| Commit message (Collapse) | Author | Age | Files | Lines |
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specifies a UUID rather than a string
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(setting SculptData is done through the property)
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MapAndArray collection
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conditions in linking and unlinking
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Adds dialog methods for MRM.
Thanks ziah.
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Adds OwnerId and CreatorId properties to MRM.IObject
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Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
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ChatEventArgs and retrieves it's value along with the others from the OSChatMessage in HandleChatPackage. With this the MRM Script can check if a ChatEvent is coming in on a specifc Channel. The Second Part adds the Method say(string msg , int channel) to send a chat message on the specified channel. The idea behind this is to enable MRM's to communicate with regular LSL or OSSL Scripts so that they may can act as a Backend to access a Database or do business Logic for those Scripts.
Signed-off-by: Charles Krinke <cfk@pacbell.net>
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Mantis #4456: Patch to implement some minor MRM Functions : SitTarget,
SitTargetText, TouchText and Text
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* Disables 'event not used' warning for IRCClientView; cuts OpenSim total warnings back.
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Attachments.
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to bind to OnTouch)
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SOPObject.cs. Does not implement security on IObjectInventory yet.
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lead to trusted execution of untrusted MRMs.
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The current API for MRM is quite sparse, this patch
supplies basic support for accessing the task
inventory of object.
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* Method: IObject.Sound.Play(UUID sound, double volume)
* More feature-packed API to come soon. (I want a World.Sound with arbitrary positioning)
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* Implements Sculpty modification support to MRM
* Example: IObject.Shape.SculptMap = new UUID("0000-0000-0000....");
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OnTouch capable scripts.
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* This lets you do things like IObject.Materials[0].Texture = new UUID("0000-...");
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* Optimizes SceneGraph - fetches on primitives via "GetGroupByPrim" wont search the entire list if the primitive is infact the root. (Core)
* Updates Test MRM.
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* This is equivalent to LSL 'touch(int senders)'
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in IObject.Physics.Enabled / IObject.Physics.Phantom instead.
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* SetMomentum
* AddAngularForce
* AddForce
* FloatOnWater
* Force
* Acceleration
* Torque
* Velocity
* RotationalVelocity
* CenterOfMass
* GeometricCenter
* Buoyancy
* Mass (Partial)
* Density (Partial)
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* Eg, IObject.Physics.* is now valid syntax and compiles (but will throw NotSupported at runtime)
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* Adds IObject.WorldPosition and IObject.OffsetPosition - this is equivilent to AbsolutePosition and OffsetPosition in SOP respectively.
* Adds IObject.WorldRotation and IObject.OffsetRotation - as above.
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probably mark byte[] as obsolete.
* Implements SOPObject.Say for MRM. (Note, not IObject yet)
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ID' for MRMs.
* Implements IPersistence interface, allows simple KeyValue access for MRM scripts to a more permanent datastore.
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* Renamed 'Material' to PhysicsMaterial (Wood, Glass, Metal, etc.). May want to place in subclass with other physics specific properties. (We however need to support these features in ODE/etc first.)
* Renamed Faces to Materials. IObjectFace to IObjectMaterial - this is for clarity for those coming from a 3D Programming background (it also makes more sense if/when we support Meshes in core). Properties and members remain identical.
* Added XMLDoc comments to IObject to assist people writing MRMs in XMLDoc aware editors.
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Constants.RegionSize as expected. (Working towards enlarged or smaller regionsizes that arent multiples of 256m)
* Adds minor functionality to MRM Scripting.
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* Renames MiniRegionModule to MRMModule to make it more distinct from the actual Mini Region Module[s] executed in Scene.
* Renames MiniRegionModuleBase to MRMBase for convenience. MRM's need to be adjusted to inherit from MRMBase.
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Engine API.
* It's lag-tacular! :D
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