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The previous implementation of llEuler2Rot was not mathematically
incorrect, but it was an awkward way of posing the problem that
led to a few degenerate cases which were not handled correctly -
for example, PI rotations around X and Z axes were wrong. I put
some comments in the source about how I arrived at the current
implementation, which I think is easier to read, and gives
results that match SL.
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When using math operators +,-,*,/ in an LSL script with an LSLFloat
and an integer literal the wrong result is returned. This patch
adds operators to the LSLFloat type to handle this case.
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I needed to apply the patch a little better then last night
for: Dot product operator in LSL_Types.cs incorrectly returns
a component-wise vector multiplication; it should return a
scalar dot product. Thanks to M. Igarashi for the patch.
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with Windows compiled, the automated build failed.
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Dot product operator in LSL_Types.cs incorrectly returns a
component-wise vector multiplication; it should return a scalar
dot product. Thanks to M. Igarashi for the patch.
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Changed code to include Melanie's advice about X-SecondLife-Region,
then put the exact same content format as a llHTTPRequest issued by
other grids.
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Implements X-SecondLife-* HTTP Headers for llHTTPRequest
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Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
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Patch #4 of the region settings series. Partial functionality of the new
storage system. More patches to follow.
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Adds additional support for llEmail().
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Solves llGetListLength fails scripts when list is not initialized.
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Solves llGetCameraPos() implementation + permission bug.
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This patch limits the maximum size of prims that can be created using libsl bots
or modified clients to 65536mper side. It also limits LSL functions to that size.
If a prim is already physical, the enforced constraint is 10m.
A prim that is larger than 10m cannot be turned physical, either via script or UI.
Linksets are handled correctly, so scaling of physical linksets is constrained by
the size of it's largest component prim. Also, turning linksets physical is based
on the size of it's largest ptim.
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LSLInteger + literal integer is not an LSLInteger.
The included patch fixes the issue: LSLInteger + literal
integer is not an LSLInteger (also fixed for -,*,/)
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The attached patch implements llRemoveInventory().
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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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esets script permissions when a script is recompiled.
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Changes ...TimeOfDay.Milliseconds to ...TimeOfDay.TotalMilliseconds
for llGetTimeOfDay() in both LSL_Api.cs and LSL_BuiltIn_Commands.cs
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This patch fixes an error in llSetPrimitiveParams() that
prevents correctly setting the type of the prim to SCULPT_TYPE.
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Updates llGetPrimitiveParams() and associated files.
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This patch adds the ability to set the prim type using llSetPrimitiveParams().
Seems to work ok, but there are a staggering number of cases to test,
so I have not yet tested them all.
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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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not break trunk.
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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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causes deprecated LSL functions to throw the deprecated
exception rather than not-implemented.
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SceneObjectPart.SendFullUpdate()
* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up
* This also means that force-update on the console will not trigger repersistence.
* Also, in other places persistence is no longer done where it wasn't actually necessary
* I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped
* Please patch or mantis if this is the case
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Adds the beginnints of llRemoteLoadScriptPin() and
llSetRemoteScriptAccessPin().
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Implements the beginning of llInventoryDrop. Doesn't cover
the actual dropping yet, just the permissions for it.
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Fixes:
- Wearable icon and name sreset to default on copy/paste
- Cache is not updated when renaming/moving folders
- Partial refactor to make inventory less dependen on AssetBase having a "Name" field
- Add llGiveInventoryList() function
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Makes items appear in the item type folder, rather than in the root
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Add permissions magling to llGiveInventoryItem,
correct some corner case functionality
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to add the beginnings of llGiveInventory().
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* This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic
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LSL subroutine implementation to solve an infinite loop
in llParseString2List() under certain circumstances.
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* only appeared in DotNetEngine's LSL_BuildIn_Commands.cs
* Nice spot Ewe Loon (http://opensimulator.org/mantis/view.php?id=1548)
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and its copy LSL_ScriptCommands.cs
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Currently LSL code such as below does not compile on OpenSim, but compiles fine in Second Life:
list mylist = [];
mylist += [1, 2, 3];
mylist += "four";
list newlist = mylist + 5.0;
The problem is that the LSL_Types.list class does not have an operator for adding a string to a list.
I am including a patch which implements adding a string, integer or float to a list.
I am also including tests. The file LSL_TypesTestList.cs belongs in
OpenSim/Tests/OpenSim/Region/ScriptEngine/Common/.
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situations and have it work.
* script Collision reporting works now in DotNetEngine
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really want to see, "[AsyncLSL]: GetSensorList missing localID" and SetSensorEvent, then you can #define SPAM
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