| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
|
| |
We now support individual scripts on individual prims. Do the script dance... \o/ \o\ /o/ \o/ .o.
|
|
|
|
| |
empty objects crash.
|
|
|
|
| |
script in a primitive is deleted.
|
|
|
|
| |
fired likewise. Bugfixes coming in next commit.
|
| |
|
|
|
|
| |
can get ref to the SceneObjectPart/ IScriptHost.
|
| |
|
| |
|
| |
|
|
|
|
| |
them in database.
|
| |
|
|
|
|
|
| |
Made a change to the Scene.EventManager OnRezScript event, it now includes the itemID as a param. This uuid is unique to each instance of a script, so can be used for tracking changes/editing, stopping and deleting a script.
|
|
|
|
| |
scripts into a prim (from your user inventory) and although the script will now show up in the prims inventory, you can't make any changes to it (or delete it). Also a prim's inventory is currently not saved between restarts.
|
| |
|
|
|
|
|
|
|
| |
cleaning up prior to release. However this should make it easy for people
to start using sqlite storage.
|
|
|
|
| |
subscribe to. This is triggered whenever a script is moved into a primitive (and includes the localid of the prim and the script text as params) . Currently though the script item isn't deleted from a users inventory, nor does it actually show up in the objects inventory (this will be fixed soon.) So that means that it isn't currently possible to edit a script (or delete it) once it has been added to a primitive.
|
|
|
|
|
|
| |
added a serverside_object_permissions = false entry (set to true to enable permission checking on prim editing etc).
set the default for standalone account authentication to be turned on (so we don't get lots of people asking why inventory doesn't work). Just remember to use "create user" to create the accounts.
|
| |
|
|
|
|
| |
either you or another user has crossed from one region to another. (however a avatar's appearance isn't kept across regions, but we need to add that to inter-regions communications so for now people will have to put up with some other user's avatars appearing as the bald(ish) fat man
|
|
|
|
| |
the new group can be stored correctly.
|
|
|
|
| |
someone let me know) and the rotations are kept. [Now just need to fix the editing (rotation and position) of individual prims of a group]
|
|
|
|
| |
tools are now connected up and its now just a case of doing some bug fixing.
|
|
|
|
|
|
|
|
| |
stupid little one line bugs that was so much fun to track down that I decided to spend a few hours on it)
Linking groups should now work better than it did, but still a bit of work to do on getting the rotations of all the parts after linking right.
Added part of dalien's #301 patch (xml loading/saving related parts with some small changes)
|
|
|
|
|
|
|
| |
from the opensim.ini file. Just add a line to the Startup section like : serverside_object_permissions = true
Changes /editing that are made to clothing/ body parts in your inventory should now be saved between logins/ restarts.
|
|
|
|
| |
to be read.
|
| |
|
| |
|
| |
|
|
|
|
| |
in script, removes script from EventQueueManagers target list, tells AppDomainManager that script is no longer active (and ready for unload).
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already].
Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think).
Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups).
Some preliminary work on task inventory (ie object's/prim's inventory).
Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work).
Added a few more method to IClientAPI.
Sure there is something I'm forgeting.
|
| |
|
|
|
|
| |
support for multiple threads executing events on objects, but only one thread on one script at the time (to utilize MultiCore/hyperthreading CPU's).
|
|
|
|
| |
times". Will speed up script event execution considerable. But at the cost of some memory (will be optimized later with RuntimeXHandle).
|
|
|
|
| |
scripts loaded count in AppDomain properly.
|
| |
|
| |
|
|
|
|
| |
OpenSim.Region.ScriptEngine.Executor. Script no longer responsible for handling event calls to itself (and we can create reference cache in Executor).
|
|
|
|
| |
need for collisions. not hooked in yet.
|
| |
|
|
|
|
|
|
|
| |
(no security yet).
*phew* that only took me 12 hours of coding...
|
|
|
|
| |
not working yet.
|
|
|
|
| |
folder - hopefully solves compile problem on Linux.
|
|
|
|
| |
Common). Changed Vector and Rotation to custom types (stored in Common) that needs to be changed later. No longer using Axiom. Script support still broken.
|
| |
|
|
|
|
| |
(OpenSim.Region.ScriptEngine.Common). Fixed last compile error (forgot to include LSL_BuiltIn_Commands.cs).
|
|
|
|
| |
LSL_BaseClass.cs to LSL_BuiltIn_Commands.cs. Changed how scripts are loaded.
|
|
|
|
| |
go to, instead of the default 128,128
|
| |
|
| |
|