| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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.
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0001425: [PATCH] Correct llResetOtherScript() behavoir in XEngine
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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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however, it's confirmed to compile and OpenSimulator to run successfully without this script engine active.
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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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* 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)
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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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There appears to be a problem with the mapping of scripts when an llHTTPRequest completes.
CheckHttpRequests() looks for a function that maps to the localID associated with the http
request. However, the only context in which it looks is that of the first region. That is,
m_CmdManager.m_ScriptEngine.m_ScriptManager is the same no matter where the script executed
that initiated the llHTTPRequest. Since scripts appear to be loaded into a region specific
scriptmanager on startup, the event handler is only found for requests coming from the first region.
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Attached is an initial implementation of llGetNotecardLine and
llGetNumberOfNotecardLines. I decided to go ahead an send these out for
comment while I continue to work on the second part of the proper
implementation. These functions work and return the values requested, as
initially defined in the code, but should be properly implemented to return
the requested information via a dataserver event. This
event will be added and these functions fixed and included in a second
patch shortly.
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llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
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This patch proposes a new function : osOpenRemoteDataChannel(key channeID)
that allow to open an XMLRPC channel for remote_data event. The difference
is that the channelID can be customized instead of being randomly generated.
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keywords in foo.bar strings. Add items to the poison array to block them.
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scripts.
* If the regex that we're using isn't good enough, we really need to make it better.
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aggressive
it blocks string = "http://osgrid.org", amoung other things.
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llOwnerSay()
via the newly created Scene.SimBroadcast() call.
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however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
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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).
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* Push some delete functionality into InnerScene to match what's already there for adding objects
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types and null.
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method references.
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Fixing LSL multiplication and division operators for quaternions
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Thanks Xantor!
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* small patch that fixes a compiler warning (struct comparison against
null again, my favourites) in LSL_BuiltIn_Commands. LSL_Types.key has a
Boolean operator that can be used here.
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More scipt engine cleanup - removed not needed or improper use of NotImplemented and Console.WriteLine
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directly to the world
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*Removed hardcoded permissions checks
*Added permissions checks where needed
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From Melanie... Thanks Melanie!
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