Visual param definitions weren't working properly when the wearable being
loaded had fewer visual parameters than the current definition of the wearable.
This occurred when you were loading wearables that had been created in older
versions of the client (or from the library).
Added missing parameters to mSavedVisualParamMap, and modified revertValues()
to ensure that the two maps are kept fully in sync on finishing loading the
wearable and when reverting the values.
Code reviewed by Vir
--HG--
branch : avatar-pipeline
Removed AT_ROOT_CATEGORY and FT_ROOT_CATEGORY since those types are unused. Changed FT_CATEGORY to FT_ROOT_INVENTORY to make its purpose more clear.
This change assumes that no agent inventories have category type 9 for either inventory type or folder preferred type.
--HG--
branch : avatar-pipeline
This change implements the enabling/disabling of parcel media,
as well as setting the user's autoplay preference. I still
am quite confused by this UI, so we'll need to play with it a bit
to ensure it is what we want to present to users.
This adds a few helpers to llviewerparcelmedia to get the name and URL
of media.
when minimizing the viewer while in appearance editing mode with unsaved changes
kicks you out of appearance editing mode and leaves you unable to recover as
the editor always starts itself on the shape tab. Fixed this in two ways:
1) if a wearable is dirty when the editor is opened, that is the tab that is
selected.
2) the camera mode is not forcibly changed away from appearance editing mode
on minimize. This only needs to happen if we are in mouselook.
Code reviewed by Vir.
--HG--
branch : avatar-pipeline
This actually required some help from James and Richard. Thanks, guys!
This adds custom-drawing of a background image underneath the
icons that make up the media controls in the layout stack.
In order to have this work, we had to publicize API in lllayoutstack
to force relayout to calculate the size.
I also did another cleanup pass ("Boy Scout Rule") that
squirreled away all pertinent controls into membed variables,
instead of doing a getChild() every time updateShape() is called.
Readjusted a bunch of components as well.
Both double-clicking on an outfit to wear, and wearing an outfit from side panel, will now update the current look string.
--HG--
branch : avatar-pipeline
Fixed issue: "Snapshort button can appear first due to its the least width while Bottom Bar extending"
- implemented ordering in which buttons can be shown: Gesture, Move, View, Snapshot.
--HG--
branch : product-engine