| Commit message (Collapse) | Author | Files | Lines |
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* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
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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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Patch to implement the following LSL functions:
llGetObjectPermMask()
llSetObjectPermMask()
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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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* Implements llGetOwnerKey
Thanks, lvoidpeng!
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* 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.
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* 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.
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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.
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llSensor, llSensorRepeat, llSensorRemove, llDetectedName, llDetectedKey, llDetectedOwner, llDetectedType, llDetectedPos, llDetectedVel, llDetectedRot
Thank you very much kinoc! :)
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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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region queue before queue objects were fully operational)
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Updated OpenSim.ini.example
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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.
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per region.
Total so far: 2 threads less per region
Note: Currently causes delay in load/unload of scripts
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* Speeding up ScriptEngine shutdown
* Sharing threads so that minimum total thread count for any amount of regions will be 2. (1 maintenance, 1 script execution)
You can choose more script exec threads if you want of course.
In this commit: Sharing maintenance thread between all regions.
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compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
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threads console command will list all threads. This + yesterdays naming threads patch will give a good overview of what threads we have running.
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in timed scripts...
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This patch implements the llSendRemoteData command and fixes mantis 552,
and possibly 586.
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the randoms segfaults
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In his own words:
If a prim becomes a listener or remote channel and the script is deleted, it cannot become a listener or channel again with a new script.
This patch fixes that.
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