="PublicIssueTrackerHelp_url" userdata="WebLaunchPublicIssueHelp,http://wiki.secondlife.com/wiki/Issue_tracker/de" />
</menu_item_call>
<menu_item_separator label="-----------" name="separator7"/>
<menu_item_call label="Fehlermeldungs-1x1..." name="Bug Reporing 101...">
<on_click function="PromptShowURL" name="BugReporting101_url"
userdata="WebLaunchBugReport101,http://wiki.secondlife.com/wiki/Bug_Reporting_101" />
<on_click name="BugReporting101_url" userdata="WebLaunchBugReport101,http://wiki.secondlife.com/wiki/Bug_Reporting_101/de"/>
</menu_item_call>
<menu_item_call label="Sicherheitsfragen..." name="Security Issues...">
<on_click name="SecurityIssues_url" userdata="WebLaunchSecurityIssues,http://wiki.secondlife.com/wiki/Security_issues/de" />
<on_click name="SecurityIssues_url" userdata="WebLaunchSecurityIssues,http://wiki.secondlife.com/wiki/Security_issues/de"/>
</menu_item_call>
<menu_item_call label="QA-Wiki..." name="QA Wiki..."/>
<menu_item_separator label="-----------" name="separator9"/>

File diff suppressed because it is too large Load Diff

View File

@ -18,7 +18,7 @@ Bewegen Sie die Maus über die Optionen, um weitere Informationen anzuzeigen.
<text name="prepend_founded_by">
Gegründet von
</text>
<text name="founder_name" left_delta="79">
<text left_delta="79" name="founder_name">
(wartet)
</text>
<text name="group_charter_label">
@ -49,7 +49,17 @@ Bewegen Sie die Maus über die Optionen, um weitere Informationen anzuzeigen.
<check_box label="Registrierung offen" name="open_enrollement" tool_tip="Festlegen, ob der Gruppenbeitritt ohne Einladung zulässig ist."/>
<check_box label="Beitrittsgebühr: L$" name="check_enrollment_fee" tool_tip="Festlegen, ob Neumitglieder eine Beitrittsgebühr zahlen müssen." width="125"/>
<spinner name="spin_enrollment_fee" tool_tip="Wenn „Beitrittsgebühr“ aktiviert ist, müssen neue Mitglieder diesen Betrag zahlen."/>
<combo_box name="group_mature_check" tool_tip="Festlegen, ob die Informationen Ihrer Gruppe „Mature“ sind.">
<combo_item name="select_mature">
- Mature wählen -
</combo_item>
<combo_item name="mature">
Mature-Inhalt
</combo_item>
<combo_item name="pg">
PG-Inhalt
</combo_item>
</combo_box>
<panel name="title_container">
<text name="active_title_label">
Mein aktiver Titel

View File

@ -1,11 +1,11 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<panel label="Mitglied einladen" name="invite_panel">
<text name="help_text">
Sie können mehrere Einwohner zu Ihrer
Gruppe einladen. Klicken Sie auf
„Personenauswahl öffnen“.
Sie können mehrere Einwohner in Ihre
Gruppe einladen. Klicken Sie hierzu
auf „Einwohnerliste öffnen“.
</text>
<button label="Personenauswahl öffnen" name="add_button" tool_tip="" />
<button label="Einwohnerliste öffnen" name="add_button" tool_tip=""/>
<name_list name="invitee_list"
tool_tip="Halten Sie zur Mehrfachauswahl die Strg-Taste gedrückt und klicken Sie auf die Einwohnernamen." />
<button label="Auswahl aus Liste löschen" name="remove_button"

View File

@ -1,15 +1,15 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel label="Land und L$" name="land_money_tab">
<text name="help_text">
Es werden Parzellen in Gruppenbesitz und Beitragsdetails angezeigt. Ein Warnhinweis wird angezeigt, solange der Wert für das Insgesamt verwendete Land gleich oder weniger ist als der Gesamtbeitrag. Die Registerkarten „Planung“, „Details“ und „Verkäufe“ enthalten Informationen über die Gruppenfinanzen.
</text>
<button label="?" name="help_button" />
<text name="cant_view_group_land_text">
<string name="help_text">
Parzellen in Gruppenbesitz werden zusammen mit Beitragsdetails angezeigt. Ein Warnhinweis wird angezeigt, solange der Wert für das insgesamt verwendete Land gleich oder weniger ist als der Gesamtbeitrag. Die Registerkarten „Planung“, „Details“ und „Verkäufe“ enthalten Informationen über die Gruppenfinanzen.
</string>
<button label="?" name="help_button"/>
<string name="cant_view_group_land_text">
Sie sind nicht berechtigt, Landeigentum der Gruppe anzuzeigen.
</text>
<text name="cant_view_group_accounting_text">
</string>
<string name="cant_view_group_accounting_text">
Sie sind nicht berechtigt, die Finanzinformationen der Gruppe anzuzeigen.
</text>
</string>
<string name="loading_txt">
Wird geladen...
</string>
@ -17,12 +17,13 @@
Land in Gruppenbesitz
</text>
<scroll_list name="group_parcel_list">
<column label="Parzellenname" name="name" />
<column label="Region" name="location" />
<column label="Gebiet" name="area" />
<column label="" name="hidden" />
<column label="Parzellenname" name="name"/>
<column label="Region" name="location"/>
<column label="Typ" name="type"/>
<column label="Gebiet" name="area"/>
<column label="" name="hidden"/>
</scroll_list>
<button label="Auf Karte" label_selected="Auf Karte" name="map_button" />
<button label="Auf Karte" label_selected="Auf Karte" name="map_button"/>
<text name="total_contributed_land_label">
Gesamtbeitrag:
</text>
@ -44,9 +45,6 @@
<text name="your_contribution_label">
Ihr Beitrag:
</text>
<text name="your_contribution_max_value_append">
qm
</text>
<string name="land_contrib_error">
Ihr Landbeitrag kann nicht festgelegt werden.
</string>
@ -70,19 +68,15 @@ das verwendete Land gehalten werden kann.
<text_editor name="group_money_details_text">
Wird berechnet...
</text_editor>
<button label="&lt; Früher" label_selected="&lt; Früher"
name="earlier_details_button" tool_tip="Zurück in der Zeit" />
<button label="Später &gt;" label_selected="Später &gt;" name="later_details_button"
tool_tip="Weiter in der Zeit" />
<button label="&lt; Früher" label_selected="&lt; Früher" name="earlier_details_button" tool_tip="Zurück in der Zeit"/>
<button label="Später &gt;" label_selected="Später &gt;" name="later_details_button" tool_tip="Weiter in der Zeit"/>
</panel>
<panel label="Verkäufe" name="group_money_sales_tab">
<text_editor name="group_money_sales_text">
Wird berechnet...
</text_editor>
<button label="&lt; Früher" label_selected="&lt; Früher" name="earlier_sales_button"
tool_tip="Zurück in der Zeit" />
<button label="Später &gt;" label_selected="Später &gt;" name="later_sales_button"
tool_tip="Weiter in der Zeit" />
<button label="&lt; Früher" label_selected="&lt; Früher" name="earlier_sales_button" tool_tip="Zurück in der Zeit"/>
<button label="Später &gt;" label_selected="Später &gt;" name="later_sales_button" tool_tip="Weiter in der Zeit"/>
</panel>
</tab_container>
</panel>

View File

@ -51,7 +51,7 @@ Mitglieder diese Fähigkeit haben.
<column label="Übertragene Landanteile" name="donated" width="156"/>
<column label="Letzte Anmeldung" name="online"/>
</name_list>
<button label="Neue Person einladen..." name="member_invite"/>
<button label="Neues Mitglied einladen..." name="member_invite"/>
<button label="Aus Gruppe werfen" name="member_eject"/>
<string name="help_text">
Sie können Mitgliedern Rollen zuweisen und entziehen.

