| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix: objects being duplicated inventory on detach. Fix: Mad jumping around of
attachments while editing. Fix: Attachments being persisted to database on
login. Fix: Attachments being persisted when changed by a script like
invisprim refresh. Fix: Attachpoint set, but not reset correctly. Fix: prevent
spurious full updates while editing attachments. Several other fixes
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Thanks tglion for the necessary info to solve an ArgumentOutOfRangeException during region start.
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Add some compile messages from XEngine into DNE as well.
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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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can not access Scene it sort of crashes right away ;)
Added some sample placeholders for implementing rest of LSL events.
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Some debug info for startup added to find bugs. ++
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table between local script ID and remote script ID missing)
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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notice of doom
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* Shortened type references
* Removed redundant 'this' qualifier
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Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
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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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dedicated thread for processing. Added support for llSetTimerEvent(). Deleting old compiled scripts before new compile is attempted (avoids loading wrong script on compile error).
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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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empty objects crash.
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fired likewise. Bugfixes coming in next commit.
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LSL_BaseClass.cs to LSL_BuiltIn_Commands.cs. Changed how scripts are loaded.
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Changed "ObjectID" in ScriptEngine to IScriptHost reference. Events will now be queued based on IScriptHost reference instead of string ID of object. Removed "root" object reference in script.
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* Changed how Script accesses World
* Implemented llSay, llWhisper and llShout
* Added SetText() to IScriptHost, implemented llText
* Minor renamings to conform with code conventions
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now works, but llSay only outputs to server console.
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functions to get SE working.
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See TODO.txt for details.
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