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* * Implements Sound on Objects for IObject in MRMAdam Frisby2009-05-293-1/+29
| | | | | | * Method: IObject.Sound.Play(UUID sound, double volume) * More feature-packed API to come soon. (I want a World.Sound with arbitrary positioning)
* Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva2009-05-151-2/+2
| | | | | | | | | | | | -- 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
* * Adds additional check to MRM rezzing - the host object must be created by ↵Adam Frisby2009-05-121-1/+3
| | | | the sim owner, not just owned by it.
* * Adds ScenePresence.TeleportWithMomentum - same as .Teleport, but preserves ↵Adam Frisby2009-05-121-1/+1
| | | | velocity.
* * Applies Mantis #3630 - Adds support for outside MRM initialisation, makes ↵Adam Frisby2009-05-1213-18/+32
| | | | MRMModule compatible with the Visual Studio MRMLoader ( http://forge.opensimulator.org/gf/project/mrmloader/ )
* * Code to make MRM debugging easier.Adam Frisby2009-05-092-1/+6
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* Intermediate commit. WILL NOT COMPILE!Melanie Thielker2009-05-041-0/+1
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* Add copyright headers. Formatting cleanup.Jeff Ames2009-04-273-5/+59
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* Update svn properties.Jeff Ames2009-04-273-90/+90
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* * Implements Microthreading for MRM scripting.Adam Frisby2009-04-247-2/+162
| | | | | | | | | | * This is achieved through two new keywords "microthreaded" and "relax". example: public microthreaded void MyFunc(...) { ... relax; ... }
* * Committing stub VW-over-HTTP ClientStack. (2/2)Adam Frisby2009-04-221-1/+1
| | | | | * Minor MRM tweak.
* Add copyright headers. Formatting cleanup.Jeff Ames2009-04-225-4/+139
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* Update svn properties.Jeff Ames2009-04-214-105/+105
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* * Implements Extensions to MRM. This allows Region Modules to insert new ↵Adam Frisby2009-04-216-3/+81
| | | | | | | | | | | | 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();
* * Adds IObject.Shape to MRMAdam Frisby2009-04-184-53/+140
| | | | | | * Implements Sculpty modification support to MRM * Example: IObject.Shape.SculptMap = new UUID("0000-0000-0000....");
* minor: Remove some mono compiler warnings. Uncomment code when it's ↵Justin Clarke Casey2009-04-151-1/+1
| | | | actually being used.
* * Make it possible to add a request id to load and save oar requestsJustin Clarke Casey2009-04-151-5/+5
| | | | | | * This allows specific requests to be identified.
* Formatting cleanup.Jeff Ames2009-04-144-6/+6
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* Add copyright headers.Jeff Ames2009-04-145-5/+140
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* Update svn properties.Jeff Ames2009-04-1415-873/+873
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* * Minor MRM CleanupAdam Frisby2009-04-1114-614/+662
| | | | | | | * 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[?]
* Add XmlRpcGridRouter, a module that communicates URIs for XMLRPC channelsMelanie Thielker2009-04-101-0/+143
| | | | | | to a central server via REST, for centralized XMLRPC routing.
* Add an optional region module which will supply a script event,Melanie Thielker2009-04-101-0/+90
| | | | | | | xmlrpc_uri(string) in response to a OpenRemoteDataChannel call. The string is the fully qualified URI to post XMLRPC requests for that script to.
* * Fixes a bug in MRM scripting whereby the Touch flag is never enabled for ↵Adam Frisby2009-04-101-0/+2
| | | | OnTouch capable scripts.
* * minor: remove some mono compiler warningsJustin Clarke Casey2009-04-091-2/+2
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* * Allows MRMs to import libraries in the OpenSim bin directory.Adam Frisby2009-04-091-5/+16
| | | | | * Syntax: //@DEPENDS:library.dll
* * Implements IObject.Materials[].*Adam Frisby2009-04-093-2/+93
| | | | | * This lets you do things like IObject.Materials[0].Texture = new UUID("0000-...");
* * Implements IGraphics interface for MRM Scripting.Adam Frisby2009-04-096-6/+75
| | | | | | * 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.
