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Lex Neva added a comment - 30/Aug/07 08:16 AM
I'd like to see this extended to set permisisons on all contents in the selection. It would be even nicer if I could click checkboxes to determine which kinds of contents items to set the permissions on... all scripts and notecards, for example.
Yes! And, as Lex says, not just for scripts. A really complex build, with textures and scripts and sound inside objects inside notecards inside objects inside other objects can be a nightmare to re-permission. It should be possible to select the thing and simply set everything in it to one permission status. Or, as Lex suggests, set some things one way and some another, so, for example, I can make it a freebie that is modifiable, but keep my scripts hidden. Ideally (in that perfect world I dream of) I could click on the thing and bring up a list of the object and everything inside it, hierarchically all the way from top to bottom, with check boxes for all permissions on each item in the list and the option to change groups or all of them at once.
But really, just being able to say, "set everything in this sucker so I can give it way" would be a huge help. I'd definitely like to see something like this as well.
Hey, this has been bugging me for ages and someone i know was nagging me at the weekend so attached is a screenshot of my first attempt to solve this issue.
I have working code that produces a floater window, with options to select the type of inventory effected and options to select the permissions. It works with multiple objects selected and multiple inventory items. Currently it is limited to :-
But i' still pretty pleased with the results. I'm cleaning the code a little but will post a patch soon for ya all to try. Right here goes, hope its complete ;-p
This is the patch as it currently stands. It works for me and allows me to set the Next owner properties of the inventory of selected objects (tasks). It works with multiple selected objects and allows you to specify just the inventory type to change. It works with inventory in child linked prims. It is possible to set the Next owner properties of the (root) objects on there own (including multiple selections) using the old tools anyway so i have not reimplemented this. it does not support recursion and cannot open objects within the inventory of the top level objects, but this could be a future addition. It adds a new option to the tools menu "Set permissions on selected task inventory" which appears next to the reset scripts in selection and friends. Have fun m2 Sweet - what was this code based on?
I followed through what the existing script reset etc tools do as they all require inventory access on a given task and implemented something that is based on the same principles as it seemed a reasonable staring point. But a bit was implemented from scratch.
The Rx Team reviewed this feature request and has the following recommendations before we accept the patch:
And on a personal note, I think this patch could be very useful! Thanks for your work on it.
Thanks for the feedback, i will commence a round of tidy ups.
The recursive option was left on the screen as it was planned to be done but it looked to much of a nightmare for a first pass. Yes you are right, if you rezed your gun then applied the permissions to it, it would not be able to do anything to scripts etc inside the bullet without recursion, it would set the permissions on the bullet itself (if apply to objects was selected). The asset of the bullet would need to be retrieved and its inventory opened etc by the recursive process. I agree it needs major QA as it could cause upset if wrong, but as it does a very specific well defined "thing" it should make automated or unit tests of the area a lot easier that a wide code base effecting patch. Regards M2 Updated patch
Fixes some issues in previous patch( would only work if prims contained a script, would fail on items that had one no mod script even if the rest is your stuff, could crash the viewer if prims had no inventory) Added the ability to set parent prims (eg selected prims) permissions at same time (optional, default =ON) I can't add recuse, it looks difficult and infact i think that its not possible to get a prims inventory unless the simulator has that asset in context. As the resursive items are only assets in inventory this is therefor not currently possible without a simulator change too or some other major fiddling. Please tell me if i have this but wrong. This has been assigned to Rx triage for final comments before it goes to a dev
Attaching recommend wording and layout changes - let me know if I overlooked anything - I'm doing too many things at once, apologies for the delay. Cool feature. It should be friends with VWR-8049.
-Erica Wonderful, incredibly useful feature! Some thoughts and observations from using it:
I'm going to work on a mock-up for the floater layout, as there's a lot of needless empty space. Right now, I'm picturing the 3 permissions boxes in ar ow at the top left, the types beneath that, Apply and Cancel buttons below that, and move the feedback text display to the right side of the floater. Hi Jacek and Erica,
If you do the floater mock up please attached it here, i can implemented the back end for any extra buttons, unless a Linden grabs it first The setting permission failing (#3) is caused my bad logic as i apply a test to see if it is allowed and use that to display the [OK]/ [FAILED] looks like i need to update the logic there too. I think the other changes are all pretty much UI centric and i don't believe adding share with group and allow anyone to copy would be difficult. M2 I just wanted to add that VWR-8049 should be kept very separate from this issue, this issue provides a crude workaround for solving 8049 but it is not a replacement. There are two things to be considered here, one is that lots of people may want to give a no perms item to an alt/or a friend etc (as full perms) and not want to have to set the permissions on hundreds of sub scripts (think a xy text board or some other complex multi script item) this (the bulk patch) quickly gives people the ability to set/remove all permissions as they need on complex or multiple objects or people may just want to check the entire permission set is what they think it is on there objects etc. This JIRA provides a method to do this.
The 2nd issue is when working as a group having to remember to set the permissions (even via this feature) will still be a right PITA, imagine a private island where a team is building, this issue does not solve their problems but VWR-8049 does and would allow them all to work together with out remembering to re permission everything. Or a builder who always wants to create full perm obejcts, again keeping this and 8049 separate allows them to just specify there preferred defaults for building which out a clumsy 2nd step. Thats why i think that M2 Yes. Also, VWR-8049 is for all types of creation, including for things you create directly in your inventory folder (clothing, body parts, ...) or upload (textures, sounds, animations), while
Also VWR-8049 intends to address "allow anyone to copy" and "share with group" (but Finally, Michelle mentioned a number of use cases for VWR-8049. There is also one community for which VWR-8049 would be vital: the Open Source community. Having proprietary model as the default model for creation in Second Life is really something that is shocking to them, both on the point of view of the principle, and from a practical everyday point of view too. However, there are things we could cooperate on : a set of default settings for example. In Another point where we could cooperate on is also the location of both features in the GUI. We could have adjacent menu entries in the "Tools" menu, for example. Attached 3 mockups. Kinda rough, but I was trying out the Pencil Firefox add-on app with McCabe's (still in progress, I think?) Dazzle SL widget set. (I think I prefer Inkscape for its flexibility, though.)
