| Commit message (Collapse) | Author | Age | Files | Lines |
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Adds the beginnints of llRemoteLoadScriptPin() and
llSetRemoteScriptAccessPin().
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Implements the beginning of llInventoryDrop. Doesn't cover
the actual dropping yet, just the permissions for it.
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Fixes:
- Wearable icon and name sreset to default on copy/paste
- Cache is not updated when renaming/moving folders
- Partial refactor to make inventory less dependen on AssetBase having a "Name" field
- Add llGiveInventoryList() function
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Makes items appear in the item type folder, rather than in the root
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Add permissions magling to llGiveInventoryItem,
correct some corner case functionality
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to add the beginnings of llGiveInventory().
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* This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic
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LSL subroutine implementation to solve an infinite loop
in llParseString2List() under certain circumstances.
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* only appeared in DotNetEngine's LSL_BuildIn_Commands.cs
* Nice spot Ewe Loon (http://opensimulator.org/mantis/view.php?id=1548)
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and its copy LSL_ScriptCommands.cs
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situations and have it work.
* script Collision reporting works now in DotNetEngine
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as llSetObjectPermMask. By default it's off.
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because it won't do the setting of the prim flexi from not-flexi, however, it'll tweak the parameters of an already existing flexi prim.
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* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
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llKey2Name fix to show avatar name instead of "Basic Entity"
One line fix. Replaces "presence.Name" =>
"presence.ControllingClient.Name" to return avatar's name.
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patch and I apologize for my confusion with the interim
patch earlier.
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- volume doesn't change with a new llLoopSound(same sound, new volume);
- SendFullUpdateToClients sends 0's in all sound related fields when
there's no sound on the prim, thereby improving the amount of data being
sent out on these prims (fixes zeropack)
- Removed some code duplication between llStartSound, llLoopSound and llParticleSystem() calls
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Patch to cleanup some incorrect parsing, boundry conditions
and error checking in the llGetNotecardLine and
llGetNumberOfNotecardLines functions.
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that adds function stub to request region info by name and
adds llRequestSimulatorData() and the dataserver event
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Attached is an initial implementation of llGetNotecardLine and
llGetNumberOfNotecardLines. I decided to go ahead an send these out for
comment while I continue to work on the second part of the proper
implementation. These functions work and return the values requested, as
initially defined in the code, but should be properly implemented to return
the requested information via a dataserver event. This
event will be added and these functions fixed and included in a second
patch shortly.
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llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
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This patch proposes a new function : osOpenRemoteDataChannel(key channeID)
that allow to open an XMLRPC channel for remote_data event. The difference
is that the channelID can be customized instead of being randomly generated.
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llOwnerSay()
via the newly created Scene.SimBroadcast() call.
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however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
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* Push some delete functionality into InnerScene to match what's already there for adding objects
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Thanks Xantor!
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* small patch that fixes a compiler warning (struct comparison against
null again, my favourites) in LSL_BuiltIn_Commands. LSL_Types.key has a
Boolean operator that can be used here.
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More scipt engine cleanup - removed not needed or improper use of NotImplemented and Console.WriteLine
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directly to the world
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From Melanie... Thanks Melanie!
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merely corrects the signature so that "not implemented" message is displayed rather than a script
compile failure
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Patch fixes the pesky "Cannot implicitly convert to bool" issue for function returns
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permission module to follow this.
*This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
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(Thanks middlelink!)
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