| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
|
|
|
|
|
|
|
| |
The current API for MRM is quite sparse, this patch
supplies basic support for accessing the task
inventory of object.
|
|
|
|
|
| |
This patch makes the worn attachments accessible to MRM scripting
|
| |
|
|
|
|
| |
LICENSE.txt.
|
| |
|
| |
|
|
|
|
| |
World.Objects.Create(Vector3 position, Quaternion rotation). These rez a 'default box' object at the specified coordinates, and return the associated IObject.
|
|
|
|
|
| |
* 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.
|
|
|
|
| |
committing.
|
|
|
|
|
|
| |
* Method: IObject.Sound.Play(UUID sound, double volume)
* More feature-packed API to come soon. (I want a World.Sound with arbitrary positioning)
|
|
|
|
|
|
|
|
|
|
|
|
| |
-- please see the example. Affects region servers only.
This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems:
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now
|
|
|
|
| |
the sim owner, not just owned by it.
|
|
|
|
| |
velocity.
|
|
|
|
| |
MRMModule compatible with the Visual Studio MRMLoader ( http://forge.opensimulator.org/gf/project/mrmloader/ )
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* This is achieved through two new keywords "microthreaded" and "relax". example:
public microthreaded void MyFunc(...) {
...
relax;
...
}
|
|
|
|
|
| |
* Minor MRM tweak.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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();
|
|
|
|
|
|
| |
* Implements Sculpty modification support to MRM
* Example: IObject.Shape.SculptMap = new UUID("0000-0000-0000....");
|
|
|
|
| |
actually being used.
|
|
|
|
|
|
| |
* This allows specific requests to be identified.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
* 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[?]
|
|
|
|
|
|
| |
to a central server via REST, for centralized XMLRPC routing.
|
|
|
|
|
|
|
| |
xmlrpc_uri(string) in response to a OpenRemoteDataChannel call. The string
is the fully qualified URI to post XMLRPC requests for that script to.
|
|
|
|
| |
OnTouch capable scripts.
|
| |
|
|
|
|
|
| |
* Syntax: //@DEPENDS:library.dll
|
|
|
|
|
| |
* This lets you do things like IObject.Materials[0].Texture = new UUID("0000-...");
|
|
|
|
|
|
| |
* This allows you to utilize System.Drawing tools on textures within the region.
* Example: use System.Drawing.Bitmap to make your texture, then use Host.Graphics.SaveBitmap to make an asset from it in JPEG2K. You can edit (but not overwrite) existing textures using Host.Graphics.LoadBitmap.
|
|
|
|
|
| |
* This event fires when a new avatar is created within the Scene. (Internally corresponds to EventManager.OnNewPresence)
|
|
|
|
|
|
| |
* This makes MRM scripting ever so slightly more secure. If you have enforced Object Permissions enabled, it may be acceptable to enable MRM within your regions.
* Security bug reports on this feature are much appreciated (eg: anyone finding ways around this to execute a MRM as a basic user).
|
|
|
|
| |
animation packet from firing OnChat)
|
|
|
|
|
|
|
| |
* Corrected issue with MRMs where it would attempt to overwrite an already loaded DLL. (and thus fail with cryptic UnauthorizedAccessException.)
* Made DrunkenTextAppreciationModule.cs MRM not crash with StackOverflowException
* Added some temporary logging to MRM World.*
|
|
|
|
|
| |
* Added "DrunkenTextAppreciationModule" Demo MRM - behaves very similarly to the sobriety filter in WoW. ;)
|
|
|
|
|
|
|
| |
* 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);
|
|
|
|
|
|
| |
* Optimizes SceneGraph - fetches on primitives via "GetGroupByPrim" wont search the entire list if the primitive is infact the root. (Core)
* Updates Test MRM.
|
|
|
|
|
| |
* This is equivalent to LSL 'touch(int senders)'
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
minutes to a directory called "autooar", if enabled. Default disabled. Use [autooar] Enabled=true in OpenSim.ini to enable.
* Adds some MRM XMLDOC
|