aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/Common/BuiltIn_Commands_BaseClass.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* * Implements llScriptDangerTeravus Ovares2008-04-221-2/+2
| | | | | * Made the scene's scriptDanger method more generic so both the llScriptDanger method and the Script engine method use the same private method.
* * Committing fix for previous build breakage. Sorry!Adam Frisby2008-04-211-2/+2
| | | | | * Committing namespace/usings fixes for ThirdParty directory, missed in previous commit.
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-92/+91
| | | | (this took a while to run).
* * Updates LSL2CS converterTeravus Ovares2008-04-201-0/+4
| | | | | | | | | * All objects are not touchable by default now * When a script listens for one of the touch events in the state, an object becomes touchable. * All LSL scripts report which events they consume now ** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event. ** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
* Fixed LSL State support.Teravus Ovares2008-04-151-1/+5
| | | | | | | | * Re-applied Tedd's patch that got overwritten. * Replaced (state)\s+([^;\n\r]+)([\r\n\s];) with (state)\s+([^;\n\r]+)(;[\r\n\s]) * Added a state(string) method to BuiltIn_Commands_BaseClass
* * Various terrain engine fixesAdam Frisby2008-04-061-0/+13
| | | | | | * Includes patch #894 fixes for terrain load-tile * Large number of other terrain fixes and new commands included.
* **Big ass update warning**Adam Frisby2008-03-301-0/+6
| | | | | | | | * Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>". * Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax. * New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class. * Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
* fixes mantis #778 and shoots himself for making such a mistake to begin ↵MW2008-03-281-2/+2
| | | | with, but also blames Tedd for the way the script functions have wrapper methods that call the same named method in a different class, is it my fault if in two such functions, I forget to add "m_LSL_Functions." and instead cause a recursive loop until the stack overflows.
* Implements llGetInventoryPermMask()alondria2008-03-241-2/+2
|
* Implements llGetObjectDetails()alondria2008-03-211-0/+14
|
* * Patch to add llSetLinkPrimitiveParams stubJustin Clarke Casey2008-03-191-0/+4
| | | | | | * Thanks krtaylor
* Formatting cleanup.Jeff Ames2008-03-181-26/+25
|
* From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague2008-03-171-3/+6
| | | | | | | | | | | | | | | | | | | | | | | | | Here's a diff of the changes I have made in support of the following LSL script functions. llSetScriptState llGetScriptState llCSV2List llListRandomize llList2ListStrided llListFindList llResetOtherScript llGetScriptName It was necessary to modify ExecutorBase in support of the ScriptState implementations. I also modified SceneObjectPart and SceneObjectPart.Inventory to corrects a quoting mismatch in the commentary that through off live parsing of the files. I also simplified the State definition at the start of BuiltinCommands.
* added some os helper functions for the texture drawing module. see ↵MW2008-03-151-0/+60
| | | | http://opensimulator.org/wiki/OSSL_TextureDrawing for function prototypes and example script. Will expand that page later.
* ODEPluginTeravus Ovares2008-03-101-0/+5
| | | | | | | | | * Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
* Added Frist basic version on the VectorRenderModule, that allows scripts to ↵MW2008-03-081-0/+18
| | | | | | | do some basic drawing onto textures. Currently the method the scripts have to use is most likely not the most user friendly, but this should improve soon. And hope to allow SVG files (either loaded from a web site, or even script created) to be used. I will add a page to the wiki tomorrow, until then http://www.pastebin.ca/934425 is a example c# script that can be used to get a bit of a idea. Also added osSetDynamicTextureDataBlend and osSetDynamicTextureURLBlend that will allow the various textures to be blended together, but currently there are still a few bugs in them. So not ready for use yet.
* Thank you kindly, Ldviopeng for:Charles Krinke2008-03-081-0/+41
| | | | | | | Patch to implement the following LSL / OS functions llParcelPrimCount(60%) osSetParcelMediaURL
* Update svn properties.Jeff Ames2008-02-251-2216/+2216
|
* By now you all have learned that when I'm committing scripting usually ↵Tedd Hansen2008-02-241-0/+2216
doesn't work, so no big surprise. :) Modified baseclass for compiled script to incorp new OSSL commands class and renamed it to follow standards and all that. Scripts may work again. :)