| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
Implementing llStringTrim and hooking in osRegionNotice
|
|
|
|
| |
functionality added yet, but did not want to loose work.
|
|
|
|
| |
events can use llDetect*-commands to find information about event.
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
| |
|
|
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.
|