* * Adds World.OnNewUser += delegate(IWorld sender, NewUserEventArgs e);Adam Frisby2009-04-092-1/+50
| | | | | * This event fires when a new avatar is created within the Scene. (Internally corresponds to EventManager.OnNewPresence)
* * Limits MRM scripting to Region Master Avatar only.Adam Frisby2009-04-091-1/+4
| | | | | | * 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).
* * World.OnChat no longer fires if there is no chat text (prevents the typing ↵Adam Frisby2009-04-091-2/+3
| | | | animation packet from firing OnChat)
* * Added additional debug testing info to SceneAdam Frisby2009-04-093-6/+56
| | | | | | | * 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.*
* * Forgot to commit IEntity in last commit.Adam Frisby2009-04-092-0/+67
| | | | | * Added "DrunkenTextAppreciationModule" Demo MRM - behaves very similarly to the sobriety filter in WoW. ;)
* * Moves Name, GlobalID and WorldPosition into new IEntity interface.Adam Frisby2009-04-095-22/+98
| | | | | | | * 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);
* * Implements retrieving child primitives via World.Objects[id] (MRM)Adam Frisby2009-04-092-5/+13
| | | | | | * Optimizes SceneGraph - fetches on primitives via "GetGroupByPrim" wont search the entire list if the primitive is infact the root. (Core) * Updates Test MRM.
* * Implements IObject.OnTouch += delegate(IObject sender, TouchEventArgs e)Adam Frisby2009-04-092-0/+73
| | | | | * This is equivalent to LSL 'touch(int senders)'
* Add copyright headers, formatting cleanup.Jeff Ames2009-04-067-9/+171
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* Update svn properties.Jeff Ames2009-04-066-175/+175
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* * Implements World.Parcels[] array for MRM scripting.Adam Frisby2009-04-065-3/+67
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* * Adds AutoOAR module, this will automatically OAR your regions every 20 ↵Adam Frisby2009-04-061-0/+5
| | | | | | | | minutes to a directory called "autooar", if enabled. Default disabled. Use [autooar] Enabled=true in OpenSim.ini to enable. * Adds some MRM XMLDOC
* * Fixed copyright headers on HyperGrid source files. (Now match the rest of ↵Adam Frisby2009-04-051-0/+1
| | | | | | | OpenSim, license text is unchanged) * Added Bitmap[,] to IParcel for MRM
* * Minor cosmetic change to SEUser to get Bamboo to initiate another build. (grr)Adam Frisby2009-04-052-2/+16
| | | | | * Adds basic IParcel interface. Soon to live on World.Parcels{[id],[x,y]}
* * Typo in constructor during class rename (whoops!)Adam Frisby2009-04-051-1/+1
| | | | | * OpenSim is now over 9000.
* * Implements ISocialEntity - this represents the class of "user-like" ↵Adam Frisby2009-04-053-1/+48
| | | | | | | objects such as Users, Groups, etc. Destined to be used as the return value of any "Owner" properties. * Implements basic "SEUser" class which implements Avatar/Agent SE functions (primitive).
* * Removes IsPhysical, IsPhantom from IObject, since this is now represented ↵Adam Frisby2009-04-042-13/+0
| | | | in IObject.Physics.Enabled / IObject.Physics.Phantom instead.
* Implements on IObjectPhysics:Adam Frisby2009-04-041-21/+62
| | | | | | | | | | | | | | | | | | * SetMomentum * AddAngularForce * AddForce * FloatOnWater * Force * Acceleration * Torque * Velocity * RotationalVelocity * CenterOfMass * GeometricCenter * Buoyancy * Mass (Partial) * Density (Partial)
* * Implements IObjectPhysics on SOPObject partially.Adam Frisby2009-04-043-7/+116
| | | | | * Eg, IObject.Physics.* is now valid syntax and compiles (but will throw NotSupported at runtime)
* * Implements IObjectPhysics, this collects Physics attributes into one ↵Adam Frisby2009-04-041-0/+32
| | | | | | | | interface, will be referenced on IObject as IObject.Physics.* * Eg; IObject.Physics.Torque = new Vector3(30.0,0.4,0.5); * Maps loosely to internal PhysicsActor class.
* * More fiddling with MRM IPersistence, now stores <T> instead of Object.Adam Frisby2009-04-041-4/+5
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* * Changed IPersistence interface so that passing the MRMBase is unessecary.Adam Frisby2009-04-042-7/+5
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