| Commit message (Collapse) | Author | Age | Files | Lines |
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* This lets you do things like IObject.Materials[0].Texture = new UUID("0000-...");
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* 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.
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* This event fires when a new avatar is created within the Scene. (Internally corresponds to EventManager.OnNewPresence)
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* 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).
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animation packet from firing OnChat)
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* 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.*
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* Added "DrunkenTextAppreciationModule" Demo MRM - behaves very similarly to the sobriety filter in WoW. ;)
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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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* Optimizes SceneGraph - fetches on primitives via "GetGroupByPrim" wont search the entire list if the primitive is infact the root. (Core)
* Updates Test MRM.
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* This is equivalent to LSL 'touch(int senders)'
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* Implement "Add To Outfit"
* Thanks FredoChaplin
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Fix null reference exception during close down of IRC module if the
region was not actually initialized.
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minutes to a directory called "autooar", if enabled. Default disabled. Use [autooar] Enabled=true in OpenSim.ini to enable.
* Adds some MRM XMLDOC
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OpenSim, license text is unchanged)
* Added Bitmap[,] to IParcel for MRM
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* Adds basic IParcel interface. Soon to live on World.Parcels{[id],[x,y]}
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* OpenSim is now over 9000.
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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).
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in IObject.Physics.Enabled / IObject.Physics.Phantom instead.
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* SetMomentum
* AddAngularForce
* AddForce
* FloatOnWater
* Force
* Acceleration
* Torque
* Velocity
* RotationalVelocity
* CenterOfMass
* GeometricCenter
* Buoyancy
* Mass (Partial)
* Density (Partial)
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* Eg, IObject.Physics.* is now valid syntax and compiles (but will throw NotSupported at runtime)
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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.
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First part of Mantis #964, the necessary clouds image will follow separately.
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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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* 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.
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Example:
public override void Start()
{
Host.Object.Say("Hello World!");
}
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probably mark byte[] as obsolete.
* Implements SOPObject.Say for MRM. (Note, not IObject yet)
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in compilation or script initialisation.
* Clarified some debug text for MRM Enabling
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ID' for MRMs.
* Implements IPersistence interface, allows simple KeyValue access for MRM scripts to a more permanent datastore.
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config options, this has NO default, if you use the IRC module, you MUST
add this setting to your ini file.
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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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* 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.
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containing IAvatar instances for each avatar in the region.
* Adds Test/TestModule.cs which demonstrates a very quick and simple MRM Test.
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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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Fixes Mantis #3324
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sending. With this change, all methods that handle IM now use GridInstantMessage
rather than individual parameters.
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support for the mute list (no functionality yet, but allows the
RetrieveInstantMessages event to fire now).
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with LibOMV based clients.
* Modifies the IClientAPI! So client stacks will need to be modified!
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Fixes Mantis #3324
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* Important: HttpServer.dll was changed to HttpServer_OpenSim.dll so that the HttpServer references do not conflict if you've copied the OpenMetaverse.Http.dll and requirements to the OpenSimulator bin folder.
This means that if you reference HttpServer.dll in any projects, you will need to change the reference to HttpServer_OpenSim.dll. It still uses the Same HttpServer namespace though.
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