| Commit message (Collapse) | Author | Age | Files | Lines |
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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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code merging and transition to Shared/
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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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between the engines again. Also, committed r60 in opensim libs with the
parser source changes.
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1651, 1339.
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the user in-world. This method is not yet perfect but is an improvement in accuracy over the existing method.
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Brings Yield Prolog up to date with sourceforge version 0.9.10
Patched applies to both DotNet and XEngine.
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This patch adds the prolog interperter helper object ONLY for YP code,
and not every script compiled.
Mirrors the other languages like JS and VB more closely.
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to every script in most environments). This will break prolog
support. Prolog code needs to generate it's template script more like
how javascript does.
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DEBUG level) rather than Console.Writeline
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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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explicitly in many cases Thanks Melanie!
* Also, I moved the event parser and re-writer to a separate static object. More work will be done here shortly.
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(this took a while to run).
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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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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. :)
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commands :)
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* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize.
* Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
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Add scene-debug command to Enable/Disable scripting,
collision, and physics from console.
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for later removal/replacement.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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working on 1 region. :)
Using default warning level on C#/VB compile
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Added notice in OpenSim.ini that config refresh function is disabled
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OpenSim.32BitLaunch.exe is a 32-bit application that loads OpenSim.exe using .Net framework, hence it is JIT-compiled to 32-bit.
Use this app to start OpenSim on 64-bit systems (works great on Vista 64 :))
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bughunting SO much easier! *jeesh*
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Fixed bug in how code is handled, hopefully we can now run all 3 languages? :)
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Added some logging on what is happening during compile.
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OpenSim in 32-bit mode.
Added VISUAL BASIC.NET-support
//cs, //lsl and //vb as first characters of script will determine what compiler is used.
Compile warnings are no longer treated as errors. Script will still run.
Added a few useless and useful config options:
Write script source to harddisk for debug, Default compile language, Allowed compilers (languages), compile in release or debug mode, clean up old scripts on startup
Loads of warnings for incorrect config
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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