void LLMuteList::parseSimulatorFeatures() { LLViewerRegion* regionp = gAgent.getRegion(); if (!regionp) return; LLSD info; regionp->getSimulatorFeatures(info); mGodLastNames.clear(); mGodFullNames.clear(); if (info.has("god_names")) { if (info["god_names"].has("last_names")) { LLSD godNames = info["god_names"]["last_names"]; for (LLSD::array_iterator godNames_it = godNames.beginArray(); godNames_it != godNames.endArray(); ++godNames_it) mGodLastNames.insert((*godNames_it).asString()); } if (info["god_names"].has("full_names")) { LLSD godNames = info["god_names"]["full_names"]; for (LLSD::array_iterator godNames_it = godNames.beginArray(); godNames_it != godNames.endArray(); ++godNames_it) mGodFullNames.insert((*godNames_it).asString()); } } else // Just use Linden { mGodLastNames.insert("Linden"); } }
void LLPanelVolume::refresh() { getState(); if (mObject.notNull() && mObject->isDead()) { mObject = NULL; } if (mRootObject.notNull() && mRootObject->isDead()) { mRootObject = NULL; } BOOL visible = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 0 ? TRUE : FALSE; getChildView("label texture")->setVisible( visible); getChildView("Light FOV")->setVisible( visible); getChildView("Light Focus")->setVisible( visible); getChildView("Light Ambiance")->setVisible( visible); getChildView("light texture control")->setVisible( visible); #if MESH_ENABLED bool enable_mesh = false; LLSD sim_features; LLViewerRegion *region = gAgent.getRegion(); if(region) { LLSD sim_features; region->getSimulatorFeatures(sim_features); enable_mesh = sim_features.has("PhysicsShapeTypes"); } getChildView("label physicsshapetype")->setVisible(enable_mesh); getChildView("Physics Shape Type Combo Ctrl")->setVisible(enable_mesh); getChildView("Physics Gravity")->setVisible(enable_mesh); getChildView("Physics Friction")->setVisible(enable_mesh); getChildView("Physics Density")->setVisible(enable_mesh); getChildView("Physics Restitution")->setVisible(enable_mesh); /* TODO: add/remove individual physics shape types as per the PhysicsShapeTypes simulator features */ #endif //MESH_ENABLED }