| Commit message (Collapse) | Author | Age | Files | Lines |
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Melanie!
RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
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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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llRot2Axis,llAxisAngle2Rot. Re-implemented llRot2Euler, llEuler2Rot
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the Quaternion constructors to catch 0,0,0,0 quaternions and convert them to 0,0,0,1 (as 0,0,0,0 is implicitly converted to 0,0,0,1 in LSL and will crash libsl if left which will in turn crash the simulator)
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people from thinking it's a real issue.
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to do a change-region first. Careful though. I still suggest you do a change-region first.
* Patch from Melanie to implement touch_end.
* Thanks XenReborn!. Thanks Melanie!
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llListSort() in linear and strided modes.
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implementations. Thanks Melanie!
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* Implements llDeleteSubList in all it's modes. Corrects type selection in inventory functions. Adds support for INVENTORY_ALL selector
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Please adjust your editors to not use hard tabs.
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* Patch to fix negative indices bug in llListInsertList
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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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* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results.
* Three axis works well enough to play with it anyway. More work is needed here.
* Fixed an incorrectly named method in ODE.NET
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Attached is a patch for adding the llGetSunDirection functionality. It was implemented by adding a parameter to estate settings for storing the sun position. The sun position is calculated and stored via the sun module everytime the client's sun position is updated. It was tested with several different srcipts on Linux and Windows
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* Made the scene's scriptDanger method more generic so both the llScriptDanger method and the Script engine method use the same private method.
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* I expanded upon his patch just a bit to incorporate the following.
* if the avatar is sitting on this object, then we can unsit them.
* If the object owner also owns the parcel or if the land is group owned and the object is group owned by the same group or if the object is owned by a person with estate access, then we can unsit them.
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* Committing namespace/usings fixes for ThirdParty directory, missed in previous commit.
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(this took a while to run).
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OSSL_BuilIn_Commands_Interface.cs where they belong.
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* All objects are not touchable by default now
* When a script listens for one of the touch events in the state, an object becomes touchable.
* All LSL scripts report which events they consume now
** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event.
** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
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Robust implementations of GetSubString, InsertString, and
DeleteSubstring. The existing implementations only worked for arguments
consistent with the underlying .Net implementation and did not
accomodate LL's negative indices.
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Implements llGetInventoryKey with perms checking.
Adds perms checking to llGetTexture, adds type checking to llStartSound,
allows llSetTexture to reference textures by name
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This provides fixed implementations for llListReplaceList and llList2CSV.
llListReplaceList was broken except for simple indices. llList2CSV did not handle processing of an empty list.
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* Here's an updated ListInsertList implementation, tested to be LL
compliant.
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This fixes a bug in LSL_Types.list GetSublist that was manifest if the
source list was empty and negative indices were used.
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* Yet more script function cleanup - Patch fixes many different script functions: NotImplemented that weren't there at all, redundant or unneeded m_host.AddScriptLPS, etc
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* Re-applied Tedd's patch that got overwritten.
* Replaced (state)\s+([^;\n\r]+)([\r\n\s];) with (state)\s+([^;\n\r]+)(;[\r\n\s])
* Added a state(string) method to BuiltIn_Commands_BaseClass
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Attached is the second half of the fix for 821 - this is the null reference
check for llDetectedName and the other *Detected* function.
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an Avatar,
and llDetectedOwner is called on the script, the current implementation attempts to
find the detected avatar as a SceneObjectPart and return the owner of that part.
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actually a little more work than I expected given the copious
use of out params.
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"This is llDetectedKey for touch_start - it is already implemented for sensor."
Thanks Michael
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"a patch to add a deprecated call to throw an LSL deprecated specific exception, and the associated code cleanup in the functions."
Thanks!
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* Includes patch #894 fixes for terrain load-tile
* Large number of other terrain fixes and new commands included.
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Patch to remove commented NotImpemented calls from within implemented script functions
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Fixe for Mantis 821
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* Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>".
* Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax.
* New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class.
* Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
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Should fix Mantis 838
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with, but also blames Tedd for the way the script functions have wrapper methods that call the same named method in a different class, is it my fault if in two such functions, I forget to add "m_LSL_Functions." and instead cause a recursive loop until the stack overflows.
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This patch implements llMessageLinked.
I had to make a change to llGetLinkNumber to return m_host.LinkNum + 1 for
link sets of more than 1 prim, or 0 for a single object, since according
to:
http://rpgstats.com/wiki/index.php?title=LlMessageLinked
linksets with 2 or more prims start the link numbering at 1, but a single
prims link number is 0.
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* It doesn't generate at_target events, because they don't exist yet in the script engine.
* The Tau is different, however, compatible with scripts I tested.
* Not perfect... but pretty good.
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