View File

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel name="notifications_panel">
<layout_stack name="stack1">
<scroll_list name="notifications_list">
<column label="Name" name="name"/>
<column label="Inhalt" name="content"/>
<column label="Datum" name="date"/>
</scroll_list>
<scroll_list name="notification_rejects_list">
<column label="Name" name="name"/>
<column label="Inhalt" name="content"/>
<column label="Datum" name="date"/>
</scroll_list>
</layout_stack>
</panel>

View File

@ -33,10 +33,28 @@
</text>
<check_box label="Auflösungsunabhängigen Maßstab verwenden" name="ui_auto_scale"/>
<spinner label="Timeout für Abwesenheit:" name="afk_timeout_spinner"/>
<check_box label="Minikarte drehen" name="rotate_mini_map_checkbox"/>
<check_box label="L$ Eingänge und Ausgaben melden" name="notify_money_change_checkbox"/>
<check_box label="Standard-Farbauswahl verwenden" name="use_system_color_picker_checkbox" tool_tip="Standard-Farbauswahl des Systems anstelle des Second Life-eigenen verwenden."/>
<check_box label="Suchleiste in Menüleiste anzeigen" name="show_search_panel" tool_tip="Die eingebettete Suchleiste anzeigen."/>
<text name="maturity_desired_label" bottom="-312">
Einstufung:
</text>
<text name="maturity_desired_prompt" bottom="-312">
Ich möchte auf Inhalt mit folgender
Alterseinstufung zugreifen:
</text>
<combo_box name="maturity_desired_combobox" bottom="-330" left="336">
<combo_item name="Desired_Adult">
PG, Mature und Adult
</combo_item>
<combo_item name="Desired_Mature">
PG und Mature
</combo_item>
<combo_item name="Desired_PG">
Nur PG
</combo_item>
</combo_box>
<text name="maturity_desired_textbox" bottom="-324" left="336">
Nur PG
</text>
<text name="start_location_textbox">
Startposition:
</text>
@ -55,13 +73,13 @@
<text name="language_textbox">
Sprache:
</text>
<text name="language_textbox2">
<text left_delta="313" name="language_textbox2">
(Erfordert Neustart)
</text>
<string name="region_name_prompt">
&lt;Region eingeben&gt;
</string>
<combo_box name="crash_behavior_combobox">
<combo_box name="crash_behavior_combobox" width="166">
<combo_item name="Askbeforesending">
Vor dem Senden fragen
</combo_item>
@ -72,7 +90,7 @@
Nie senden
</combo_item>
</combo_box>
<combo_box name="language_combobox">
<combo_box name="language_combobox" width="166">
<combo_item name="System Default Language">
Betriebssystem-Einstellung
</combo_item>
@ -91,15 +109,30 @@
<combo_item name="French">
Français (Französisch) - Beta
</combo_item>
<combo_item name="Italian">
Italiano (Italienisch) - Beta
</combo_item>
<combo_item name="Hungarian">
Magyar (Ungarisch) - Beta
</combo_item>
<combo_item name="Dutch">
Nederlands (Niederländisch) - Beta
</combo_item>
<combo_item name="Polish">
Polski (Polnisch) - Beta
</combo_item>
<combo_item name="Portugese">
Português (Portugiesisch) - Beta
</combo_item>
<combo_item name="Russian">
Русский (Russian) - Beta
</combo_item>
<combo_item name="Turkish">
Türkçe (Türkisch) - Beta
</combo_item>
<combo_item name="Ukrainian">
Українська (Ukrainisch) - Beta
</combo_item>
<combo_item name="Chinese">
中文 (简体) (Chinesisch) - Beta
</combo_item>

View File

@ -1,50 +1,84 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel label="Vertrag" name="Covenant">
<text name="covenant_help_text">
Änderungen am Vertrag werden für alle Parzellen auf dem Grundstück übernommen.
</text>
<text name="region_name_lbl">
Region:
</text>
<text name="region_name_text">
(unbekannt)
</text>
<text name="estate_name_lbl">
<text name="estate_section_lbl">
Grundstück:
</text>
<text name="estate_name_lbl">
Name:
</text>
<text name="estate_name_text">
(unbekannt)
Mainland
</text>
<text name="covenent_instructions">
Ziehen Sie eine Notizkarte an diese Stelle, um den Vertrag für dieses Grundstück zu ändern.
</text>
<button label="?" name="covenant_help" />
<button label="Zurücksetzen" name="reset_covenant" />
<text name="estate_owner_lbl">
Grundstückseigentümer:
Eigentümer:
</text>
<text name="estate_owner_text">
(unbekannt)
(keiner)
</text>
<text name="estate_cov_lbl">
Vertrag:
</text>
<text name="covenant_timestamp_text">
Letzte Änderung am Mittwoch, den 31. Dez. 1969, 16:00:00
</text>
<button label="?" name="covenant_help"/>
<text_editor bottom="-247" height="162" name="covenant_editor">
Für dieses Grundstück fehlt der Vertrag.
</text_editor>
<button label="Zurücksetzen" name="reset_covenant"/>
<text name="covenant_help_text">
Änderungen am Vertrag werden für alle Parzellen auf dem
Grundstück übernommen.
</text>
<text bottom_delta="-36" name="covenant_instructions">
Ziehen Sie eine Notizkarte an diese Stelle, um den Vertrag für dieses
Grundstück zu ändern.
</text>
<text bottom_delta="-36" name="region_section_lbl">
Region:
</text>
<text name="region_name_lbl">
Name:
</text>
<text name="region_name_text">
leyla
</text>
<text name="region_landtype_lbl">
Typ:
</text>
<text name="region_landtype_text">
Mainland / Homestead
</text>
<text name="region_maturity_lbl">
Einstufung:
</text>
<text name="region_maturity_text">
Adult
</text>
<text name="resellable_lbl">
Wiederverkauf:
</text>
<text name="resellable_clause">
Gekauftes Land in dieser Region kann oder kann nicht wiederverkauft werden.
Land in dieser Region kann nicht wiederverkauft werden.
</text>
<text name="changeable_lbl">
Unterteilen:
</text>
<text name="changeable_clause">
Gekauftes Land in dieser Region kann oder kann nicht zusammengelegt und geteilt werden.
Land in dieser Region kann nicht zusammengelegt/geteilt werden.
</text>
<text_editor name="covenant_editor">
Wird geladen...
</text_editor>
<text name="can_resell">
<string name="can_resell">
Gekauftes Land in dieser Region kann wiederverkauft werden.
</text>
<text name="can_not_resell">
</string>
<string name="can_not_resell">
Gekauftes Land in dieser Region kann nicht wiederverkauft werden.
</text>
<text name="can_change">
Gekauftes Land in dieser Region kann zusammengelegt und geteilt werden.
</text>
<text name="can_not_change">
Gekauftes Land in dieser Region kann nicht zusammengelegt und geteilt werden.
</text>
</string>
<string name="can_change">
Gekauftes Land in dieser Region kann zusammengelegt und
geteilt werden.
</string>
<string name="can_not_change">
Gekauftes Land in dieser Region kann nicht zusammengelegt
und geteilt werden.
</string>
</panel>

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel label="Region" name="General">
<text name="region_text_lbl">
Region:
@ -12,34 +12,48 @@
<text name="version_channel_text">
unbekannt
</text>
<check_box label="Terraformen blockieren" name="block_terraform_check" />
<button label="?" name="terraform_help" />
<check_box label="Fliegen blockieren" name="block_fly_check" />
<button label="?" name="fly_help" />
<check_box label="Schaden zulassen" name="allow_damage_check" />
<button label="?" name="damage_help" />
<check_box label="Stoßen beschränken" name="restrict_pushobject" />
<button label="?" name="restrict_pushobject_help" />
<check_box label="Landwiederverkauf zulassen" name="allow_land_resell_check" />
<button label="?" name="land_resell_help" />
<check_box label="Landumverteilung zulassen" name="allow_parcel_changes_check" />
<button label="?" name="parcel_changes_help" />
<check_box label="Landanzeige in Suche blockieren" name="block_parcel_search_check"
tool_tip="Diese Region und ihre Parzellen in Suchergebnissen anzeigen" />
<button label="?" name="parcel_search_help" />
<spinner label="Avatar-Limit" name="agent_limit_spin" />
<button label="?" name="agent_limit_help" />
<spinner label="Objektbonus" name="object_bonus_spin" />
<button label="?" name="object_bonus_help" />
<text label="Alterseinstufung" name="access_text">
Alterseinstufung:
<text name="region_type_lbl">
Typ:
</text>
<button label="?" name="access_help" />
<button label="Übernehmen" name="apply_btn" />
<button label="Einen Benutzer nach Hause teleportieren..." name="kick_btn" />
<button label="Alle Benutzer nach Hause teleportieren..." name="kick_all_btn" />
<button label="Nachricht an Region senden..." name="im_btn" />
<button label="Telehub verwalten..." name="manage_telehub_btn" />
<text name="region_type">
unbekannt
</text>
<check_box label="Terraformen blockieren" name="block_terraform_check"/>
<button label="?" name="terraform_help"/>
<check_box label="Fliegen blockieren" name="block_fly_check"/>
<button label="?" name="fly_help"/>
<check_box label="Schaden zulassen" name="allow_damage_check"/>
<button label="?" name="damage_help"/>
<check_box label="Stoßen beschränken" name="restrict_pushobject"/>
<button label="?" name="restrict_pushobject_help"/>
<check_box label="Landwiederverkauf zulassen" name="allow_land_resell_check"/>
<button label="?" name="land_resell_help"/>
<check_box label="Landumverteilung zulassen" name="allow_parcel_changes_check"/>
<button label="?" name="parcel_changes_help"/>
<check_box label="Landanzeige in Suche blockieren" name="block_parcel_search_check" tool_tip="Diese Region und ihre Parzellen in Suchergebnissen anzeigen"/>
<button label="?" name="parcel_search_help"/>
<spinner label="Avatar-Limit" name="agent_limit_spin"/>
<button label="?" name="agent_limit_help"/>
<spinner label="Objektbonus" name="object_bonus_spin"/>
<button label="?" name="object_bonus_help"/>
<text label="Alterseinstufung" name="access_text">
Einstufung:
</text>
<combo_box label="Mature" name="access_combo">
<combo_item name="Adult">
Adult
</combo_item>
<combo_item name="Mature">
Mature
</combo_item>
<combo_item name="PG">
PG
</combo_item>
</combo_box>
<button label="?" name="access_help"/>
<button label="Übernehmen" name="apply_btn"/>
<button label="Einen Benutzer nach Hause teleportieren..." name="kick_btn"/>
<button label="Alle Benutzer nach Hause teleportieren..." name="kick_all_btn"/>
<button label="Nachricht an Region senden..." name="im_btn"/>
<button label="Telehub verwalten..." name="manage_telehub_btn"/>
</panel>

