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Adds dialog methods for MRM.
Thanks ziah.
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Adds OwnerId and CreatorId properties to MRM.IObject
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ChatEventArgs and retrieves it's value along with the others from the OSChatMessage in HandleChatPackage. With this the MRM Script can check if a ChatEvent is coming in on a specifc Channel. The Second Part adds the Method say(string msg , int channel) to send a chat message on the specified channel. The idea behind this is to enable MRM's to communicate with regular LSL or OSSL Scripts so that they may can act as a Backend to access a Database or do business Logic for those Scripts.
Signed-off-by: Charles Krinke <cfk@pacbell.net>
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Date: Wed, 5 Aug 2009 12:45:56 +0200
Subject: [PATCH] A few minor tweaks to the MRM API's in order to make it possible for MRM's to run in a separate AppDomain without poluting the primary appdomain of OpenSim
Specifically:
Added an explicit method for getting the "globals" of the MRM, removing the need to have the MRM script code loaded into the primary domain, in order to set up proxies
Added a [Serializable] attribute to TouchEventArgs, again in order to remove the need to have MRM script code loaded into the primary domain.
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Applied with whitespace changes
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The current API for MRM is quite sparse, this patch
supplies basic support for accessing the task
inventory of object.
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* Method: IObject.Sound.Play(UUID sound, double volume)
* More feature-packed API to come soon. (I want a World.Sound with arbitrary positioning)
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* Implements Sculpty modification support to MRM
* Example: IObject.Shape.SculptMap = new UUID("0000-0000-0000....");
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* Interfaces now live in Interfaces subdirectory.
* Namespace does not yet reflect this change.
* Final namespace for MRMs will probably sit somewhere around OpenSim.Extend.MRM[?]
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* Avatar and Object now inherit from IEntity.
* Avatar.Position is now Avatar.WorldPosition to match IObject property.
* Implements event World.OnChat += delegate(IWorld sender, ChatEventArgs e);
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* This is equivalent to LSL 'touch(int senders)'
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in IObject.Physics.Enabled / IObject.Physics.Phantom instead.
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* Eg, IObject.Physics.* is now valid syntax and compiles (but will throw NotSupported at runtime)
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* Added XMLDOC to MRM API code, this means we have usable programming docs being produced here: http://docs.opensimulator.org/namespaceOpenSim_1_1Region_1_1OptionalModules_1_1Scripting_1_1Minimodule.html (eg IObject, IHeightmap, etc)
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* Adds IObject.WorldPosition and IObject.OffsetPosition - this is equivilent to AbsolutePosition and OffsetPosition in SOP respectively.
* Adds IObject.WorldRotation and IObject.OffsetRotation - as above.
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Example:
public override void Start()
{
Host.Object.Say("Hello World!");
}
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* Renamed 'Material' to PhysicsMaterial (Wood, Glass, Metal, etc.). May want to place in subclass with other physics specific properties. (We however need to support these features in ODE/etc first.)
* Renamed Faces to Materials. IObjectFace to IObjectMaterial - this is for clarity for those coming from a 3D Programming background (it also makes more sense if/when we support Meshes in core). Properties and members remain identical.
* Added XMLDoc comments to IObject to assist people writing MRMs in XMLDoc aware editors.
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Constants.RegionSize as expected. (Working towards enlarged or smaller regionsizes that arent multiples of 256m)
* Adds minor functionality to MRM Scripting.
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Engine API.
* It's lag-tacular! :D
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