Medea Destiny in-world; anim

Medea: Added support for posture collar neck locking using provided
~PostureOverride animation, or another animation named in
g_sPostureAnim. Supplied animation locks head and neck and priority 6 to
ensure overriding. If the animation is found in inventory, animation
menu will have a "☐Posture" as button defined in POSTURE. Button will
not show if animation is not present. Also responds to chat commands
"posture on" and "posture off". Posture is saved in settings with the
token (g_sPostureToke) posture=1 when active, and read back from
settings/defaultsettings notecard when settings are sent by settings
script. Posture is reposed when animations refreshed and when
permissions are granted (i.e. on attach) if g_iPosture is TRUE.

Removed reset on rez. CreateAnimList now happens if g_iNumberOfAnims
changes instead of each rez. Much more sensible. requestperm() removed
(let's not have single use functions! Bad! Naughty!) and permission
requested in attach event instead, saving the unnecessary
if(llGetAttached()); call. run_time_permissions is added to allow
restoring posture. Also, good practice to have it. Probably should store
permission in an integer to save llGetPermissions checks. We should
consider if we want to refresh poses here rather than having all poses
scrapped on rez as current. Added remenuing to the animation menu where
sensible.
Medea Destiny in-world; lock

Medea:

New feature: Added support for setting in defaultsettings notecard
User_lock=locksound~<value> and User_lock=unlocksound~<value> accepting
either a UUID or a sound in inventory or "default", which restores the
sounds to the default setting: User_lock=locksound~default . Shall we
put something in Options menu to set this? Or keep it as a designer's
thing? Or play a sound called "lock" if found in inventory regardless of
settings?

Other enchancements: Memory limit set to llGetUsedMemory (after building
list)+6000 should enough memory, but THIS NEEDS WATCHING! Minor
efficiency improvement to SetLockElementAlpha (using g_iLocked and
!g_iLocked for alpha values instead of fAlpha). Removed unnecessary
on_rez event. Fixed GetPSTDate so that conversion on the 1st of the
month before 8am UST doesn't return the 0th of the month. Fix foolishly
does not account for centuries not being leap years, yes, yes, I know I
was lazy, but we've got 86 years to fix this.
Medea Destiny in-world; menu

Medea: fix for kID instead of kAv for inventory giving.
Medea Destiny in-world; texture

Medea: "Added support for texture notecard named textures_custom which
will be read instead of the standard texture notecard if present. Also
put MENUNAME_RESPONSE into onrez in place of reset. This menu building
system is... uh... yeah."

Karo: "removed llToLower() in GetLongName(), GetElementHasTexs() and
BuildTexButtons() functions. This commit makes textureable elements case
sensitive; we need that if textures are exclusive to specific elements
on the collar otherwhise those textures would have to be named like the
element but in lower caps"

Medea: "Flip side, now it relies on them being the same. Risk of
breaking some existing content here? I'm inclined to say it would be
better to put llToLower on both sides of the test comparisons, no?"
3.935 bundles

stock textures bundle is back and independant of the texturizer; Posture
is in by default to bring it among people for feedback
Medea Destiny in-world; update

Medea: Bugfix for sending collarversion to menu script, 1 and 0 instead
of TRUE and FALSE;
version string for 3.935

for this release I'll put the version number, we can put an (is
checking) instead in the future but I don't mind editing this manually
3.935 ready to ship
Merge pull request #5 from OpenCollar/main

sync back