View File

@ -1,10 +1,9 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<!-- This file contains strings that used to be hardcoded in the source.
It is only for those strings which don&apos;t belong in a floater.
It is only for those strings which do not belong in a floater.
For example, the strings used in avatar chat bubbles, and strings
that are returned from one component and may appear in many places-->
<strings>
<!-- Login -->
<string name="LoginInProgress">
Anmeldevorgang gestartet. [APP_NAME] reagiert möglicherweise nicht. Bitte warten.
</string>
@ -56,34 +55,24 @@
<string name="LoginDownloadingClothing">
Kleidung wird geladen...
</string>
<string name="LoginFailedNoNetwork">
Netzwerk Fehler: Eine Verbindung konnte nicht hergestellt werden. Bitte überprüfen Sie Ihre Netzwerkverbindung.
</string>
<!-- Disconnection -->
<string name="AgentLostConnection">
In dieser Region kann es zu Problemen kommen. Bitte überprüfen Sie Ihre Internetverbindung.
</string>
<!-- Tooltip, llhoverview.cpp -->
<string name="TooltipPerson">
Person
</string>
<!-- Object under mouse pointer is an avatar -->
<string name="TooltipNoName">
(namenlos)
</string>
<!-- No name on an object -->
<string name="TooltipOwner">
Eigentümer:
</string>
<!-- Owner name follows -->
<string name="TooltipPublic">
Öffentlich
</string>
<!-- Public permissions on an object -->
<string name="TooltipIsGroup">
(Gruppe)
</string>
<!-- The name before this text is that of a group -->
<string name="TooltipFlagScript">
Skript
</string>
@ -114,11 +103,9 @@
<string name="TooltipForSaleL$">
Zum Verkauf: [AMOUNT] L$
</string>
<!-- L$ version -->
<string name="TooltipForSaleMsg">
Zum Verkauf: [MESSAGE]
</string>
<!-- Message (RetrievingData) -->
<string name="TooltipFlagGroupBuild">
Gruppenbau
</string>
@ -131,7 +118,6 @@
<string name="TooltipFlagNotSafe">
Unsicher
</string>
<!-- damage area -->
<string name="TooltipFlagNoFly">
Fliegen aus
</string>
@ -147,35 +133,27 @@
<string name="TooltipMustSingleDrop">
Sie können nur ein einzelnes Objekt hierher ziehen
</string>
<!-- Indicates that an avatar&apos;s name or other similar datum is being retrieved. General usage. -->
<string name="RetrievingData">
Laden...
</string>
<string name="ReleaseNotes">
Versionshinweise
</string>
<!-- Indicates something is being loaded. Maybe should be merged with RetrievingData -->
<string name="LoadingData">
Wird geladen...
</string>
<!-- namecache -->
<!-- Avatar name: text shown for LLUUID::null -->
<string name="AvatarNameNobody">
(niemand)
</string>
<!-- Avatar name: text shown while fetching name -->
<string name="AvatarNameWaiting">
(wartet)
</string>
<!-- Avatar name: text shown as an alternative to AvatarNameFetching, easter egg. -->
<string name="AvatarNameHippos">
(hippos)
</string>
<!-- Group name: text shown for LLUUID::null -->
<string name="GroupNameNone">
(keiner)
</string>
<!-- Asset errors. Used in llassetstorage.cpp, translation from error code to error message. -->
<string name="AssetErrorNone">
Kein Fehler
</string>
@ -203,10 +181,12 @@
<string name="AssetErrorCircuitGone">
Verbindung verloren
</string>
<string name="AssetErrorPriceMismatch">
Viewer und Server sind sich nicht über Preis einig
</string>
<string name="AssetErrorUnknownStatus">
Status unbekannt
</string>
<!-- llvoavatar. Displayed in the avatar&apos;s chat bubble -->
<string name="AvatarEditingApparance">
(Aussehen wird bearbeitet)
</string>
@ -219,7 +199,6 @@
<string name="AvatarMuted">
Stummgeschaltet
</string>
<!-- animations -->
<string name="anim_express_afraid">
Ängstlich
</string>
@ -433,11 +412,79 @@
<string name="worldmap_offline">
Offline
</string>
<!-- Chat -->
<string name="whisper">
flüstert:
</string>
<string name="shout">
ruft:
</string>
<string name="SIM_ACCESS_PG">
PG
</string>
<string name="SIM_ACCESS_MATURE">
Mature
</string>
<string name="SIM_ACCESS_ADULT">
Adult
</string>
<string name="SIM_ACCESS_DOWN">
Offline
</string>
<string name="SIM_ACCESS_MIN">
Unbekannt
</string>
<string name="land_type_unknown">
(unbekannt)
</string>
<string name="covenant_never_modified">
Zuletzt geändert: (nie)
</string>
<string name="covenant_modified">
Zuletzt geändert:
</string>
<string name="all_files">
Alle Dateien
</string>
<string name="sound_files">
Sounds
</string>
<string name="animation_files">
Animationen
</string>
<string name="image_files">
Bilder
</string>
<string name="save_file_verb">
Speichern
</string>
<string name="load_file_verb">
Laden
</string>
<string name="targa_image_files">
Targa-Bilder
</string>
<string name="bitmap_image_files">
Bitmap-Bilder
</string>
<string name="avi_movie_file">
AVI-Filmdatei
</string>
<string name="xaf_animation_file">
XAF Anim-Datei
</string>
<string name="xml_file">
XML-Datei
</string>
<string name="dot_raw_file">
RAW-Datei
</string>
<string name="compressed_image_files">
Komprimierte Bilder
</string>
<string name="load_files">
Dateien laden
</string>
<string name="choose_the_directory">
Verzeichnis auswählen
</string>
</strings>

View File

@ -2,21 +2,16 @@
<teleport_messages name="">
<message_set name="errors">
<message name="invalid_tport">
Bei der Bearbeitung Ihrer Teleport-Anfrage ist ein Problem aufgetreten. Sie müssen
sich zum Teleportieren eventuell neu anmelden. Wenn Sie diese
Nachricht weiterhin erhalten, konsultieren Sie bitte die Tech-Support-FAQ unter:
Bei der Bearbeitung Ihrer Teleport-Anfrage ist ein Problem aufgetreten. Sie müssen sich zum Teleportieren eventuell neu anmelden. Wenn Sie diese Nachricht weiterhin erhalten, konsultieren Sie bitte die Tech-Support-FAQ unter:
www.secondlife.com/support
</message>
<message name="invalid_region_handoff">
Bei der Bearbeitung Ihres Regionswechsels ist ein Problem aufgetreten. Sie müssen
sich zum Wechsel der Region eventuell neu anmelden. Wenn Sie diese
Nachricht weiterhin erhalten, konsultieren Sie bitte die Tech-Support-FAQ unter:
www.secondlife.com/support.
Bei der Bearbeitung Ihres Regionswechsels ist ein Problem aufgetreten. Sie müssen sich zum Wechsel der Region eventuell neu anmelden. Wenn Sie diese Nachricht weiterhin erhalten, konsultieren Sie bitte die Tech-Support-FAQ unter:
www.secondlife.com/support
</message>
<message name="blocked_tport">
Teleportieren ist zurzeit leider nicht möglich. Versuchen Sie es später noch einmal.
Wenn der Teleport dann immer noch nicht funktioniert, melden Sie
sich bitte ab und wieder an.
Wenn der Teleport dann immer noch nicht funktioniert, melden Sie sich bitte ab und wieder an.
</message>
<message name="nolandmark_tport">
Das System konnte das Landmarken-Ziel nicht finden.
@ -29,27 +24,20 @@ Versuchen Sie es später noch einmal.
Sie haben leider keinen Zugang zu diesem Teleport-Ziel.
</message>
<message name="missing_attach_tport">
Ihre Anhänge sind noch nicht eingetroffen. Warten Sie kurz
oder melden Sie sich ab und wieder an, bevor Sie einen neuen
Teleport-Versuch unternehmen.
Ihre Anhänge sind noch nicht eingetroffen. Warten Sie kurz oder melden Sie sich ab und wieder an, bevor Sie einen neuen Teleport-Versuch unternehmen.
</message>
<message name="too_many_uploads_tport">
Die Asset-Warteschlange in dieser Region ist zurzeit überlastet.
Ihre Teleport-Anfrage kann nicht sofort bearbeitet werden. Versuchen Sie es
in einigen Minuten erneut oder besuchen Sie eine weniger überfüllte Region.
Ihre Teleport-Anfrage kann nicht sofort bearbeitet werden. Versuchen Sie es in einigen Minuten erneut oder besuchen Sie eine weniger überfüllte Region.
</message>
<message name="expired_tport">
Das System konnte Ihre Teleport-Anfrage nicht
rechtzeitig bearbeiten. Versuchen Sie es in einigen Minuten erneut.
Das System konnte Ihre Teleport-Anfrage nicht rechtzeitig bearbeiten. Versuchen Sie es in einigen Minuten erneut.
</message>
<message name="expired_region_handoff">
Das System konnte Ihre Anfrage zum Regionswechsel nicht
rechtzeitig bearbeiten. Versuchen Sie es in einigen Minuten erneut.
Das System konnte Ihre Anfrage zum Regionswechsel nicht rechtzeitig bearbeiten. Versuchen Sie es in einigen Minuten erneut.
</message>
<message name="no_host">
Teleport-Ziel wurde nicht gefunden. Das Ziel ist
entweder im Moment nicht verfügbar oder existiert nicht mehr. Versuchen Sie es
in einigen Minuten erneut.
Teleport-Ziel wurde nicht gefunden. Das Ziel ist entweder im Moment nicht verfügbar oder existiert nicht mehr. Versuchen Sie es in einigen Minuten erneut.
</message>
<message name="no_inventory_host">
Das Inventarsystem ist zurzeit nicht verfügbar.

