Merge pull request #44 from RayZopf/main

bugfixes and minor modifications
Merge pull request #49 from RayZopf/main

Notify owners on SubSpy disable
Medea Destiny in-world; auth

Medea: submenu name changed to "access" for menu updates and chat
command for submenu updated to match (now works with both <prefix>owners
and <prefix>access. Much bigger update to this script is in the works,
but I think that's all that's needed for this release.
Medea Destiny in-world; dialog

Medea: Project:despam! NOT READY FOR RELEASE, still needs a small logic
check at minimum, not to mention a little testing to see how effective
it is! What is Project: despam!? It's about making certain menus less
spammy. Previously, if any button options were sent to dialog where the
button length is too long, the dialog system would add numbers to the
buttons, and send the list of them to Noftify, so the menu user has a
key to truncated buttons. Example: #RLV browsing, you might have buttons
for Black Leather Skirt and Black Leather Cuffs. This would then become
"1.Black Leath" and "2.Black Leath" as buttons, and the chat would
include "1. Black Leather Skirt", "2. Black Leather Cuffs". Necessary
for identifying truncated buttons, but horribly spammy!

So, Project: despam does this. Instead of listing out all the buttons
after the dialog is sent, as current, the listing process is now done in
the dialog function. Advantages: removed doubling up of various
functions used both in the dialog routine and in the spamming routine,
the list now only provides a list for the current page when selected to
reduce spamminess, and best of all, if there's enough room, the list
will be displayed in the menu prompt and not sent to local chat at all.

Added PrettyMain to make main menu look better.
Medea Destiny in-world; menu

Medea: reimplemented Menuto function for hud channel. This seems to have
been lost by the wayside in the interface channel mods. I've added a
check to see if the object owner is the same as the menuto target key,
as this will mean a new auth is not required and saves double authing in
that situation (probably the most common).

Menu changes. help/debug is now replaced with Options menu, operated
from the settings script. Refresh menus is now done from the Options
menu in settings, using llResetOtherScript instead of from here, to keep
things simple. Info button in main menu is now a Help/About menu, which
has links to wiki in a button in it, and gets the various help buttons
formerly in the help/debug menu. Update script now sends the current
version and whether there's an update available. The actual version
number is now reported in main and in help/about, and the prompt text
for all three menus is returned by a function now instead of stored in a
list, which allows us to keep up to date, and notify in help/about
prompt when an update is available.

Added button in Help/About to give license notecard and another to open
Defaultsettings help URL.
Medea Destiny in-world; rlvex

Medea: Removed SetOwnerExs as it's never called. Added a check to
setAllExs to  avoid setting exceptions for wearer (for example if the
wearer is set as an owner) as they're pointless.
Medea Destiny in-world; rlvfolders

Medea: removed many newlines from browse folder prompts, it was getting
ridiculously big!

Wendy: thanks for looking over the formatting, I did it pretty much in
one run for all scripts and it's true, in this case it's tidy enough
without the line breaks; had to laugh about the menu getting so big,
it's hilarious, I wonder if we could hit a size limit? XD

Support Question: "Help! My menu is so big it don't fit on the screen
anymore!!!"

Support Answer: "If you have a HD 16:9 screen, turn your monitor 90°."
Medea Destiny in-world; rlvmain

Medea: Some situation could cause the viewer check to get stuck. Not
clear what, but I've thrown in a few robustness measures that hopefully
should sort that out.
Medea Destiny in-world; settings

Medea: Added a load defaults button to menu to user to reload the
settings from the defaults notecard without having to open the notecard,
edit it, and save it again, as script is only being reset on a changed
owner. This allows people to restore settings more easily, for example
if they change appearance or if they runaway and want to restore the
owner settings from the defaults card.

Menu Changes: the help/debug > settings setup removed, now help goes
into the help/about menu and these functions appear in the Options menu
under main. For the sake of simplicity, Fix Menus is now handled here,
by using llResetOtherScript();
Medea Destiny in-world; texture

Medea: New Feature. Allow textures to be specified in a texture
notecard. Notecard must contain textures on a separate line per texture,
in the format name,uuid.

Wendy: Woooot! \o/
Medea Destiny in-world; update

Medea: version check now sends LM_SETTINGS_RESPONSE
collarversion=versionnumber=isLatestVersion(TRUE/FALSE). this is read by
the menu script to put the actual version number in menus, and allow
prompts to indicate if an update is available.
texture UUIDs; texture bundles adjusted

addendum to efe9d1163c1a638c7cf9427439fdb658efd176d3
updater prompt re-merge
3.934 for headers

so we know which of the scripts are in fact altered with an update;
let's just bounce all the changed ones up to the current version to
remove some confusion if people edit in-world
extended attention blurb

I've added a little more text to the heads-up print for subspy being
installed. Couldn't resist it..
priority rank; redundant textures

We run smoother updates if we remove clutter right away, I left Core as
Nr. 1 but might be best to do the DEPRACATED bundle as first. Let's see
for 3.935
help url in options menu; wording

I'm putting the url loader for the settings guide right into the
options/settings menu, then we have full buttons and I think the feature
in general is something you either bother with for a reason or totally
can ignore as a user; it's all in one place now =)
inventory kinks; wording

For whatever reason we need to spoof the chat command to be authorized
getting notecards from the inventory; that's fine and we can look into
this whenever we have time or entirely for OC4; also some changes to
wrap up with the previous commit for settings
font compatibility; anim

the next bunch of commits will remove all unicode characters that aren't
compatible with the custom fonts some viewers use
font compatibility II

swapped are the eject, stop and endless symbols