Observations and broken stuff so far:
- LLSideTray is gone.
- LLBottomTray is gone.
- LLFloaterSnapshot was changed and gave lots of merge conflicts. Flickr upload will be broken.
- LLNearbyChat is derived from LLPanel now. That broke quite some stuff rearding autohiding and docking of chatbar.
- Profile floaters are gone and all web based now.
- Russian translation gave huge mere conflicts with the new russian xml files from LL. Unmergeable. I took the LL files.
- XUI files in general will need some love and testing.
Land selection moved from advanced weights floater to build tools floater.
Removed selection observer from weights floater, selection data update in it is initiated from build floater.
- Fixed detecting cross-parcel objects selection.
- Various fixes in LLAccountingCostManager.
- getSelectedObjectRenderCost() moved from LLFloaterTools to LLObjectSelection where it used to reside. Previous commented out implementation of this method removed.
- Moved grid mode combo box to the grid options floater
- Updated UI of the build floater according to the spec
- Fixed "conflict" between LLFloaterOpenHandler and LLFloaterHandler command handlers
- Moved callbacks for Link/Unlink to the LLSelectMgr
- Binded Link/Unlink callbacks with buttons in Build Floater
- Replaced view_listener_t usage for Link, Unlink, EnableLink, EnableUnlink with boost::bind
Fixed the texture resolution calculation against the rounding errors
we had before.
Fixed the bug where linking prims changed the combined cost
Fixed the bug where twisting was not computed properly
Code reviewed by davep.
Issues: Graphics preferences tab, lighting, depth of field
Issues: Color preferences tab, new direct chat
Issues: Build floater Mesh build tab
Issues: German translations of build, viewer menus
Issues: pipeline issues with mac, possibly other things
Issues: uploading content / temp content
Issues: Windlight quickprefs, parcel windlight, RLVa windlight
The tweaks are that it runs in a seprate thread and it prints out to the log ALOT less often.
It also has client side perms checking to see if your allowed to move the prims in the first place
First pass - uses the new algorithm to hopefully be more accurate of render load
on low-end machines. Also accounts for mesh complexity, including if a mesh is
weighted or non-weighted.
Code reviewed by davep