View File

@ -28,7 +28,7 @@
Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C)
Me las apañaré con un poco de ayuda de mis amigos. -- Richard Starkey
Para tener éxito en los negocios, se atrevido, se el primero, se diferente. (Henry Marchant)
</text_editor>
<string name="you_are_at">
Está en [POSITION]

View File

@ -8,6 +8,18 @@
<text length="1" name="Description:" type="string">
Descripción:
</text>
<text name="LandType">
Tipo:
</text>
<text name="LandTypeText">
Mainland / Homestead
</text>
<text name="ContentRating">
Calificación:
</text>
<text name="ContentRatingText">
&apos;Adult&apos;
</text>
<text length="1" name="Owner:" type="string">
Propietario:
</text>
@ -29,7 +41,7 @@
No está en venta.
</text>
<text length="1" name="For Sale: Price L$[PRICE]." type="string">
Precio: [PRICE] L$
Precio: [PRICE] L$ ([PRICE_PER_SQM] L$/m²).
</text>
<button label="Vender el terreno..." label_selected="Vender el terreno..." name="Sell Land..."/>
<text length="1" name="For sale to" type="string">
@ -41,7 +53,7 @@
<text length="1" name="Selling with no objects in parcel." type="string">
Los objetos no se incluyen en la venta.
</text>
<button label="Cancelar la venta del terreno" label_selected="Cancelar la venta del terreno" name="Cancel Land Sale"/>
<button font="SansSerifSmall" left="275" width="165" label="Cancelar la venta del terreno" label_selected="Cancelar la venta del terreno" name="Cancel Land Sale"/>
<text length="1" name="Claimed:" type="string">
Reclamada:
</text>
@ -60,9 +72,9 @@
<text length="1" name="DwellText" type="string">
0
</text>
<button label="Comprar terreno..." label_selected="Comprar terreno..." name="Buy Land..."/>
<button label="Comprar terreno..." label_selected="Comprar terreno..." left="130" name="Buy Land..." width="125"/>
<button label="Comprar para el grupo..." label_selected="Comprar para el grupo..." name="Buy For Group..."/>
<button label="Comprar un pase..." label_selected="Comprar un pase..." name="Buy Pass..." tool_tip="Un pase le da acceso temporal a este terreno."/>
<button label="Comprar un pase..." label_selected="Comprar un pase..." left="130" width="125" name="Buy Pass..." tool_tip="Un pase le da acceso temporal a este terreno."/>
<button label="Abandonar el terreno..." label_selected="Abandonar el terreno..." name="Abandon Land..."/>
<button label="Reclamar el terreno..." label_selected="Reclamar el terreno..." name="Reclaim Land..."/>
<button label="Venta Linden..." label_selected="Venta Linden..." name="Linden Sale..." tool_tip="El terreno debe estar en propiedad, con contenido, y no estar en subasta."/>
@ -108,36 +120,60 @@ Vaya al menú Mundo &gt; Acerca del terreno o seleccione otra parcela para ver s
</string>
</panel>
<panel label="Contrato" name="land_covenant_panel">
<text length="1" name="covenant_timestamp_text" type="string">
Última modificación, Dic Miér 31 16:00:00 1969
</text>
<text length="1" name="region_name_lbl" type="string">
Región:
</text>
<text length="1" name="region_name_text" type="string">
leyla
<text name="estate_section_lbl">
Estado:
</text>
<text length="1" name="estate_name_lbl" type="string">
Estado:
Nombre:
</text>
<text length="1" name="estate_name_text" type="string">
mainland
</text>
<text length="1" name="estate_owner_lbl" type="string">
Propietario del estado:
Propietario:
</text>
<text length="1" name="estate_owner_text" type="string">
(nadie)
</text>
<text length="1" name="resellable_clause" type="string">
El terreno comprado en esta región no se podrá revender.
</text>
<text length="1" name="changeable_clause" type="string">
El terreno comprado en esta región no se podrá unir/dividir.
</text>
<text_editor length="1" name="covenant_editor" type="string">
No se ha aportado un contrato para este estado.
</text_editor>
<text length="1" name="covenant_timestamp_text" type="string">
Última modificación, Dic Miér 31 16:00:00 1969
</text>
<text name="region_section_lbl">
Región:
</text>
<text length="1" name="region_name_lbl" type="string">
Nombre:
</text>
<text length="1" name="region_name_text" type="string">
leyla
</text>
<text name="region_landtype_lbl">
Tipo:
</text>
<text name="region_landtype_text">
Mainland / Homestead
</text>
<text name="region_maturity_lbl">
Calificación:
</text>
<text name="region_maturity_text">
&apos;Adult&apos;
</text>
<text name="resellable_lbl">
Revender:
</text>
<text length="1" name="resellable_clause" type="string">
El terreno de esta región no se podrá revender.
</text>
<text name="changeable_lbl">
Dividir:
</text>
<text length="1" name="changeable_clause" type="string">
El terreno de esta región no se podrá unir/dividir.
</text>
<string name="can_resell">
El terreno comprado en esta región se podrá revender.
</string>
@ -148,7 +184,7 @@ Vaya al menú Mundo &gt; Acerca del terreno o seleccione otra parcela para ver s
El terreno comprado en esta región se podrá unir o dividir.
</string>
<string name="can_not_change">
PEl terreno comprado en esta región no se podrá unir o dividir.
El terreno comprado en esta región no se podrá unir o dividir.
</string>
</panel>
<panel label="Objetos" name="land_objects_panel">
@ -158,7 +194,7 @@ Vaya al menú Mundo &gt; Acerca del terreno o seleccione otra parcela para ver s
<text length="1" name="Simulator primitive usage:" type="string">
Simulador de uso de prims:
</text>
<text name="objects_available">
<text name="objects_available" left="214" width="230" >
[COUNT] de un máximo de [MAX] ([AVAILABLE] disponibles)
</text>
<string name="objects_available_text">
@ -167,56 +203,57 @@ Vaya al menú Mundo &gt; Acerca del terreno o seleccione otra parcela para ver s
<string name="objects_deleted_text">
[COUNT] de un máximo de [MAX] ([DELETED] se borrarán)
</string>
<text length="1" name="Primitives parcel supports:" type="string">
<text length="1" name="Primitives parcel supports:" type="string" width="200">
Prims que admite la parcela:
</text>
<text name="object_contrib_text">
<text name="object_contrib_text" left="214" width="152">
[COUNT]
</text>
<text length="1" name="Primitives on parcel:" type="string">
Prims en la parcela:
</text>
<text name="total_objects_text">
<text name="total_objects_text" left="214" width="48">
[COUNT]
</text>
<text length="1" name="Owned by parcel owner:" type="string">
<text length="1" name="Owned by parcel owner:" type="string" left="14" width="180" >
Del propietario de la parcela:
</text>
<text name="owner_objects_text">
<text name="owner_objects_text" left="214" width="48">
[COUNT]
</text>
<button label="Mostrar" label_selected="Mostrar" name="ShowOwner"/>
<button label="Devolver..." label_selected="Devolver..." name="ReturnOwner..." tool_tip="Devolver los objetos a sus propietarios."/>
<text length="1" name="Set to group:" type="string">
<button label="Mostrar" label_selected="Mostrar" name="ShowOwner" right="-135" width="60"/>
<button label="Devolver..." label_selected="Devolver..." name="ReturnOwner..." tool_tip="Devolver los objetos a sus propietarios." right="-10" width="119"/>
<text length="1" name="Set to group:" type="string" left="14" width="180">
Del grupo:
</text>
<text name="group_objects_text">
<text name="group_objects_text" left="214" width="48">
[COUNT]
</text>
<button label="Mostrar" label_selected="Mostrar" name="ShowGroup"/>
<button label="Devolver..." label_selected="Devolver..." name="ReturnGroup..." tool_tip="Devolver los objetos a sus propietarios."/>
<text length="1" name="Owned by others:" type="string">
<button label="Mostrar" label_selected="Mostrar" name="ShowGroup" right="-135" width="60"/>
<button label="Devolver..." label_selected="Devolver..." name="ReturnGroup..." tool_tip="Devolver los objetos a sus propietarios." right="-10" width="119"/>
<text length="1" name="Owned by others:" type="string" left="14" width="128">
Propiedad de otros:
</text>
<text name="other_objects_text">
<text name="other_objects_text" left="214" width="48">
[COUNT]
</text>
<button label="Mostrar" label_selected="Mostrar" name="ShowOther"/>
<button label="Devolver..." label_selected="Devolver..." name="ReturnOther..." tool_tip="Devolver los objetos a sus propietarios."/>
<text length="1" name="Selected / sat upon:" type="string">
<button label="Mostrar" label_selected="Mostrar" name="ShowOther" right="-135" width="60"/>
<button label="Devolver..." label_selected="Devolver..." name="ReturnOther..." tool_tip="Devolver los objetos a sus propietarios." right="-10" width="119"/>
<text length="1" name="Selected / sat upon:" type="string" left="14" width="193" >
Seleccionados / con gente sentada:
</text>
<text name="selected_objects_text">
<text name="selected_objects_text" left="214" width="48">
[COUNT]
</text>
<text name="Autoreturn">
<text name="Autoreturn" left="4" width="412" >
Autodevolución de objetos a otros residentes (minutos; 0 la desactiva):
</text>
<text length="1" name="Object Owners:" type="string">
<line_editor name="clean other time" right="-20" />
<text length="1" name="Object Owners:" type="string" width="150">
Propietarios de los objetos:
</text>
<button label="Actualizar la lista" label_selected="Actualizar la lista" name="Refresh List"/>
<button label="Devolver los objetos..." label_selected="Devolver los objetos..." name="Return objects..."/>
<button label="Actualizar la lista" label_selected="Actualizar la lista" name="Refresh List" left="158"/>
<button label="Devolver los objetos..." label_selected="Devolver los objetos..." name="Return objects..." left="270" width="164"/>
<name_list name="owner list">
<column label="Tipo" name="type"/>
<column label="Nombre" name="name"/>
