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* * Applied Grumly57 patch for #781; Thanks, Grumly!lbsa712008-03-181-7/+7
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* Patch from DrSchofld (IBM). In his own wordsJustin Clarke Casey2008-03-181-2/+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 ;-)]
* Formatting cleanup.Jeff Ames2008-03-1833-878/+833
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* Fix a few mono compiler warnings. Minor cleanup.Jeff Ames2008-03-171-1/+1
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* From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague2008-03-173-90/+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.
* added some os helper functions for the texture drawing module. see ↵MW2008-03-153-0/+140
| | | | http://opensimulator.org/wiki/OSSL_TextureDrawing for function prototypes and example script. Will expand that page later.
* * Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)Teravus Ovares2008-03-141-2/+9
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-3/+3
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* there was a single instance where the log4net object was notSean Dague2008-03-121-1/+1
| | | | | | static readonly. I suspect this was the cause of mantis #500.
* Refactor out some duplicate code.Jeff Ames2008-03-112-5/+5
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* * Applying patch #754 - Fix for Vector Magnitude operation. Thanks cmickeyb!Adam Frisby2008-03-111-2/+2
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* * Added Linear Acceleration reporting to the ODEPlugin.Teravus Ovares2008-03-101-2/+1
| | | | | * Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
* ODEPluginTeravus Ovares2008-03-103-0/+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.
* * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-102-1/+8
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* Remove two warnings with unused variables.Charles Krinke2008-03-081-2/+0
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* Thank you very much, Ldviopeng for :Charles Krinke2008-03-081-3/+54
| | | | | | | Patch to implement the following LSL functions: llGetObjectPermMask() llSetObjectPermMask()
* Added Frist basic version on the VectorRenderModule, that allows scripts to ↵MW2008-03-083-0/+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.
* Thank you kindly, Ldviopeng for:Charles Krinke2008-03-083-3/+130
| | | | | | | Patch to implement the following LSL / OS functions llParcelPrimCount(60%) osSetParcelMediaURL
* * Applied patch #719 from lvoidpeng.lbsa712008-03-071-2/+3
| | | | | | * Implements llGetOwnerKey Thanks, lvoidpeng!
* * Disabled ancient TerrainEngine.Adam Frisby2008-03-061-57/+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.
* Added copyright heaaders. Minor cleanup.Jeff Ames2008-03-0416-80/+41
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* * Removed a bunch of compiler warnings.Adam Frisby2008-03-035-5/+4
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* Thank you very much, Kinoc for:Charles Krinke2008-03-012-21/+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.
* From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague2008-02-281-9/+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.
* Moved AsyncCommandManager into separate classes under "plugins".Tedd Hansen2008-02-257-519/+744
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* eolTedd Hansen2008-02-256-727/+727
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* Step 1 in reorganizing AsyncCommandManagerTedd Hansen2008-02-257-679/+729
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* Initial patch for llSensor*Tedd Hansen2008-02-252-22/+397
| | | | | | llSensor, llSensorRepeat, llSensorRemove, llDetectedName, llDetectedKey, llDetectedOwner, llDetectedType, llDetectedPos, llDetectedVel, llDetectedRot Thank you very much kinoc! :)
* I'm the stupidest stupid in the whole world. :)Tedd Hansen2008-02-252-22/+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
* Update svn properties.Jeff Ames2008-02-251-2216/+2216
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* Added limits to Prim.Position.X/Y/Z (0-255) so that your prims won't wander ↵Tedd Hansen2008-02-241-0/+12
| | | | off into eternity
* Fixed startup logo size to match a Win CMD window.Tedd Hansen2008-02-241-18/+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???
* Ok, so NOW scripts work. New patch to break them coming soon.Tedd Hansen2008-02-241-0/+2
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* By now you all have learned that when I'm committing scripting usually ↵Tedd Hansen2008-02-243-2268/+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. :)
* Implemented object oriented Prim.Position, Prim.Rotation and Prim.Text.Tedd Hansen2008-02-241-9/+20
| | | | | | Example: Prim.Position.X += 10;
* eolTedd Hansen2008-02-243-165/+165
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* Changed so "BuiltIn_Commands" given to scripts is easily extendable. Added ↵Tedd Hansen2008-02-245-3/+168
| | | | new OSSL_BuilIn_Commands class where we can start adding our own modular commands.
* Fix for error message during startup (shared thread started processing ↵Tedd Hansen2008-02-222-1/+4
| | | | region queue before queue objects were fully operational)
* ScriptEngine works again (startup-nully-error gone)Tedd Hansen2008-02-224-19/+18
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* One more: Async LSL command thread is also shared now.Tedd Hansen2008-02-224-248/+275
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* Bugfixes - Scripting works againTedd Hansen2008-02-222-2/+17
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* Some misplaced code made scripts never start :)Tedd Hansen2008-02-221-14/+13
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* Better timing of MaintenanceThread's tasks (uses less CPU)Tedd Hansen2008-02-221-20/+39
| | | | | | Updated OpenSim.ini.example
* Bugfixes - wasn't counting threads right++Tedd Hansen2008-02-223-17/+17
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* Minor annoying Exception-bug fixedTedd Hansen2008-02-222-2/+3
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* Execution threads are now shared between regions too. Default thread count ↵Tedd Hansen2008-02-223-242/+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.
* Maintenance thread in charge of loading/unloading of scripts. 1 thread less ↵Tedd Hansen2008-02-222-17/+28
| | | | | | | | per region. Total so far: 2 threads less per region Note: Currently causes delay in load/unload of scripts
* Now last commit will compile too... The features just keep on coming!Tedd Hansen2008-02-223-6/+12
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* From this commit and a few hours into the future ScriptEngine will be unstable:Tedd Hansen2008-02-225-79/+87
| | | | | | | | * 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.
* Fixes to ScriptEngine thread cleanup on destructorTedd Hansen2008-02-214-17/+14
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