#1 Bulk_Permissions_Mockup.png The 3 permissions are laid out horizontally in the same order they appear elsewhere in the UI. Made a checkbox for the objects themselves, and an "overall" checkbox for all the content types. Enabling this checkbox would enable the child checkboxes; likewise for disabling. You can edit the child checkboxes individually, in which case the overall checkbox changes to the "mixed" state (not sure the technical term) to indicate that not all the child checkboxes have the same state. (The mixed state is the same one you see when you select multiple objects inworld with different permissions. I can try to clarify this more if this explanation is insufficient.) I also decided to get rid of the results text box completely. Instead of having it built into the floater (which makes the floater much larger), I'd recommend a separate window come up with the results, as we see with script resets etc. #2 Bulk_Permissions_Wide_Mockup.png Same as #1, but with the built-in results text box, for comparison. #3 Bulk_Permissions_Alt_Mockup.png This represents how I'd actually like to apply the permissions. The current design doesn't allow operations like "Add modify, but leave copy and transfer as they are", which is something I would find very useful. So, this new design changes the checkboxes to 3 rows of radio buttons. The radio button labels should be self-explanatory. I might try a mock-up with combo boxes instead of radio buttons; that would save some space, and maybe be more appealing. I just want to thank Michelle2 Zenovka for the great work. This was one single feature that made me switch to Cool SL Viewer (which incorporates this patch).
regarding the "don't touch this" mode, I'm more used to having this done by tri-state checkboxes, marked, unmarked and greyed out, the third state being for the "don't touch this" mode, I've seen this used on several different programs (but some programs once you click once, makes the checkbox be a regular 2-state checkbox, marked and unmarked, but that usually is only for when things are applied instantly), when the values the checkbox is suposed to change are mixed, it starts in the greyed-out state, otherwise, it shows the current state all the values are
Resolved. See the attached screen shot for the final treatment.
Thanks Michelle2 for a great tool that should save a lot of pain for content developers! Thanks also to everyone else who contributed to the design discussion. With things as tricky as the SL permissions system, it definitely takes a village. Question: Coco, you said resolved, but what exactly does that mean? This feature is sorely needed, and has not appeared in the 1.22 RC viewer, so obviously nothing is resolved.
Cheshyr: The feature request is resolved as "fix pending". That means that it has been implemented, reviewed, and checked into an internal branch (featurettes7). It has missed the 1.22 deadlines by a fair bit but the internal JIRA task is resolved and has recently passed QA. Failing any big surprises, this is definitely on track for inclusion in 1.23. I know that this might seem slow to you but trust me when I say that it's hard for me to imagine features such as this moving into official release versions any quicker.
Fair enough. I know how bad bureaucracies are.
To those who don't want to wait, CoolViewer at http://my.opera.com/boylane/blog/ I think there is a bug in current implementation.
In linden/indra/newview/llfloaterbulkpermission.cpp, one can read: I think it should be: because I don't see the relation to LLFloaterPerms which is a completly different class than LLFloaterBulkPermissions. Sorry in advance if I missed some point. I just tested this out in the BSI nightly release, and WOW is it cool. Great work! I've been waiting for this for so long!!
Everything seems to work quite smoothly. I only have a few minor aesthetic suggestions. 1. I initially had a hard time finding out how to access this new feature. I was looking under the Tools menu where the initial feature request suggested this should go, but it wasn't there. A "Permissions" button in the Contents tab was not the first (or second) thing I looked for. It's also a little confusing that this is the only operation that can be performed in the contents window when you have more than one object selected; I'm not used to being able to do anything there when I have multiple objects selected. 2. Is it possible to scroll the status text pane down as new lines are added? Otherwise it may not be clear that the operation is still in progress. 3. Clicking "close" while the operation is in progress seems to halt it midway. This could make sense, but it might be a good idea to either prevent the user from closing the dialog while the operation is in progress, or (preferably) warn them that continuing to close the window will abort the process. Again, thank you SO MUCH for all of your work on this. This is an incredibly useful feature that has been a long time coming. Thanks to Lex's comment, I was able to find the feature - and I was looking for it. Let me just say it again.... WOW! Thank you very much, that's going to save a lot of people a lot of time. While I was looking for it elsewhere (because of what was mentioned in earlier posts), I think placing it in the contents is a little more intuitive than the Tools menu.
I haven't had the chance to try this out myself, but I'd like to express my thanks, too!
A number of months back a friend and I finished a big project. It took us A WEEK of mind-numbing and painful labor to set the permissions on everything. (They had been fullperm so we could give the items back and forth as we worked on them.) I had the foresight to restrict as much content to the root prim of the objects as possible, but it was still a long and painful process. This tool will make many people's lives so much easier. Good tools allow better work to get done. Thank you so much for putting this in. Thank you Michelle, thank you Coco! Good work, really.
Jopsy Pendragon suggested to extend it so one could recursively change permissions in his/her user inventory. Currently it applies only to inworld objects as far as I know. Citing Jopsy: [it would be good to have] "The ability to (recursively) Change Permissions on all contents of selected FOLDERS in our inventory. (without having to step through each and every single item as we do now, even when selected as a group). (Yes it may allow someone to spam the inventory database with tens of thousands of updates. Limit it to 999 items and put a delay on it if necessary.)" Fixed in 1.23.4, released on 06/15/2009.
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