| Commit message (Collapse) | Author | Files | Lines |
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Clode cleanup and removal of commented stuff in ScriptManager.
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DNE and move all of DNE into the DotNetEngine directory. Remove references
that would cause the script runtime to load the entire engine + scene into
each script appdomain. This might help DNE memory consumption.
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The binaries are still different, but that is only a small step away now.
The OSSLPrim has been removed. This commit will breal all scripts
using Prim.Scale(), etc, syntax. It was not secure and will have to
be brought back in another form.
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and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
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of the types, located in OpenSim/Region/ScriptEngines/Shared/LSL_Tyoes.cs
Also changes the compiler in DotNetEngine to use that. You _will_ need to
let your region recompile all your scripts!
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Thank you, tyre, for a patch that refactors LSL to use a unified set of
method signatures and type names, reorders methods and removes unused
and adds new method stubs.
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The constants for llGetParcelDetails were missing
for DotNetEngine and XEngine.
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* Update llGetNumberOfNotecardLines() and llGetNotecardLine() to use dataserver on dotnetengine
* Thanks M.Igarashi
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* Attached patch implements llRequestAgentData for DotNetEngine. (It already is implemented in XEngine.)
* Thanks Y. Nitta
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adds the new function osTeleportAgent().
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Implement an osParseJSON method useful for handling simple JSON returns
from http requests. This will only work in C# at this point.
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Make CHANGED constants consistent with LSL, and consistent across the
code base
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This patch implements a subset of the llParcelMediaCommandList()
function.
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attached are some patches to either comment out direct
console writes or to convert them to log writes
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This patch adds the missing parcel and region flag constants
for LSL scripts. Tested with .Net and XEngine
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llSetCameraParams/llClearCameraParams.
Fixes Mantis #1867
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Fixes Mantis #1861
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llRequestSimulatorData("simname", DATA_SIM_RELEASE)
Fixes Mantis #1866
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used in scripts
-cast from bool to LSL{Integer,Float,String} so functions such as `integer
isZero(integer x) { return (x == 0); }` work
-progress on issue 1863
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added void osSetParcelMediaTime(double time) command to script engines.
which sets the position of the media that is playing. Time is in seconds.
Doesn't do any security checking (should be checking that the object/script is owned by the parcel owner). So could be abused, if it is then we should remove it, or add the security.
Only tested in dotnet scripting engine, but should work in XEngine too.
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Updates llGetPrimitiveParams() and associated files.
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Another new OSSL function for returning the name of the script engine
currently running, osGetScriptEngineName, added to both DotNet and XEngine
OSSL API.
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Fully defines the equality operators on the lsl types and plubs
in the script engine side of the work begun in 0001616 (aly, this one's for you)
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Patch to fix the passed parms and properly show llTakeCamera and
llReleaseCamera as deprecated. Patch for both XEngine and DotNetEngine.
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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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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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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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(Thanks middlelink!)
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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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Adds "not implemented" stubs for llSetVehicleFloatParam() and llSetLinkTexture()
Some cleanup of LSO script enums
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with namespaces.
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llRot2Axis,llAxisAngle2Rot. Re-implemented llRot2Euler, llEuler2Rot
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implementations. Thanks Melanie!
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* Made the scene's scriptDanger method more generic so both the llScriptDanger method and the Script engine method use the same private method.
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* Committing namespace/usings fixes for ThirdParty directory, missed in previous commit.
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(this took a while to run).
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* 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.
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* 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
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* Includes patch #894 fixes for terrain load-tile
* Large number of other terrain fixes and new commands included.
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* 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.
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