| Commit message (Collapse) | Author | Age | Files | Lines |
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Addresses llDie issues. The attached patch catches run time
exceptions that occur during method invocation (of type
TargetInvocationException) and exposes the internal exception.
This makes it possible to pass out the SelfDeleteException.
Also added handlers in a couple places to make sure that
exception was being passed out far enough to be handled
correctly. Tested on DNE.
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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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Causes the dataserver event to return "OpenSim" when running on OpenSim.
Requires ThreatLevel to be "High" or above to function.
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Thanks tglion for the necessary info to solve an ArgumentOutOfRangeException during region start.
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Same fix for the DNE
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ensure that scripts will compile on nonenglish systems
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Fix a UUID vs null comparison.
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Changes behavior to send on_rez event to prims when rezzed from agent
inventory.
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Add some compile messages from XEngine into DNE as well.
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ResetScripts In Selection, Set Script to [not] Running In Selection from
the tools menu. Allows DNE script reset without a full recompile.
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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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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.
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tries to stop a script that is not run by it
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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.
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code merging and transition to Shared/
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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!
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between the engines again. Also, committed r60 in opensim libs with the
parser source changes.
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* 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.
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* Yield Prolog 1.0.1 Released : it passes all but 9 of the
421 tests in the ISO Prolog test suite (97.8%) .
* support dynamic predicates and rules.
* support 'import' to use external static functions
improves connection to C# functions
* Matches Yield Prolog r831
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different than in SL. See http://opensimulator.org/mantis/view.php?id=1863 for
details.
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statements with no body.
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1651, 1339.
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the user in-world. This method is not yet perfect but is an improvement in accuracy over the existing method.
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I found a problem trying to get s value directly from a quaternion q.
Compiling a script which directly access to q.s value, caused the
following error:
CS0103: 'The . symbol cannot be used in LSL except in float values
or vector components'. Detected around: q.s
I did a small change to allow alphabetic letter "s" to be interpretated
as valid identifier. This solves the problem.
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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.
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Brings Yield Prolog up to date with sourceforge version 0.9.10
Patched applies to both DotNet and XEngine.
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The compiler was missing grammar rules for += etc. operators on
vector.member variables, which the attached patch implements.
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they already exist in the scene
* (ability to give objects new uuids will come later)
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