| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
scripts until that can be better debugged
|
|
|
|
| |
on GC. Also removed lease for LSL_Api as it strictly speaking should not be MarshalByRef. Or should it? If so I broke scripting! :)
|
|
|
|
|
|
|
|
| |
* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life
* A proper inventory interface to follow
* Parallel changes for other inventory partial classes to follow at a later date
|
|
|
|
|
|
|
| |
Causes the dataserver event to return "OpenSim" when running on OpenSim.
Requires ThreatLevel to be "High" or above to function.
|
| |
|
|
|
|
|
|
| |
ensure that scripts will compile on nonenglish systems
|
| |
|
| |
|
|
|
|
|
|
|
| |
Changes behavior to send on_rez event to prims when rezzed from agent
inventory.
|
|
|
|
|
|
| |
Add some compile messages from XEngine into DNE as well.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
Clode cleanup and removal of commented stuff in ScriptManager.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
| |
The binaries are still different, but that is only a small step away now.
The OSSLPrim has been removed. This commit will breal all scripts
using Prim.Scale(), etc, syntax. It was not secure and will have to
be brought back in another form.
|
|
|
|
|
|
| |
tries to stop a script that is not run by it
|
|
|
|
|
|
|
|
| |
and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
|
|
|
|
|
|
|
|
| |
of the types, located in OpenSim/Region/ScriptEngines/Shared/LSL_Tyoes.cs
Also changes the compiler in DotNetEngine to use that. You _will_ need to
let your region recompile all your scripts!
|
| |
|
|
|
|
|
|
|
| |
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
|
| |
|
|
|
|
| |
is 1500. If it was longer than 1500, it was being truncated to 1501 characters. This caused an exception and prevented the errors from reaching the console and the user in-world.
|
|
|
|
|
|
|
|
| |
they already exist in the scene
* (ability to give objects new uuids will come later)
|
|
|
|
| |
count is actually a prim local id dispenser
|
| |
|
|
|
|
|
|
| |
Fully defines the equality operators on the lsl types and plubs
in the script engine side of the work begun in 0001616 (aly, this one's for you)
|
| |
|
|
|
|
|
|
|
|
| |
llOwnerSay()
via the newly created Scene.SimBroadcast() call.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Copying, reseting, dragging scripts cause unnecessary recompilation,
slowing down the simulator and filling up the ScriptEngines directory
with compiled .dll and misc. files.
This patch keeps track of compiled assets since the last simulator restarts,
and only recompiles new assets. (editing a script generates a new asset,
so no problems there).
|
| |
|
|
|
|
|
|
|
|
| |
* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
|
|
|
|
|
|
|
| |
script to publish the events anymore.
* Introduces a language(regex) independent event recognizer and publishes the events the script listens.
|
|
|
|
| |
(this took a while to run).
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
new OSSL_BuilIn_Commands class where we can start adding our own modular commands.
|
| |
|
|
|
|
| |
for later removal/replacement.
|
|
|
|
|
|
| |
Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
|
|
|
|
|
|
|
| |
work anyway.
Added js to OpenSim.ini.example.
|
| |
|
|
|
|
|
| |
Added some logging on what is happening during compile.
|
|
|
|
|
|
|
| |
Added option to share script load/unload thread between regions
Added event execution queue size limit
+ some bugfixes from all the changes
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
| |
OpenSim in 32-bit mode.
Fixed ScriptEngine.Common startup problems.
|
|
|
|
|
|
|
|
|
|
|
| |
Added comments and regions, restructured code
Changed a lot of AppDomain junk from console from using Console.Write to Log.Verbose and set it to #if DEBUG
All modules should now refresh their configuration runtime
Made all logging in ScriptEngine.Common get script name from actual engine
Renamed LSLLongCmdHandler to AsyncLSLCommandManager
Added auto-recover with 5 sec throttle for new MaintenanceThread
|