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2008-03-19* Documentation patch from krtaylor. Thanks!Justin Clarke Casey1-0/+5
2008-03-19Fixed some comparisons of LLUUIDs to null.Jeff Ames1-3/+3
Thanks to DrSchofld for pointing this out.
2008-03-18Formatting cleanup.Jeff Ames1-3/+3
2008-03-18Formatting cleanup. Minor refactoring.Jeff Ames1-2/+2
2008-03-18* Applied Grumly57 patch for #781; Thanks, Grumly!lbsa711-7/+7
2008-03-18Patch from DrSchofld (IBM). In his own wordsJustin Clarke Casey1-2/+2
structs (such as LLUUID) are considered values by mono. comparing them against null makes no sense and the mono compiler will flag that as evaluating to always false --- except if "cleverly" disguised. the attached patch fixes such an occurrence in OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncCommandPlugins/SensorRepeat.cs. [yes, i'm on a crusade against comparing structs against null, go ask jradford from libsl ;-)]
2008-03-18Formatting cleanup.Jeff Ames33-878/+833
2008-03-17Fix a few mono compiler warnings. Minor cleanup.Jeff Ames1-1/+1
2008-03-17From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague3-90/+370
Here's a diff of the changes I have made in support of the following LSL script functions. llSetScriptState llGetScriptState llCSV2List llListRandomize llList2ListStrided llListFindList llResetOtherScript llGetScriptName It was necessary to modify ExecutorBase in support of the ScriptState implementations. I also modified SceneObjectPart and SceneObjectPart.Inventory to corrects a quoting mismatch in the commentary that through off live parsing of the files. I also simplified the State definition at the start of BuiltinCommands.
2008-03-15added some os helper functions for the texture drawing module. see ↵MW3-0/+140
http://opensimulator.org/wiki/OSSL_TextureDrawing for function prototypes and example script. Will expand that page later.
2008-03-14* Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)Teravus Ovares1-2/+9
2008-03-14* Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares1-3/+3
2008-03-12there was a single instance where the log4net object was notSean Dague1-1/+1
static readonly. I suspect this was the cause of mantis #500.
2008-03-11Refactor out some duplicate code.Jeff Ames2-5/+5
2008-03-11* Applying patch #754 - Fix for Vector Magnitude operation. Thanks cmickeyb!Adam Frisby1-2/+2
2008-03-10* Added Linear Acceleration reporting to the ODEPlugin.Teravus Ovares1-2/+1
* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
2008-03-10ODEPluginTeravus Ovares3-0/+20
* 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.
2008-03-10* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2-1/+8
* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-08Remove two warnings with unused variables.Charles Krinke1-2/+0
2008-03-08Thank you very much, Ldviopeng for :Charles Krinke1-3/+54
Patch to implement the following LSL functions: llGetObjectPermMask() llSetObjectPermMask()
2008-03-08Added Frist basic version on the VectorRenderModule, that allows scripts to ↵MW3-0/+89
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.
2008-03-08Thank you kindly, Ldviopeng for:Charles Krinke3-3/+130
Patch to implement the following LSL / OS functions llParcelPrimCount(60%) osSetParcelMediaURL
2008-03-07* Applied patch #719 from lvoidpeng.lbsa711-2/+3
* Implements llGetOwnerKey Thanks, lvoidpeng!
2008-03-06* Disabled ancient TerrainEngine.Adam Frisby1-57/+3
* Enabled new TerrainModule. (The king is dead, long live the king!) * Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format. * MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
2008-03-04Added copyright heaaders. Minor cleanup.Jeff Ames16-80/+41
2008-03-03* Removed a bunch of compiler warnings.Adam Frisby5-5/+4
2008-03-01Thank you very much, Kinoc for:Charles Krinke2-21/+101
* Impelements llInstantMessage * Reimplements llOwnerSay as llInstantMessage(llGetOWner(),msg). * Try's to better identify the "True Name" of objects in llDetectedName by checking for avatar name, scene Object Part name and entity name. * Uses similar logic in the llSensor and llSensorRepeat functions.
2008-02-28From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague1-9/+418
This patch is intended to implement the following functions: llIntegerToBase64 llBase64ToInteger llParseStringKeepNulls None of these functions are dependent upon state elsewhere in the SIM, so they are appropriately self-contained. I've tested them out of context, and from a script attached to an object in my test region.
2008-02-25Moved AsyncCommandManager into separate classes under "plugins".Tedd Hansen7-519/+744
2008-02-25eolTedd Hansen6-727/+727
2008-02-25Step 1 in reorganizing AsyncCommandManagerTedd Hansen7-679/+729
2008-02-25Initial patch for llSensor*Tedd Hansen2-22/+397
llSensor, llSensorRepeat, llSensorRemove, llDetectedName, llDetectedKey, llDetectedOwner, llDetectedType, llDetectedPos, llDetectedVel, llDetectedRot Thank you very much kinoc! :)
2008-02-25I'm the stupidest stupid in the whole world. :)Tedd Hansen2-22/+23
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
2008-02-25Update svn properties.Jeff Ames1-2216/+2216
2008-02-24Added limits to Prim.Position.X/Y/Z (0-255) so that your prims won't wander ↵Tedd Hansen1-0/+12
off into eternity
2008-02-24Fixed startup logo size to match a Win CMD window.Tedd Hansen1-18/+160
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???
2008-02-24Ok, so NOW scripts work. New patch to break them coming soon.Tedd Hansen1-0/+2
2008-02-24By now you all have learned that when I'm committing scripting usually ↵Tedd Hansen3-2268/+2274
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. :)
2008-02-24Implemented object oriented Prim.Position, Prim.Rotation and Prim.Text.Tedd Hansen1-9/+20
Example: Prim.Position.X += 10;
2008-02-24eolTedd Hansen3-165/+165
2008-02-24Changed so "BuiltIn_Commands" given to scripts is easily extendable. Added ↵Tedd Hansen5-3/+168
new OSSL_BuilIn_Commands class where we can start adding our own modular commands.
2008-02-22Fix for error message during startup (shared thread started processing ↵Tedd Hansen2-1/+4
region queue before queue objects were fully operational)
2008-02-22ScriptEngine works again (startup-nully-error gone)Tedd Hansen4-19/+18
2008-02-22One more: Async LSL command thread is also shared now.Tedd Hansen4-248/+275
2008-02-22Bugfixes - Scripting works againTedd Hansen2-2/+17
2008-02-22Some misplaced code made scripts never start :)Tedd Hansen1-14/+13
2008-02-22Better timing of MaintenanceThread's tasks (uses less CPU)Tedd Hansen1-20/+39
Updated OpenSim.ini.example
2008-02-22Bugfixes - wasn't counting threads right++Tedd Hansen3-17/+17
2008-02-22Minor annoying Exception-bug fixedTedd Hansen2-2/+3
2008-02-22Execution threads are now shared between regions too. Default thread count ↵Tedd Hansen3-242/+229
regardless of number of regions is now 3. This will save you around 33 threads for a normal 3x3 region server. But, this is totally completely untested. So it probably won't work for another patch or five.