| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
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)
|
| |
|
|
|
|
|
|
|
| |
This patch brings the Yield Prolog in sync with the YP r669.
Biggest item is support for functions asserta and assertz ,
providing dynamic databases.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
I have added everything *except* the patch to
.../LSL/Compiler.cs. The Compiler.cs patch has a
namespace issue. Lets make a second patch to close
the gap.
|
| |
|
|
|
|
|
|
| |
* Added 'detected around: value' when a x.Y detect occurs to help debug.
* Fixed object text is too long to store to the database (wikilith)
|
| |
|
| |
|
|
|
|
|
|
| |
keywords in foo.bar strings. Add items to the poison array to block them.
|
|
|
|
|
|
|
|
| |
scripts.
* If the regex that we're using isn't good enough, we really need to make it better.
|
|
|
|
|
|
|
|
| |
aggressive
it blocks string = "http://osgrid.org", amoung other things.
|
|
|
|
|
|
|
|
| |
llOwnerSay()
via the newly created Scene.SimBroadcast() call.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Copying, reseting, dragging scripts cause unnecessary recompilation,
slowing down the simulator and filling up the ScriptEngines directory
with compiled .dll and misc. files.
This patch keeps track of compiled assets since the last simulator restarts,
and only recompiles new assets. (editing a script generates a new asset,
so no problems there).
|
|
|
|
| |
types and null.
|
| |
|
|
|
|
| |
method references.
|
| |
|
| |
|
|
|
|
| |
DEBUG level) rather than Console.Writeline
|
|
|
|
|
|
| |
missing the numbers after the initial letter of the identifier.
|
|
|
|
|
|
|
|
| |
* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
|
|
|
|
|
|
|
| |
script to publish the events anymore.
* Introduces a language(regex) independent event recognizer and publishes the events the script listens.
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* Fixes event reporting on states with no state_entry in lsl scripts.
|
|
|
|
| |
(this took a while to run).
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
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. :)
|
|
|
|
| |
commands :)
|
|
|
|
| |
new OSSL_BuilIn_Commands class where we can start adding our own modular commands.
|