| Commit message (Collapse) | Author | Age | Files | Lines |
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not break trunk.
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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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Theoretically.
* I've still got to test, it's still theoretical code :D. Good thing it isn't enabled by default!
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explicitly in many cases Thanks Melanie!
* Also, I moved the event parser and re-writer to a separate static object. More work will be done here shortly.
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the example economy module, implements llSetPayPrice(), money() and llGiveMoney() in scripts. Thanks Melanie!
* Moves module loading before the script engine so the script engine can pick up events from modules registering interfaces with scene.
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(this took a while to run).
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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OpenSim in 32-bit mode.
Fixed ScriptEngine.Common startup problems.
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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.
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can not access Scene it sort of crashes right away ;)
Added some sample placeholders for implementing rest of LSL events.
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ScriptServer event pipe (OpenSim->ScriptServer->ScriptEngine) should in theory be done
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Some debug info for startup added to find bugs. ++
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