@ -231,27 +268,78 @@ Vaya al menú Mundo &gt; Acerca del terreno o seleccione otra parcela para ver s
<check_box label="Editar el terreno" name="edit land check" tool_tip="Si se marca, cualquiera podrá modificar su terreno. Mejor dejarlo desmarcado, pues usted siempre puede modificar su terreno."/>
<check_box label="Crear hitos" name="check landmark"/>
<check_box label="Volar" name="check fly" tool_tip="Si se marca, los residentes podrán volar en su terreno. Si no, sólo podrán volar al cruzarlo o hasta que aterricen en él."/>
<text length="1" name="allow_label2" type="string">
<text length="1" name="allow_label2" type="string" left="162" >
Crear objetos:
</text>
<check_box label="Todos los residentes" name="edit objects check"/>
<check_box label="El grupo" name="edit group objects check"/>
<text length="1" name="allow_label3" type="string">
<check_box label="Todos los residentes" name="edit objects check" left="255" />
<check_box label="El grupo" name="edit group objects check" left="385" />
<text length="1" name="allow_label3" type="string" left="162">
Dejar objetos:
</text>
<check_box label="Todos los residentes" name="all object entry check"/>
<check_box label="El grupo" name="group object entry check"/>
<text length="1" name="allow_label4" type="string">
<check_box label="Todos los residentes" name="all object entry check" left="255"/>
<check_box label="El grupo" name="group object entry check" left="385"/>
<text length="1" name="allow_label4" type="string" left="162">
Ejecutar scripts:
</text>
<check_box label="Todos los residentes" name="check other scripts"/>
<check_box label="El grupo" name="check group scripts"/>
<check_box label="Todos los residentes" name="check other scripts" left="255"/>
<check_box label="El grupo" name="check group scripts" left="385"/>
<text length="1" name="land_options_label" type="string">
Opciones del terreno:
</text>
<check_box label="Seguro (sin daño)" name="check safe" tool_tip="Si se marca, convierte el terreno en &apos;seguro&apos;, desactivando el daño en combate. Si no, se activa el daño en combate."/>
<check_box label="Sin &apos;empujones&apos;" name="PushRestrictCheck" tool_tip="Previene scripts que empujen. Marcando esta opción prevendrá que en su terreno haya comportamientos destructivos."/>
<check_box label="Mostrar la parcela en Buscar (30 L$/semana) en" name="ShowDirectoryCheck" tool_tip="Let people see this parcel in search results"/>
<string name="search_enabled_tooltip">
Permitir que aparezca esta parcela en los resultados de la búsqueda
</string>
<string name="search_disabled_small_tooltip">
Esta opción está desactivada porque la parcela tiene 128 m² o menos.
Sólo las parcelas más grandes pueden listarse en la búsqueda.
</string>
<string name="search_disabled_permissions_tooltip">
Esta opción no esta activada porque usted no puede modificar las opciones de la parcela.
</string>
<combo_box name="land category with adult">
<combo_item name="AnyCategory">
Cualquier categoría
</combo_item>
<combo_item name="LindenLocation">
Localización Linden
</combo_item>
<combo_item name="Adult">
&apos;Adult&apos;
</combo_item>
<combo_item name="Arts&amp;Culture">
Arte y Cultura
</combo_item>
<combo_item name="Business">
Negocios
</combo_item>
<combo_item name="Educational">
Educativo
</combo_item>
<combo_item name="Gaming">
Juegos de azar
</combo_item>
<combo_item name="Hangout">
Entretenimiento
</combo_item>
<combo_item name="NewcomerFriendly">
Para recién llegados
</combo_item>
<combo_item name="Parks&amp;Nature">
Parques y Naturaleza
</combo_item>
<combo_item name="Residential">
Residencial
</combo_item>
<combo_item name="Shopping">
Compras
</combo_item>
<combo_item name="Other">
Otra
</combo_item>
</combo_box>
<combo_box name="land category">
<combo_item name="AnyCategory">
Cualquier categoría
@ -259,7 +347,6 @@ Vaya al menú Mundo &gt; Acerca del terreno o seleccione otra parcela para ver s
<combo_item name="LindenLocation">
Localización Linden
</combo_item>
<combo_item name="Arts&amp;Culture">
Arte y Cultura
</combo_item>
@ -292,7 +379,19 @@ Vaya al menú Mundo &gt; Acerca del terreno o seleccione otra parcela para ver s
</combo_item>
</combo_box>
<button label="?" label_selected="?" name="?"/>
<check_box name="MatureCheck" />
<check_box label="Contenido &apos;Mature&apos;" name="MatureCheck" tool_tip=""/>
<string name="mature_check_mature">
Contenido &apos;Mature&apos;
</string>
<string name="mature_check_adult">
Contenido &apos;Adult&apos;
</string>
<string name="mature_check_mature_tooltip">
La información o el contenido de su parcela se considera &apos;Mature&apos;.
</string>
<string name="mature_check_adult_tooltip">
La información o el contenido de su parcela se considera &apos;Adult&apos;.
</string>
<text length="1" name="Snapshot:" type="string">
Foto:
</text>
@ -327,64 +426,60 @@ Vaya al menú Mundo &gt; Acerca del terreno o seleccione otra parcela para ver s
</string>
</panel>
<panel label="Media" name="land_media_panel">
<text name="with media:">
<text name="with media:" width="85">
Tipo de media:
</text>
<combo_box name="media type" tool_tip="Especifique si la URL es una película, una web, u otro media"/>
<text name="at URL:">
<combo_box name="media type" tool_tip="Especifique si la URL es una película, una web, u otro media" left="97" />
<text name="at URL:" width="85">
URL del media:
</text>
<line_editor left="97" name="media_url"/>
<button label="Definir..." label_selected="Definir..." name="set_media_url"/>
<text name="Description:">
Descripción:
</text>
<line_editor name="url_description" tool_tip="Texto a mostrar cerca del botón play/cargar"/>
<line_editor name="url_description" tool_tip="Texto a mostrar cerca del botón play/cargar" left="97" />
<text length="1" name="Media texture:" type="string">
Cambiar
la textura:
</text>
<texture_picker label="" name="media texture" tool_tip="Pulse para elegir una imagen"/>
<text name="replace_texture_help">
(Los objetos que usen esta textura mostrarán la película o la web
cuando pulse la flecha de play)
<texture_picker label="" name="media texture" tool_tip="Pulse para elegir una imagen" left="97" />
<text name="replace_texture_help" width="285">
(Los objetos que usen esta textura mostrarán la
película o la web cuando pulse la flecha de play.)
</text>
<text name="Options:">
Opciones de
los media:
</text>
<check_box label="Escala automática" name="media_auto_scale" tool_tip="Marcando esta opción, se ajustará el tamaño del contenido automáticamente. Puede ser ligeramente más lento y con menor calidad visual, pero no tendrá que ajustar ni alinear ninguna textura."/>
<check_box left="97" label="Escala automática" name="media_auto_scale" tool_tip="Marcando esta opción, se ajustará el tamaño del contenido automáticamente. Puede ser ligeramente más lento y con menor calidad visual, pero no tendrá que ajustar ni alinear ninguna textura."/>
<check_box label="Media en bucle" name="media_loop" tool_tip="Ejecuta el media en bucle: cuando acaba su ejecución, vuelve a empezar."/>
<check_box label="Ocultar la URL del media" name="hide_media_url" tool_tip="Marcando esta opción esconderá en la información de esta parcela -a quien no esté autorizado a verla- la URL del media. Note que esto no está disponible para HTML."/>
<check_box left="97" label="Ocultar la URL del media" name="hide_media_url" tool_tip="Marcando esta opción esconderá en la información de esta parcela -a quien no esté autorizado a verla- la URL del media. Note que esto no está disponible para HTML."/>
<check_box label="Ocultar la URL de la música" name="hide_music_url" tool_tip="Marcando esta opción esconderá en la información de esta parcela -a quien no esté autorizado a verla- la URL de la música"/>
<text name="media_size" tool_tip="Tamaño en el que mostrar las web (marque 0 para por defecto).">
<text name="media_size" tool_tip="Tamaño en el que mostrar las web (marque 0 para por defecto)." left="102" width="120">
Tamaño del media:
</text>
<spinner name="media_size_width" tool_tip="Tamaño en el que mostrar las web (marque 0 para por defecto)."/>
<spinner left_delta="104" name="media_size_width" tool_tip="Tamaño en el que mostrar las web (marque 0 para por defecto)."/>
<spinner name="media_size_height" tool_tip="Tamaño en el que mostrar las web (marque 0 para por defecto)."/>
<text name="pixels">
píxeles
</text>
<text name="MusicURL:">
URL de la música:
<text name="MusicURL:" bottom_delta="-28" >
URL de la
música:
</text>
<line_editor bottom_delta="-12" left="97" name="music_url"/>
<text name="Sound:">
Sonido:
</text>
<check_box label="Limitar el sonido a sólo esta parcela" name="check sound local"/>
<check_box left="97" label="Limitar los gestos y los sonidos de objetos a esta parcela" name="check sound local"/>
<button label="?" label_selected="?" name="?" left="424"/>
<text name="Voice settings:">
Voz:
</text>
<radio_group name="parcel_voice_channel">
<radio_item name="Estate">
Usar el canal del estado
</radio_item>
<radio_item name="Private">
Usar un canal privado
</radio_item>
<radio_item name="Disabled">
Desactivar el audio ambiental en esta parcela
</radio_item>
</radio_group>
<check_box left="97" label="Activar la voz" name="parcel_enable_voice_channel"/>
<check_box left="97" label="Activar la voz (establecido por el Estado)" name="parcel_enable_voice_channel_is_estate_disabled"/>
<check_box left="117" label="Limitar la voz a esta parcela" name="parcel_enable_voice_channel_parcel"/>
</panel>
<panel label="Acceso" name="land_access_panel">
<text length="1" name="Limit access to this parcel to:" type="string">

