| Commit message (Collapse) | Author | Age | Files | Lines |
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for later removal/replacement.
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(string) part of vector (eg. vector.z)
This fixes Mantis 388
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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working on 1 region. :)
Using default warning level on C#/VB compile
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Added notice in OpenSim.ini that config refresh function is disabled
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OpenSim.32BitLaunch.exe is a 32-bit application that loads OpenSim.exe using .Net framework, hence it is JIT-compiled to 32-bit.
Use this app to start OpenSim on 64-bit systems (works great on Vista 64 :))
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bughunting SO much easier! *jeesh*
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Fixed bug in how code is handled, hopefully we can now run all 3 languages? :)
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Added some logging on what is happening during compile.
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OpenSim in 32-bit mode.
Added VISUAL BASIC.NET-support
//cs, //lsl and //vb as first characters of script will determine what compiler is used.
Compile warnings are no longer treated as errors. Script will still run.
Added a few useless and useful config options:
Write script source to harddisk for debug, Default compile language, Allowed compilers (languages), compile in release or debug mode, clean up old scripts on startup
Loads of warnings for incorrect config
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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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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LSL_BaseClass to allow them to be called in LSL scripts.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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Adding:: llSetParcelMusicUrl(), llGetRootPosition(), llGetRootRotation(),
llGetGeometricCenter(), llSetLocalRot(), llListReplaceList(),
llGetObjectPrimCount(),llGetParcelDetails(), llGetParcelMaxPrims(),
llWater(), llGetLocalRot(), and llGetAccel()
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The list type and a bunch of support functions to LSL
Added/ReImplmented: llGetListLength(), llList2Integer(), osList2Double() (note rename),
llList2Float(), llList2String(), llList2Key(), llList2Vector(), llList2Rot(),
llList2List(), llDeleteSubList(), llGetListEntryType(), llList2CSV(), llCSV2List(),
llListInsertList(), llDumpList2String(),
Borked Still: llListSort(), llListRandomize(), llList2ListStrided(), llListFindList(),
Changed: llHTTPRequest() (Made wrapper of LSL_Types.list->List<string>)
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Added: LinkNum to SceneObjectPart
Added: Bunch-o settings of LinkNum in SceneObjectGroup
Added: llGetNumberOfPrims()
Added: llGetLinkNumber()
Added: llGetLinkKey()
Added: llGetLinkName() (and change to string return type)
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rot * rot, vec / rot, == and != overriders for Rotations and Vectors.
Also: llRotBetween(), llGetRegionTimeDilation(). And fixing:
Error in LSL2CSConverter that botched a variable with a type name in it (ex: rotationCenter)
Fixed: Error in LSL2CSConverter that parsed which() loops incorrectly.
Fixed: Changed definition of Quaternion to <x, y, z, r> from <x, y, z, t> (As per LSL)
Finished: llEuler2Rot()
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llGetAndResetTime.
Also for fixing Rot/Vector Regex from being too greedy by removing bug in the
LSL->C# converter that was causing the vector and rotation parser.
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This patch implements the llHttpRequest function via a region module,
HttpScriptsRequest. There were bits and peices in LSLLong_cmd_handler,
which I moved into the region module, and just check for completed
requests and dispatch the http_response callback event instead.
works for me as of r2674
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empty, but with the Id and 1-to-1 child fields instantiated and randomized.
* Added two shape constants that
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Thanks to ChrisD/Gromit for pointing these out.
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extra-super-sure) on script load/unload, removed experimental Grid-scriptengine from compile because of dynamic module loader, and added random string to script filename to bypass module loader file lock.
Please delete your copy of bin/ScriptEngine/OpenSim.Grid.ScriptEngine.DotNetEngine.dll.
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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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* reversed //c# - if
* rightifyed what's actually converted
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instead of LSL/C# hybrid. This means no preprocessing before compile.
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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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Some more modules templates classes (hoping that someone will pick some of these and work on implementing them).
Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them).
Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim.
Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
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the assetcache and asset server).
Attempt to fix bug # 326. (crashing when using save-xml and hollow prims)
Attempt to fix bug # 328 (limit of 50 items in a folder)
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require script to be compiled with (slow) debug information.
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through already disposed logger. Thanks ckrinke
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LSL-script.
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