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World.Objects.Create(Vector3 position, Quaternion rotation). These rez a 'default box' object at the specified coordinates, and return the associated IObject.
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* This includes methods such as PlaySound which take a Position as an argument, allowing you to trigger sounds arbitrarily across the scene without needing a parent object in the position.
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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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* This is achieved through two new keywords "microthreaded" and "relax". example:
public microthreaded void MyFunc(...) {
...
relax;
...
}
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classes into OpenSim MRM's.
* Example in region module:
Scene.GetModuleInterface<IMRMModule>.RegisterExtension<IMyInterface>(this);
* In the MRM:
//@DEPENDS:MyExtensionModule.dll
...
Host.Extensions<IMyInterface>.DoStuff();
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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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