| 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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Add a reference for Windows builds
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Scene. Make the script engines check that the engine name in the
//Engine:language comment is a valid engine and treat it as a normal
comment if it's not.
//DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since
that is it's real internal name. //XEngine: still works
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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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Under both DotNetEngine and XEngine, if an agent's UUID
is passed as the parameter to llGetObjectMass(),
it throws an exception.
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LSL implementation files. Rename lots of stuff in XEngine for the same
reason. Move methods between interfaces. Just refactor stuff.
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code merging and transition to Shared/
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new style of parameter passing, using the IEventReceiver interface.
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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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it was meant to. No functional changes, just better code
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* Exceptions can thrown by llGetOwnerKey()
* Thanks idb
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the language specifier. Makes language specifiers work again with
script engine specifiers.
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//XEngine: or //DotNetEnine: , optionally followed by a language
like //XEngine:lsl, and it will be run on the chosen engine.
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ordinary region modules and are able to coexist in one instance.
See http://opensimulator.org/wiki/ScriptEngines for details. There were
changes to OpenSim.ini.example, please note DefaultScriptEngine.
Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
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The constants for llGetParcelDetails were missing
for DotNetEngine and XEngine.
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Thank you, idb, for a patch that fixes an overflow issue in casting
string -> int for both engines, and adds tests!
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Guard against NaN being returned from llRotBetween. Return a zero rotation
if the result is NaN.
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* Update llGetNumberOfNotecardLines() and llGetNotecardLine() to use dataserver on dotnetengine
* Thanks M.Igarashi
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* Attached patch implements llRequestAgentData for DotNetEngine. (It already is implemented in XEngine.)
* Thanks Y. Nitta
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* Fix/implement LSL group-related functions llDetectedGroup, llSameGroup
* Thanks nlin
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* LSL Conformance: llSetPayPrice should accept more than four arguments in list
* Thanks kcozens!
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* Attached patch implements LSL llGetAgentSize() for DotNetEngine and XEngine.
* Thanks Y. Nitta!
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* Implementation of LSL llBreakLink and llBreakAllLinks
* Thanks Y. Nitta!
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* llGround causes Array out of bounds exception in KanEd#11 script
* Thanks Y. Nitta!
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Applying DotNetEnine part of this patch. Thank you, nlin!
Corrects ad hoc key list comparison.
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adds the new function osTeleportAgent().
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after using llTakeControls my sim receives about 200 messages per second,
l of which get queued , this could be because there is no lag as the viewer
and sim are on the same computer. The patch I have included checks to see if
the "Changed" param is 0 then searches the EventQueue for Control messages
being sent to the same localid, if it finds a message already in the Queue
and Changed==0 then the new message is only notifing you the key is being held,
since there is already a message the new one isnt needed so it isnt added
to the queue.
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Added clamping to 0.0 - 1.0 for R, G, B, and A.
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script.
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Read animation data from avataranimations.xml to allow default animations
to be started and stopped by name from scripts.
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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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means less code in this case)
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does, but it seems every other function here has it, so it is probably
needed.
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