| Commit message (Collapse) | Author | Age | Files | Lines |
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The binaries are still different, but that is only a small step away now.
The OSSLPrim has been removed. This commit will breal all scripts
using Prim.Scale(), etc, syntax. It was not secure and will have to
be brought back in another form.
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The entire LSL API is now in the single, shared file
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api_Base.cs
This is for both engines. The OSSL function are still separate.
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and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
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of the types, located in OpenSim/Region/ScriptEngines/Shared/LSL_Tyoes.cs
Also changes the compiler in DotNetEngine to use that. You _will_ need to
let your region recompile all your scripts!
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Thank you, tyre, for a patch that refactors LSL to use a unified set of
method signatures and type names, reorders methods and removes unused
and adds new method stubs.
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adds the new function osTeleportAgent().
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* leaving in the ones to do with ScriptBase since these actually indicate coding bugs that I don't have the time/brainpower to fix at the moment
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does, but it seems every other function here has it, so it is probably
needed.
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Implement an osParseJSON method useful for handling simple JSON returns
from http requests. This will only work in C# at this point.
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Fix unreachable code due to typo in llDetectedGroup.
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osSetDynamicTextureData() produces error on console if
ExtraParams passed empty string
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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estate owner user the ability to add and remove estate managers,
and have EM rights outside of that.
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added void osSetParcelMediaTime(double time) command to script engines.
which sets the position of the media that is playing. Time is in seconds.
Doesn't do any security checking (should be checking that the object/script is owned by the parcel owner). So could be abused, if it is then we should remove it, or add the security.
Only tested in dotnet scripting engine, but should work in XEngine too.
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Another new OSSL function for returning the name of the script engine
currently running, osGetScriptEngineName, added to both DotNet and XEngine
OSSL API.
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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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*Removed hardcoded permissions checks
*Added permissions checks where needed
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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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Melanie!
RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
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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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Fixed a bug in new Prim where I actually ADDED new values to old values instead of directly assigning them... Now that was a waste of time! :P
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off into eternity
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Fixed bugs in new OOP commands.
Prim.Rotation.X += 45;
Prim.Position.X += 10;
Now how do I find the prim I asked to += 10 every 1 second???
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doesn't work, so no big surprise. :)
Modified baseclass for compiled script to incorp new OSSL commands class and renamed it to follow standards and all that. Scripts may work again. :)
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Example:
Prim.Position.X += 10;
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new OSSL_BuilIn_Commands class where we can start adding our own modular commands.
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