| Commit message (Collapse) | Author | Age | Files | Lines |
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It already existed in LSL_Api but it also needs to exist in these two other places for a script to be able to see it.
Hopefully resolves http://opensimulator.org/mantis/view.php?id=5489
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belongs to an NPC in the region. FALSE if not or if the NPC module isn't present.
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NPC, the npc's own key for an 'unowned' NPC and NULL_KEY is the input key was not an npc.
llGetOwnerKey() could also be extended but this does not allow one to distinguish between an unowned NPC and some other result (e.g. 'no such object' if NULL_KEY is the return.
Also, any future extensions to LSL functions by Linden Lab are unpredictable and OpenSim-specific extensions could clash.
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Conflicts:
OpenSim/Framework/EstateSettings.cs
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http://wiki.secondlife.com/wiki/LlManageEstateAccess
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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http://wiki.secondlife.com/wiki/LlGetParcelMusicURL
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Add osGetHomeURI function to the family of osGetGrid* functions. Returns the SRV_HomeURI setting from the [LoginService] configuration.
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Add function osGetGridCustom to take an argument for the GridInfo kpv to retrieve from the GridInfoService
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name, vector position, string notecard, int options) instead with option OS_NPC_CREATOR_OWNED
Please note that correct option name is OS_NPC_CREATOR_OWNED not OS_NPC_CREATE_OWNED as mistakenly put in a previous commit.
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string notecard, int options) variant.
This will be documented soon. Options can currently be
OS_NPC_CREATE_OWNED - creates a 'creator owned' avatar that will only respond to osNpc* functions made by scripts owned by the npc creator
OS_NPC_NOT_OWNED - creates an avatar which will respond to any osNpc* functions that a caller has permission to make (through the usual OSSL permission mechanisms).
options is being added to provide better scope for future extensibility without having to add more functions
The original non-options osNpcCreate() function will continue to exist.
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owner, can be destroyed only by the owner and only the owner can save their appearance. Added "NPC" as a flag to llSensor to sense NPCs and exclude them from "AGENT" results.
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owner, can be destroyed only by the owner and only the owner can save their appearance. Added "NPC" as a flag to llSensor to sense NPCs and exclude them from "AGENT" results.
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any methods, even those without threat, automatically. It is for use with
setups wanting to allow only specific methods to specific users.
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Conflicts:
OpenSim/Framework/RegionInfo.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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osParseJSON uses hand-crafted decoding that has two issues
* does not seem to handle top-level JSON lists
* does not seem to handle unicode text
thanks otakup0pe!
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Allows you to stand an NPC that has sat.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
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http://wiki.secondlife.com/wiki/LlAvatarOnLinkSitTarget
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llRegionSayTo(key target, integer channel, string messasge)
Allows messages to be sent region-wide
to a particular prim.
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Rotation works if done around the z axis. Anything else leads to random results.
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region to a notecard
This is separate from osOwnerSaveAppearance() so that owner saves can be allowed without allowing arbitrary avatar saves
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this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
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yet ready for user use.
Adds regression test.
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storage.
This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent.
By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type.
Notecards also allow different appearances to be swapped and manipulated easily.
This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text.
This works in my basic test but is not at all ready for user use or bug reporting yet.
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I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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