| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
* 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)
|
| |
|
|
|
|
|
|
| |
* Adds IObject.WorldPosition and IObject.OffsetPosition - this is equivilent to AbsolutePosition and OffsetPosition in SOP respectively.
* Adds IObject.WorldRotation and IObject.OffsetRotation - as above.
|
|
|
|
|
|
| |
* Adds Heightmap[x,y] to interface.
* MRM Scripts should utilize World.Heightmap[x,y] = 0.0; to replace set, and Val = World.Heightmap[x,y] to get.
|
|
|
|
|
|
|
|
|
| |
Example:
public override void Start()
{
Host.Object.Say("Hello World!");
}
|
|
|
|
|
|
|
| |
probably mark byte[] as obsolete.
* Implements SOPObject.Say for MRM. (Note, not IObject yet)
|
|
|
|
|
|
|
| |
in compilation or script initialisation.
* Clarified some debug text for MRM Enabling
|
|
|
|
|
|
|
| |
ID' for MRMs.
* Implements IPersistence interface, allows simple KeyValue access for MRM scripts to a more permanent datastore.
|
| |
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
|
| |
* Changes World.Objects from Array IObject[] to IObjectAccessor.
* Syntactically identical in most behaviour, however the indexer is now ranges not from 0..Count, but any valid internal LocalID. Additional indexers have been added for UUID.
* Example: for(int i=0;i<World.Objects.Count;i++) will not work any more, however foreach(World.Objects) will remain functional.
* This prevents us needing to create a list for each access to World.Objects which should [in theory] present a dramatic speed improvement to MRM scripts frequently accessing World.Objects.
|
|
|
|
|
|
|
| |
containing IAvatar instances for each avatar in the region.
* Adds Test/TestModule.cs which demonstrates a very quick and simple MRM Test.
|
|
|
|
|
|
|
| |
Constants.RegionSize as expected. (Working towards enlarged or smaller regionsizes that arent multiples of 256m)
* Adds minor functionality to MRM Scripting.
|
|
|
|
|
|
|
| |
Patch to RegionReady which adds a field which adds to the message
whether the region is ready due to a server startup or due to an oar
file loading.
|
| |
|
| |
|
|
|
|
|
|
| |
* Renames MiniRegionModule to MRMModule to make it more distinct from the actual Mini Region Module[s] executed in Scene.
* Renames MiniRegionModuleBase to MRMBase for convenience. MRM's need to be adjusted to inherit from MRMBase.
|
|
|
|
|
|
|
| |
Engine API.
* It's lag-tacular! :D
|
|
|
|
|
| |
* Please don't use this yet, it represents a very heavy security risk if you enable it.
|
|
|
|
| |
Disabled - edit code to load.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
warnings. Fix some m_log declarations.
|
|
This changeset add the RegionReady module code. The module sends a
message on a configurable channel when an oar file has finished
loading or if the script engine has emptied its queue for the first
time (eg server startup). Config is something like this:
[RegionReady]
enabled = true
channel_notify = -800
The module also knows if there was an error with startup.
|