| Commit message (Collapse) | Author | Age | Files | Lines |
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* Made the scene's scriptDanger method more generic so both the llScriptDanger method and the Script engine method use the same private method.
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(this took a while to run).
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OSSL_BuilIn_Commands_Interface.cs where they belong.
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* All objects are not touchable by default now
* When a script listens for one of the touch events in the state, an object becomes touchable.
* All LSL scripts report which events they consume now
** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event.
** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
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* Includes patch #894 fixes for terrain load-tile
* Large number of other terrain fixes and new commands included.
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* Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>".
* Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax.
* New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class.
* Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
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* Thanks krtaylor
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http://opensimulator.org/wiki/OSSL_TextureDrawing for function prototypes and example script. Will expand that page later.
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* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
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* Added WaterLevel support to the ODEPlugin. More on this later.
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do some basic drawing onto textures. Currently the method the scripts have to use is most likely not the most user friendly, but this should improve soon. And hope to allow SVG files (either loaded from a web site, or even script created) to be used. I will add a page to the wiki tomorrow, until then http://www.pastebin.ca/934425 is a example c# script that can be used to get a bit of a idea.
Also added osSetDynamicTextureDataBlend and osSetDynamicTextureURLBlend that will allow the various textures to be blended together, but currently there are still a few bugs in them. So not ready for use yet.
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Patch to implement the following LSL / OS functions
llParcelPrimCount(60%)
osSetParcelMediaURL
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Changed the public IsAdministrator back to protected,
now checks Config to see whether it is allowed to run or not.
Defaults to false (not allowed).
To use add the following to OpenSim.ini
[LL-Functions]
AllowosConsoleCommand=true
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osConsoleCommand Feature to ll-functions.
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LSL_BuiltIn_Commands_Interface - it is now (and foxes Mantis 395)
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Implementing llStringTrim and hooking in osRegionNotice
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functionality added yet, but did not want to loose work.
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LSL_BaseClass to allow them to be called in LSL scripts.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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Adding:: llSetParcelMusicUrl(), llGetRootPosition(), llGetRootRotation(),
llGetGeometricCenter(), llSetLocalRot(), llListReplaceList(),
llGetObjectPrimCount(),llGetParcelDetails(), llGetParcelMaxPrims(),
llWater(), llGetLocalRot(), and llGetAccel()
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The list type and a bunch of support functions to LSL
Added/ReImplmented: llGetListLength(), llList2Integer(), osList2Double() (note rename),
llList2Float(), llList2String(), llList2Key(), llList2Vector(), llList2Rot(),
llList2List(), llDeleteSubList(), llGetListEntryType(), llList2CSV(), llCSV2List(),
llListInsertList(), llDumpList2String(),
Borked Still: llListSort(), llListRandomize(), llList2ListStrided(), llListFindList(),
Changed: llHTTPRequest() (Made wrapper of LSL_Types.list->List<string>)
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Added: LinkNum to SceneObjectPart
Added: Bunch-o settings of LinkNum in SceneObjectGroup
Added: llGetNumberOfPrims()
Added: llGetLinkNumber()
Added: llGetLinkKey()
Added: llGetLinkName() (and change to string return type)
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This patch implements the llHttpRequest function via a region module,
HttpScriptsRequest. There were bits and peices in LSLLong_cmd_handler,
which I moved into the region module, and just check for completed
requests and dispatch the http_response callback event instead.
works for me as of r2674
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notice of doom
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* Shortened type references
* Removed redundant 'this' qualifier
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Implemented: llHTTPRequest (queue, thread, etc -- but not actuall call)
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will happen on the windows side now that eol-style is correct
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Some more modules templates classes (hoping that someone will pick some of these and work on implementing them).
Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them).
Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim.
Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
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OpenSim.Region.ScriptEngine.Executor. Script no longer responsible for handling event calls to itself (and we can create reference cache in Executor).
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Common). Changed Vector and Rotation to custom types (stored in Common) that needs to be changed later. No longer using Axiom. Script support still broken.
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(OpenSim.Region.ScriptEngine.Common). Fixed last compile error (forgot to include LSL_BuiltIn_Commands.cs).
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