View File

@ -1,15 +1,40 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="avatarpicker" title="Elegir a un residente">
<text name="instruct_search_resident_name">
Escriba parte del nombre del residente:
</text>
<button label="Encontrar" label_selected="Encontrar" name="Find"/>
<text name="Or select their calling card:">
O elija una tarjeta de visita:
</text>
<button label="Cerrar" label_selected="Cerrar" name="Close"/>
<tab_container name="ResidentChooserTabs">
<panel label="Buscar" name="SearchPanel">
<text name="InstructSearchResidentName">
Escriba parte del nombre del residente:
</text>
<button label="Buscar" label_selected="Buscar" name="Find"/>
</panel>
<panel label="Tarjetas de visita" name="CallingCardsPanel">
<text name="InstructSelectCallingCard">
Elija una tarjeta de visita:
</text>
</panel>
<panel label="Cercanos" name="NearMePanel">
<text name="InstructSelectResident">
Seleccionar un residente cercano:
</text>
<button label="Actualizar la lista" label_selected="Actualizar la lista" name="Refresh"/>
<slider label="Alcance" name="near_me_range"/>
<text name="meters">
Metros
</text>
</panel>
</tab_container>
<button label="Elegir" label_selected="Elegir" name="Select"/>
<string name="NotFound">
<button label="Cancelar" label_selected="Cancelar" name="Cancel"/>
<string name="not_found">
No se ha encontrado &apos;[TEXT]&apos;
</string>
<string name="no_one_near">
No hay nadie cerca
</string>
<string name="no_results">
Sin resultados
</string>
<string name="searching">
Buscando...
</string>
</floater>

View File

@ -0,0 +1,44 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floaterbulkperms" title="Cambio masivo de los permisos del contenido">
<text name="applyto">
Tipos de contenido
</text>
<check_box label="Animación" name="check_animation"/>
<check_box label="Partes del cuerpo" name="check_bodypart"/>
<check_box label="Ropa" name="check_clothing"/>
<check_box label="Gestos" name="check_gesture"/>
<check_box label="Hitos" name="check_landmark"/>
<check_box label="Notas" name="check_notecard"/>
<check_box label="Objetos" name="check_object"/>
<check_box label="Scripts" name="check_script"/>
<check_box label="Sonidos" name="check_sound"/>
<check_box label="Texturas" name="check_texture"/>
<button label="Marcar todo" label_selected="Todo" name="check_all"/>
<button label="Desmarcar todo" label_selected="Ninguno" name="check_none"/>
<text name="newperms">
Permisos nuevos
</text>
<check_box label="Compartir con el grupo" name="share_with_group"/>
<check_box label="Permitir a cualquiera que lo copie" name="everyone_copy"/>
<text name="NextOwnerLabel">
El próximo propietario puede:
</text>
<check_box label="Modificarlo" name="next_owner_modify"/>
<check_box label="Copiarlo" name="next_owner_copy"/>
<check_box label="Revenderlo/Darlo" name="next_owner_transfer"/>
<button label="Ayuda" name="help"/>
<button label="Aplicar" name="apply"/>
<button label="Cerrar" name="close"/>
<string name="nothing_to_modify_text">
Lo seleccionado tiene contenidos no editables.
</string>
<string name="status_text">
Configurando los permisos de [NAME]
</string>
<string name="start_text">
Iniciando el cambio de permisos solicitado...
</string>
<string name="done_text">
Finalizado el cambio de permisos solicitado.
</string>
</floater>

View File

@ -3,10 +3,10 @@
<text name="info_buying">
Comprando dinero:
</text>
<text name="info_cannot_buy">
<text name="info_cannot_buy" left="5" right="-5">
No puede comprar en este momento:
</text>
<text name="info_need_more">
<text name="info_need_more" left="5" right="-5">
Necesita más dinero:
</text>
<text name="error_message">
@ -16,8 +16,8 @@
<text name="contacting">
Contactando con el LindeX...
</text>
<text name="buy_action_unknown">
Comprar L$ en el sistema LindeX de cambio de moneda
<text name="buy_action_unknown" right="-5">
Comprar L$ en el sistema LindeX de cambio
</text>
<text name="buy_action">
[NAME] [PRICE] L$
@ -52,7 +52,7 @@
<text name="total_amount">
[AMT] L$
</text>
<text name="purchase_warning_repurchase">
<text name="purchase_warning_repurchase" right="-10">
Confirmando esta compra sólo compra la moneda.
Tendrá que intentar de nuevo la operación.
</text>

