| Commit message (Collapse) | Author | Age | Files | Lines |
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*Added "RemoveEntity" and renamed "AddNewEntity" to "AddEntity"
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*Added support for selected prims (does not yet support prims being sat on)
*Added support for listing avatars with prims on parcel with their prim count
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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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simpleApp), to try out a basic test npc character(/class).
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selected Objects
*Known bug, client does some weird "showing" when more than 255 objects are meant to be selected (linked objects count as one object)
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have a direct reference to the UDP/Packet server's clientmanager, instead it should send all data through the ScenePresences.
For those functions that was using the clientManager's foreachClient(delegate) method, there is now a ForEachScenePresence(delegate) in scene.
This change helps with the decoupling of client packet functions from the scene functions.
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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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* Missed an item using the old local storage.
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name, and DB file specified in the DataStore config item. Storage engines may ignore the DB name parameter.
* OnBackup event is now triggered using the Storage manager.
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events in EventManager
*Prim count and sim-wide prim count correctly reflect object bonus multiplier
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* Removed SceneObject references to RegionHandle, ParcelManager, EventManager as they are public on Scene
* Moved PulseScript behaviour into MySceneObject
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**No restrictions yet in place, or total prim count
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* Cleaning lady cleaning build ignores (No, MW, I don't mind, anything for you)
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Done some work on lbsa71's simpleApp(hope he doesn't mind):
now have the avatar showing up and the terrain and his pulsating box (well except its not a box, as there seems to be something wrong with our PrimitiveBaseShape..DefaultBox() settings).
Also noticed a few other problems that I had to work around, so these need looking into.
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*ParcelManager's resetSimParcels does not set any default values.
*Updated ParcelData with correct defaults previously set in resetSimParcels
*Region overrides are now sent to viewer instead of dummy'd
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**Parcels within selection now join and not the two parcels selected at each corner
*Created OnSignificantClientMovement event that is triggered when an avatar moves more than 2 meters.
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the function ProcessBackup.
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deeding to group, terraforming, object creation and outside scripts.
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* Added IRegionDataStore
* Added OnBackup event to EventManager
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* Renamed OpenSim.Scripting to OpenSim.Region.Scripting
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specific parts, leaving the JVMEngine folder specifically for Script/IScript interfaces.
* Fixed a compile issue with the Interpreted Scripts API.
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haven't added the project to prebuild.xml yet.
Also might have messed up some of the SVN properties on some of the folders, so if the cleaning lady has to come in again, I just hope she doesn't moan.
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comment that they are defunct and best avoided at all costs.
* More wrappers: llCollisionFilter, llCollisionSprite, llCos, llCreateLink, llDeleteSubList, llDeleteSubString, llDetachFromAvatar
* More functions: osCos, osDeleteSubList, osDeleteSubString
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llAbs, llAcos, llAddToLandPassList, llAdjustSoundVolume, llAllowInventoryDrop, llAngleBetween, llApplyImpulse, llApplyRotationalImpulse, llAsin, llAtan2, llAttachToAvatar, llAvatarOnSitTarget, llAxes2Rot, llAxisAngle2Rot, llBase64ToString, llBreakAllLinks, llBreakLink, llCSV2List, llCeil, llCloseRemoteDataChannel, llCloud
* Added functions for:
osAbs, osAcos, osAsin, osAtan2, osAxes2Rot, osAxisAngle2Rot, osBase64ToString, osCSV2List, osCeil.
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ScriptAPI.cs, implementing server event callbacks in ScriptInterpretedEvents.cs
* Added Tedd_'s LSL compiler thingie, although it cannot be referenced yet.
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to a event and test.
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Done some work of fixing primitive/SceneObject copying.
Set DefaultHome region to 1000,1000.
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instead - w00t!
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*Significant movement (currently set to 2 meters of movement for performance reasons, even though its speedy) and initial login now sends parcel updates
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*Reenabled estate manager; remember, the master avatar is the only one that can use this (by default: Test User with password 'test')
*Still working on readding support for updating parcel information when logging in or moving into a new parcel
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InstantMessages will no longer crash the server. But they still aren't really working correctly, you can't type replies to received messages.
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LLSDStreamhandler system.
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