| Commit message (Collapse) | Author | Age | Files | Lines |
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patch and I apologize for my confusion with the interim
patch earlier.
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- volume doesn't change with a new llLoopSound(same sound, new volume);
- SendFullUpdateToClients sends 0's in all sound related fields when
there's no sound on the prim, thereby improving the amount of data being
sent out on these prims (fixes zeropack)
- Removed some code duplication between llStartSound, llLoopSound and llParticleSystem() calls
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Patch to cleanup some incorrect parsing, boundry conditions
and error checking in the llGetNotecardLine and
llGetNumberOfNotecardLines functions.
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that adds function stub to request region info by name and
adds llRequestSimulatorData() and the dataserver event
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Attached is an initial implementation of llGetNotecardLine and
llGetNumberOfNotecardLines. I decided to go ahead an send these out for
comment while I continue to work on the second part of the proper
implementation. These functions work and return the values requested, as
initially defined in the code, but should be properly implemented to return
the requested information via a dataserver event. This
event will be added and these functions fixed and included in a second
patch shortly.
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llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
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This patch proposes a new function : osOpenRemoteDataChannel(key channeID)
that allow to open an XMLRPC channel for remote_data event. The difference
is that the channelID can be customized instead of being randomly generated.
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llOwnerSay()
via the newly created Scene.SimBroadcast() call.
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however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
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* Push some delete functionality into InnerScene to match what's already there for adding objects
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Thanks Xantor!
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* small patch that fixes a compiler warning (struct comparison against
null again, my favourites) in LSL_BuiltIn_Commands. LSL_Types.key has a
Boolean operator that can be used here.
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More scipt engine cleanup - removed not needed or improper use of NotImplemented and Console.WriteLine
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directly to the world
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From Melanie... Thanks Melanie!
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merely corrects the signature so that "not implemented" message is displayed rather than a script
compile failure
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Patch fixes the pesky "Cannot implicitly convert to bool" issue for function returns
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permission module to follow this.
*This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
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(Thanks middlelink!)
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Introduce time dilation in scripts.
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* Eventually this codebase will be clean. >_>
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Theoretically.
* I've still got to test, it's still theoretical code :D. Good thing it isn't enabled by default!
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llParticleSystem().
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I was in the file and noticed them.
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visible features.
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attracts zombies.. a recipe for llRezObject
* Original patch by YZh Thanks YZH!!!!
* object_rez event patch by Melanie, Thanks Melanie!!!
* Some fixups, some missing things(velocity,rotation)
* script delay
* Recoil
* Standard error messages
* Standard silent failures
* Easter egg management
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llParticleSystem and osDynamicTexture issues.
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Adds "not implemented" stubs for llSetVehicleFloatParam() and llSetLinkTexture()
Some cleanup of LSO script enums
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MInor patch - more script function cleanup and comments
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ASCIIEncoder in places we shouldn't.
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script to publish the events anymore.
* Introduces a language(regex) independent event recognizer and publishes the events the script listens.
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- Fix for llRound (now rounds in LL-compatible fashion, rather than using bankers rounding)
- Implementation of llAngleBetween
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* This is one of those times (should fix build)
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