View File

@ -6,6 +6,12 @@
<text name="region_name_text">
(desconocida)
</text>
<text name="region_type_label">
Tipo:
</text>
<text name="region_type_text">
(desconocido)
</text>
<text name="estate_name_label">
Estado:
</text>
@ -22,10 +28,10 @@
El terreno comprado en esta región:
</text>
<text name="resellable_clause">
El terreno comprado en esta región puede o no puede ser revendido.
Podrá o no revenderse.
</text>
<text name="changeable_clause">
puede o no puede ser unido o subdividido.
Podrá o no unirse o dividirse.
</text>
<text name="covenant_text">
Deve aceptar el Contrato del Estado:
@ -50,7 +56,9 @@
Precio:
</text>
<text name="info_price">
1500 L$, objetos incluidos
1500 L$
(1.1 L$/m²)
incluyendo los objetos
</text>
<text name="info_action">
Al comprar este terreno:
@ -80,8 +88,8 @@
Aumenta su cuota mensual por uso de terreno a 40 US$/mes.
</text>
<text name="land_use_reason">
Usted es propietario de 1.309 m² de terreno.
Esta parcela tiene 512 m² de terreno.
Usted posee 1309 m² de terreno.
Esta parcela mide 512 m².
</text>
<text name="purchase_action">
Pagar al residente Joe 4.000 L$ por el terreno
@ -184,7 +192,7 @@ Inténtelo seleccionando un área más pequeña.
Pagar por este terreno [AMOUNT] L$ a [SELLER]
</string>
<string name="buy_for_US">
Comprar [AMOUNT] L$ por, aprox., [AMOUNT2] US$ ,
Comprar [AMOUNT] L$ por, aprox., [AMOUNT2] US$,
</string>
<string name="parcel_meters">
Esta parcela tiene [AMOUNT] m².
@ -202,6 +210,14 @@ admite [AMOUNT2] objetos
<string name="sold_with_objects">
vendido con los objetos
</string>
<string name="sold_without_objects">
objetos no incluidos
</string>
<string name="info_price_string">
[PRICE] L$
([PRICE_PER_SQM] L$/m²)
[SOLD_WITH_OBJECTS]
</string>
<string name="insufficient_land_credits">
Antes de que se complete la compra, el grupo [GROUP] necesitará
los suficientes créditos de uso en contribución de terreno

View File

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater customize" title="Apariencia">
<tab_container name="customize tab container">
<floater name="floater customize" title="Apariencia" width="527">
<tab_container name="customize tab container" width="525">
<panel label="Partes del cuerpo" name="body_parts_placeholder"/>
<panel label="Forma" name="Shape">
<panel label="Forma" name="Shape" width="389">
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
<button label="Cuerpo" label_selected="Cuerpo" name="Body"/>
<button label="Cabeza" label_selected="Cabeza" name="Head"/>
@ -21,7 +21,6 @@
Varón
</radio_item>
</radio_group>
<button label="Aleatoria" label_selected="Aleatoria" name="Randomize"/>
<text length="1" name="title" type="string">
[DESC]
</text>
@ -38,21 +37,24 @@
Situada en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase una forma nueva arrastrando una desde su inventario hasta su avatar. O parta de cero creando una nueva y vistiéndola.
Póngase una forma nueva arrastrando una desde su inventario hasta su
avatar. O parta de cero creando una nueva y vistiéndola.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Forma:
</text>
<button label="Crear una forma nueva" label_selected="Crear una forma nueva" name="Create New"/>
<button label="Quitarla" label_selected="Quitarla" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
</panel>
<panel label="Piel" name="Skin">
<button label="Color de piel" label_selected="Color de piel" name="Skin Color"/>
<button label="Detalles faciales" label_selected="Detalles faciales" name="Face Detail"/>
<button label="Maquillaje" label_selected="Maquillaje" name="Makeup"/>
<button label="Detalles del cuerpo" label_selected="Detalles del cuerpo" name="Body Detail"/>
<button label="Color de piel" label_selected="Color de piel" name="Skin Color" width="115"/>
<button label="Detalles faciales" label_selected="Detalles faciales" name="Face Detail" width="115"/>
<button label="Maquillaje" label_selected="Maquillaje" name="Makeup" width="115"/>
<button label="Detalles del cuerpo" label_selected="Detalles del cuerpo" name="Body Detail" width="115"/>
<text length="1" name="title" type="string">
[DESC]
</text>
@ -69,19 +71,21 @@
Situada en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otra piel arrastrando una desde su inventario hasta su avatar. O parta de cero creando una nueva y vistiéndola.
Póngase otra piel arrastrando una desde su inventario hasta su
avatar. O parta de cero creando una nueva y vistiéndola.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<texture_picker label="Tatuajes de la cabeza" name="Head Tattoos" tool_tip="Pulse para elegir una imagen"/>
<texture_picker label="Tatuajes superiores" name="Upper Tattoos" tool_tip="Pulse para elegir una imagen"/>
<texture_picker label="Tatuajes inferiores" name="Lower Tattoos" tool_tip="Pulse para elegir una imagen"/>
<button label="Aleatoria" label_selected="Aleatoria" name="Randomize"/>
<text name="Item Action Label" right="107">
Piel:
</text>
<texture_picker width="90" label="Tatuaje: cabeza" name="Head Tattoos" tool_tip="Pulse para elegir una imagen"/>
<texture_picker width="90" label="Tatuaje: superior" name="Upper Tattoos" tool_tip="Pulse para elegir una imagen"/>
<texture_picker width="90" label="Tatuaje: inferior" name="Lower Tattoos" tool_tip="Pulse para elegir una imagen"/>
<button label="Crear una piel nueva" label_selected="Crear una piel nueva" name="Create New"/>
<button label="Quitarla" label_selected="Quitarla" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
</panel>
<panel label="Pelo" name="Hair">
@ -105,17 +109,19 @@
Situado en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otro pelo arrastrando uno desde su inventario hasta su avatar. O parta de cero creando uno nueva y vistiéndolo.
Póngase otro pelo arrastrando uno desde su inventario hasta su
avatar. O parta de cero creando uno nueva y vistiéndolo.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Pelo:
</text>
<texture_picker label="Textura" name="Texture" tool_tip="Pulse para elegir una imagen"/>
<button label="Aleatorio" label_selected="Aleatorio" name="Randomize"/>
<button label="Crear un pelo nuevo" label_selected="Crear un pelo nuevo" name="Create New"/>
<button label="Quitarlo" label_selected="Quitarlo" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
</panel>
<panel label="Ojos" name="Eyes">
@ -135,17 +141,19 @@
Situados en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otros ojos arrastrando unos desde su inventario hasta su avatar. O parta de cero creando unos nuevos y vistiéndoselos.
Póngase otros ojos arrastrando unos desde su inventario hasta su
avatar. O parta de cero creando unos nuevos y vistiéndoselos.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Ojos:
</text>
<texture_picker label="Iris" name="Iris" tool_tip="Pulse para elegir una imagen"/>
<button label="Aleatorios" label_selected="Aleatorios" name="Randomize"/>
<button label="Crear unos ojos nuevos" label_selected="Crear unos ojos nuevos" name="Create New"/>
<button label="Quitarlos" label_selected="Quitarlos" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
</panel>
<panel label="Ropa" name="clothes_placeholder"/>
@ -154,8 +162,8 @@
<color_swatch label="Color/Tinte" name="Color/Tint" tool_tip="Pulse para abrir el selector de color"/>
<button label="Crear una falda nueva" label_selected="Crear una falda nueva" name="Create New"/>
<button label="Quitarla" label_selected="Quitarla" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
<text length="1" name="title" type="string">
[DESC]
@ -173,19 +181,23 @@
Situada en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otra camisa arrastrando una desde su inventario hasta su avatar. O parta de cero creando una nueva y vistiéndola.
Póngase otra camisa arrastrando una desde su inventario hasta su
avatar. O parta de cero creando una nueva y vistiéndola.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Camiseta:
</text>
</panel>
<panel label="Pantalones" name="Pants">
<texture_picker label="Tela" name="Fabric" tool_tip="Pulse para elegir una imagen"/>
<color_swatch label="Color/Tinte" name="Color/Tint" tool_tip="Pulse para abrir el selector de color"/>
<button label="Crear unos pantalones nuevos" label_selected="Crear unos pantalones nuevos" name="Create New"/>
<button label="Crear unos pantalones nuevos" label_selected="Crear unos pantalones nuevos" name="Create New" width="185"/>
<button label="Quitarlos" label_selected="Quitarlos" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
<text length="1" name="title" type="string">
[DESC]
@ -203,11 +215,15 @@
Situados en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otros pantalones arrastrando unos desde su inventario hasta su avatar. O parta de cero creando unos nuevos y vistiéndoselos.
Póngase otros pantalones arrastrando unos desde su inventario hasta su
avatar. O parta de cero creando unos nuevos y vistiéndoselos.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Pantalones:
</text>
</panel>
<panel label="Shoes" name="Shoes">
<text length="1" name="title" type="string">
@ -226,17 +242,21 @@
Situados en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otros zapatos arrastrando unos desde su inventario hasta su avatar. O parta de cero creando unos nuevos y vistiéndoselos.
Póngase otros zapatos arrastrando unos desde su inventario hasta su
avatar. O parta de cero creando unos nuevos y vistiéndoselos.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Zapatos:
</text>
<texture_picker label="Tela" name="Fabric" tool_tip="Pulse para elegir una imagen"/>
<color_swatch label="Color/Tinte" name="Color/Tint" tool_tip="Pulse para abrir el selector de color"/>
<button label="Crear unos zapatos nuevos" label_selected="Crear unos zapatos nuevos" name="Create New"/>
<button label="Quitarlos" label_selected="Quitarlos" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
</panel>
<panel label="Calcetines" name="Socks">
@ -256,17 +276,21 @@
Situados en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otros calcetines arrastrando unos desde su inventario hasta su avatar. O parta de cero creando unos nuevos y vistiéndoselos.
Póngase otros calcetines arrastrando unos desde su inventario hasta su
avatar. O parta de cero creando unos nuevos y vistiéndoselos.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Calcetines:
</text>
<texture_picker label="Tela" name="Fabric" tool_tip="Pulse para elegir una imagen"/>
<color_swatch label="Color/Tinte" name="Color/Tint" tool_tip="Pulse para abrir el selector de color"/>
<button label="Crear unos calcetines nuevos" label_selected="Crear unos calcetines nuevos" name="Create New"/>
<button label="Crear unos calcetines nuevos" label_selected="Crear unos calcetines nuevos" name="Create New" width="185"/>
<button label="Quitarlos" label_selected="Quitarlos" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
</panel>
<panel label="Chaqueta" name="Jacket">
@ -286,18 +310,22 @@
Situada en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otra chaqueta arrastrando una desde su inventario hasta su avatar. O parta de cero creando una nueva y vistiéndola.
Póngase otra chaqueta arrastrando una desde su inventario hasta su
avatar. O parta de cero creando una nueva y vistiéndola.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Chaqueta:
</text>
<texture_picker label="Tela superior" name="Upper Fabric" tool_tip="Pulse para elegir una imagen"/>
<texture_picker label="Tela inferior" name="Lower Fabric" tool_tip="Pulse para elegir una imagen"/>
<color_swatch label="Color/Tinte" name="Color/Tint" tool_tip="Pulse para abrir el selector de color"/>
<button label="Crear una chaqueta nueva" label_selected="Crear una chaqueta nueva" name="Create New"/>
<button label="Quitarla" label_selected="Quitarla" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
</panel>
<panel label="Guantes" name="Gloves">
@ -317,17 +345,21 @@
Situados en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otros guantes arrastrando unos desde su inventario hasta su avatar. O parta de cero creando unos nuevos y vistiéndoselos.
Póngase otros guantes arrastrando unos desde su inventario hasta su
avatar. O parta de cero creando unos nuevos y vistiéndoselos.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Guantes:
</text>
<texture_picker label="Tela" name="Fabric" tool_tip="Pulse para elegir una imagen"/>
<color_swatch label="Color/Tinte" name="Color/Tint" tool_tip="Pulse para abrir el selector de color"/>
<button label="Crear unos guantes nuevos" label_selected="Crear unos guantes nuevos" name="Create New"/>
<button label="Quitarlos" label_selected="Quitarlos" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
</panel>
<panel label="Camiseta" name="Undershirt">
@ -347,17 +379,21 @@
Situada en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otra camiseta arrastrando una desde su inventario hasta su avatar. O parta de cero creando una nueva y vistiéndola.
Póngase otra camiseta arrastrando una desde su inventario hasta su
avatar. O parta de cero creando una nueva y vistiéndola.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Camiseta:
</text>
<texture_picker label="Tela" name="Fabric" tool_tip="Pulse para elegir una imagen"/>
<color_swatch label="Color/Tinte" name="Color/Tint" tool_tip="Pulse para abrir el selector de color"/>
<button label="Crear una camiseta nueva" label_selected="Crear una camiseta nueva" name="Create New"/>
<button label="Quitarla" label_selected="Quitarla" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
</panel>
<panel label="Ropa interior" name="Underpants">
@ -377,17 +413,21 @@
Situada en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otra ropa interior arrastrando una desde su inventario hasta su avatar. O parta de cero creando una nueva y vistiéndola.
Póngase otra ropa interior arrastrando una desde su inventario hasta su
avatar. O parta de cero creando una nueva y vistiéndola.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Ropa interior:
</text>
<texture_picker label="Tela" name="Fabric" tool_tip="Pulse para elegir una imagen"/>
<color_swatch label="Color/Tinte" name="Color/Tint" tool_tip="Pulse para abrir el selector de color"/>
<button label="Crear una ropa interior nueva" label_selected="Crear una ropa interior nueva" name="Create New"/>
<button label="Crear una ropa interior nueva" label_selected="Crear una ropa interior nueva" name="Create New" width="185"/>
<button label="Quitarla" label_selected="Quitarla" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
</panel>
<panel label="Falda" name="Skirt">
@ -407,21 +447,26 @@
Situada en [PATH]
</text>
<text length="1" name="not worn instructions" type="string">
Póngase otra falda arrastrando una desde su inventario hasta su avatar. O parta de cero creando una nueva y vistiéndola.
Póngase otra falda arrastrando una desde su inventario hasta su
avatar. O parta de cero creando una nueva y vistiéndola.
</text>
<text length="1" name="no modify instructions" type="string">
No tiene permiso para modificar este ítem.
</text>
<text name="Item Action Label" right="107">
Falda:
</text>
<texture_picker label="Tela" name="Fabric" tool_tip="Pulse para elegir una imagen"/>
<color_swatch label="Color/Tinte" name="Color/Tint" tool_tip="Pulse para abrir el selector de color"/>
<button label="Crear una falda nueva" label_selected="Crear una falda nueva" name="Create New"/>
<button label="Quitarla" label_selected="Quitarla" name="Take Off"/>
<button label="Guardar" label_selected="Guardar" name="Save"/>
<button label="Guardar como" label_selected="Guardar como" name="Save As"/>
<button left="113" label="Guardar" label_selected="Guardar" name="Save"/>
<button left="199" width="102" label="Guardar como..." label_selected="Guardar como..." name="Save As"/>
<button label="Restablecer" label_selected="Restablecer" name="Revert"/>
</panel>
</tab_container>
<button label="Cerrar" label_selected="Cerrar" name="Close"/>
<button label="Guardar todo" label_selected="Guardar todo" name="Save All"/>
<button label="Hacer un vestuario" label_selected="Hacer un vestuario" name="Make Outfit"/>
<scroll_container left="230" name="panel_container"/>
<button label="Cancelar" label_selected="Cancelar" name="Cancel"/>
<button label="OK" label_selected="OK" name="Ok"/>
<button label="Hacer un vestuario..." label_selected="Hacer un vestuario..." name="Make Outfit" width="125"/>
</floater>

