| Commit message (Collapse) | Author | Age | Files | Lines |
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Removing it made DNE scripts crash. Fixed here.
Now on to converge the compilers.
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Clode cleanup and removal of commented stuff in ScriptManager.
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DNE and move all of DNE into the DotNetEngine directory. Remove references
that would cause the script runtime to load the entire engine + scene into
each script appdomain. This might help DNE memory consumption.
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ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
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* Shortened type references
* Removed redundant 'this' qualifier
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Implemented: llHTTPRequest (queue, thread, etc -- but not actuall call)
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and "using OpenSim.Region.ScriptEngine.Common;" at start of script when converted from LSL. Vectors and rotations now works.
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will happen on the windows side now that eol-style is correct
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member names to smallcapsy.
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InitializeLifetimeService). Loading/Unloading of scripts are now handled in separate thread so server is no delayed because of this. Each script is loaded into a single AppDomain (temporary test for script unload, eats ~15KB more memory for each script). Unload of scripts has been verified to free up memory.
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We now support individual scripts on individual prims. Do the script dance... \o/ \o\ /o/ \o/ .o.
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fired likewise. Bugfixes coming in next commit.
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times". Will speed up script event execution considerable. But at the cost of some memory (will be optimized later with RuntimeXHandle).
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scripts loaded count in AppDomain properly.
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OpenSim.Region.ScriptEngine.Executor. Script no longer responsible for handling event calls to itself (and we can create reference cache in Executor).
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Common). Changed Vector and Rotation to custom types (stored in Common) that needs to be changed later. No longer using Axiom. Script support still broken.
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(OpenSim.Region.ScriptEngine.Common). Fixed last compile error (forgot to include LSL_BuiltIn_Commands.cs).
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LSL_BaseClass.cs to LSL_BuiltIn_Commands.cs. Changed how scripts are loaded.
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