| Commit message (Collapse) | Author | Age | Files | Lines |
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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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as llSetObjectPermMask. By default it's off.
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because it won't do the setting of the prim flexi from not-flexi, however, it'll tweak the parameters of an already existing flexi prim.
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the function that reports errors in event handling is not computing the
line numbers correctly for windows paths (and probably linux paths).
As a result, the conversion to int throws an exception.
note... i'm not sure why we extract the line number, convert it to an int,
then convert it back to a string... but hey... :-)
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LSL scripts in which a float type is cast to a string or a string type
is cast to a float do not compile. When the script is translated from
LSL to C#, the LSL float type is translated into double. There is no
string <-> double cast in C#, so compilation fails.
There is a LSLFloat type, however it seems unfinished and is not used.
I am attaching a patch that implements the LSLFloat type. I have also
added two methods to the LSLString type to facilitate float <-> string casts.
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* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
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llKey2Name fix to show avatar name instead of "Basic Entity"
One line fix. Replaces "presence.Name" =>
"presence.ControllingClient.Name" to return avatar's name.
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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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