View File

@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="contents" title="Prueba de fuentes">
<text name="linea">
OverrideTest, debería de aparecer aquí en Times. (Desde default/xui/en-us)
</text>
</floater>

View File

@ -71,6 +71,8 @@
Zona muerta zoom
</text>
<button label="Predeterminados del SpaceNavigator" name="SpaceNavigatorDefaults"/>
<button label="OK" label_selected="OK" name="ok_btn"/>
<button label="Cancelar" label_selected="Cancelar" name="cancel_btn"/>
<string name="JoystickMonitor">
Monitor del joystick
</string>

View File

@ -1,8 +1,9 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="land holdings floater" title="Mi terreno">
<scroll_list name="parcel list">
<column label="Nombre" name="name"/>
<column label="Localización" name="location"/>
<column label="Nombre de la parcela" name="name"/>
<column label="Región" name="location"/>
<column label="Tipo" name="type"/>
<column label="Superficie" name="area"/>
<column label="" name="hidden"/>
</scroll_list>

View File

@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="perm prefs" title="Permisos de subida por defecto">
<panel label="Permisos" name="permissions">
<button label="?" label_selected="?" name="help"/>
<check_box label="Compartir con el grupo" name="share_with_group"/>
<check_box label="Permitir a cualquiera que lo copie" name="everyone_copy"/>
<text name="NextOwnerLabel">
El próximo propietario puede:
</text>
<check_box label="Modificarlo" name="next_owner_modify"/>
<check_box label="Copiarlo" name="next_owner_copy"/>
<check_box label="Revenderlo/Darlo" name="next_owner_transfer"/>
</panel>
<button label="OK" label_selected="OK" name="ok"/>
<button label="Cancelar" label_selected="Cancelar" name="cancel"/>
</floater>

View File

@ -46,9 +46,9 @@
<combo_item name="Age__Adult_resident_on_Teen_Second_Life">
Edad &gt; Residente adulto en Teen Second Life
</combo_item>
<combo_item name="Age__Underage_resident_outside_of_Teen_Second_Life">
Edad &gt; Residente menor de edad fuera de Teen Second Life
</combo_item>
<combo_item name="Assault__Combat_sandbox___unsafe_area">
Ataque &gt; Sandbox de combate / Zona no segura
</combo_item>
@ -118,15 +118,15 @@
<combo_item name="Indecency__Broadly_offensive_content_or_conduct">
Indecencia &gt; En general, contenido o conducta ofensivos
</combo_item>
<combo_item name="Indecency__Inappropriate_avatar_name">
Indecencia &gt; Nombre inapropiado del avatar
</combo_item>
<combo_item name="Indecency__Mature_content_in_PG_region">
Indecencia &gt; Contenido o conducta inapropiada en una región &apos;PG&apos;
</combo_item>
<combo_item name="Indecency__Inappropriate_content_in_Mature_region">
Indecencia &gt; Contenido o conducta inapropiada en una región &apos;Mature&apos;
</combo_item>
<combo_item name="Intellectual_property_infringement_Content_Removal">
Infracción de la propiedad intelectual &gt; Eliminación de contenidos
</combo_item>

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