aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/Common/LSL_BaseClass.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Added llParseString2List (and a few extra methods to LSL_Types.list).alondria2008-02-021-2/+2
|
* SCRIPTING STILL BROKENTedd Hansen2008-02-011-1/+1
| | | | | | | | | | | Added comments and regions, restructured code Changed a lot of AppDomain junk from console from using Console.Write to Log.Verbose and set it to #if DEBUG All modules should now refresh their configuration runtime Made all logging in ScriptEngine.Common get script name from actual engine Renamed LSLLongCmdHandler to AsyncLSLCommandManager Added auto-recover with 5 sec throttle for new MaintenanceThread
* Thanks to Hashbox for a patch to:alondria2008-02-011-1/+15
| | | | | | Implementing llStringTrim and hooking in osRegionNotice
* Hit a dead end with llParticleSystem (libsecondlife issues) so no ↵alondria2008-01-311-1/+1
| | | | functionality added yet, but did not want to loose work.
* Added data structure to be passed through event execution queue so that ↵Tedd Hansen2008-01-171-0/+9
| | | | events can use llDetect*-commands to find information about event.
* * Mother of all commits:Adam Frisby2008-01-151-1/+1
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* ZERO_ROTATION set to 0,0,0,1 -- not 0,0,0,0 ;)Tedd Hansen2008-01-141-2/+2
|
* Set eolTedd Hansen2008-01-121-2164/+2164
|
* Major reorganizing of DotNetEngine. Moved common script engine parts to ↵Tedd Hansen2008-01-121-0/+2165
ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common. Loads of things has been put into interfaces instead of the specific class. We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.