| Commit message (Collapse) | Author | Age | Files | Lines |
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LSL scripts in which a float type is cast to a string or a string type
is cast to a float do not compile. When the script is translated from
LSL to C#, the LSL float type is translated into double. There is no
string <-> double cast in C#, so compilation fails.
There is a LSLFloat type, however it seems unfinished and is not used.
I am attaching a patch that implements the LSLFloat type. I have also
added two methods to the LSLString type to facilitate float <-> string casts.
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This patch adds the prolog interperter helper object ONLY for YP code,
and not every script compiled.
Mirrors the other languages like JS and VB more closely.
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to every script in most environments). This will break prolog
support. Prolog code needs to generate it's template script more like
how javascript does.
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I have added everything *except* the patch to
.../LSL/Compiler.cs. The Compiler.cs patch has a
namespace issue. Lets make a second patch to close
the gap.
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* Added 'detected around: value' when a x.Y detect occurs to help debug.
* Fixed object text is too long to store to the database (wikilith)
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keywords in foo.bar strings. Add items to the poison array to block them.
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scripts.
* If the regex that we're using isn't good enough, we really need to make it better.
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aggressive
it blocks string = "http://osgrid.org", amoung other things.
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types and null.
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method references.
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DEBUG level) rather than Console.Writeline
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missing the numbers after the initial letter of the identifier.
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script to publish the events anymore.
* Introduces a language(regex) independent event recognizer and publishes the events the script listens.
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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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* Fixes event reporting on states with no state_entry in lsl scripts.
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(this took a while to run).
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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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* 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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* 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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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. :)
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commands :)
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* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize.
* Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
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"state default;" rewrite to "state ("default");"
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Replaced (?<s1>(?![a-zA-Z_]+)\s*)" + @"([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){ with (?<s1>(?![a-zA-Z_]+)\s*)" + @"(state\s+)?([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){
Lets see what happens now... :)
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<0,0,0,0> Quaternion and Vector
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Add scene-debug command to Enable/Disable scripting,
collision, and physics from console.
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