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path: root/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs (follow)
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* Hit a dead end with llParticleSystem (libsecondlife issues) so no ↵alondria2008-01-311-23/+48
| | | | functionality added yet, but did not want to loose work.
* Surround the "non implemented" in an else clause if face is inappropriate for:Charles Krinke2008-01-211-16/+34
| | | | | | llSetColor, llSetAlpha, llGetColor, llSetTexture, llOffsetTexture, llRotateTexture & llGetTexture
* Added data structure to be passed through event execution queue so that ↵Tedd Hansen2008-01-171-1/+2
| | | | events can use llDetect*-commands to find information about event.
* * Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares2008-01-171-1/+16
| | | | before this'll do anything. Be careful with this function as it's easy to loose prim.
* * Mother of all commits:Adam Frisby2008-01-151-29/+29
| | | | | | | * 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.
* Thank you very much, Kinoc for implementing llGetSubString and ↵Charles Krinke2008-01-121-6/+35
| | | | | | | | | | llDeleteSubString: from the c# implementations of string.SubString(start,len) and string.Remove(start,len). Especially since negative indexing and exclusion are included in the LSL versions. This patch is closer to the LSL version. Maybe an osSubString and osRemoveString would be appropriate?
* Set eolTedd Hansen2008-01-121-3002/+3002
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* Major reorganizing of DotNetEngine. Moved common script engine parts to ↵Tedd Hansen2008-01-121-0/+3003
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.