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subscribe to. This is triggered whenever a script is moved into a primitive (and includes the localid of the prim and the script text as params) . Currently though the script item isn't deleted from a users inventory, nor does it actually show up in the objects inventory (this will be fixed soon.) So that means that it isn't currently possible to edit a script (or delete it) once it has been added to a primitive.
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other peoples objects) if you have permission to do so.
* Moved OnPermissionError to EventManager - now triggers a standard blue alert.
* Terraforming now requires permission via the permissions manager. [Defaults to admin-only]
* Permissions manager is now substantiated in Scene
* Buttload of new permissions added.
* Estate manager operations now require various levels of permission to operate
* OGS1 now produces 'summary reports' for a commsManager of each scene it maintains connections for. Reduces grid network traffic for ping checks.
* Added new "permissions true" / "permissions false" console command to enable or disable permissions.
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subscribe to.
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PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.)
Also this revision may not work on mono, but that will be fixed soon.
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* Added OnShutdown event to EventManager (to be used to perform cleanups, etc)
* Fixed another compiler warning.
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triggered by console commands so that the script can subscribe to console messages and operate when they occur.
* Added new example script (work in progress)
* Fixed typo in Scripting engines for C# and JScript.NET
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primitive now has its own event (OnPrimCountTainted) that ParcelManager subscribes to.
Removed some unused code from SimpleApp.
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events in EventManager
*Prim count and sim-wide prim count correctly reflect object bonus multiplier
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**No restrictions yet in place, or total prim count
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* Added IRegionDataStore
* Added OnBackup event to EventManager
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* added some licensing info
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which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.
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*Some folder renaming to follow project Name
*Updated prebuild.xml
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to add/remove something
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