| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
release. Still messy as hell and doesn't really work yet. Will undergo dramatic changes. AND MOST IMPORTANTLY: Will be conformed to work in coop with todays DNE and XEngine, hopefully one day providing a common interface for all components.
|
|
|
|
|
|
| |
No user functionality yet
|
| |
|
|
|
|
|
|
|
| |
Causes the dataserver event to return "OpenSim" when running on OpenSim.
Requires ThreatLevel to be "High" or above to function.
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
| |
The entire LSL API is now in the single, shared file
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api_Base.cs
This is for both engines. The OSSL function are still separate.
|
|
|
|
|
|
|
| |
LSL implementation files. Rename lots of stuff in XEngine for the same
reason. Move methods between interfaces. Just refactor stuff.
|
|
|
|
|
|
|
|
| |
all methods needed outside the API ststic. Async command processing
is now wholly internal to the API. This sets the stage for the next
convergence step.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
XEngine fixes: prevent queue overruns, prevent spamming when no key
is down. Release controls when conflicting permissions are requested
or permissions are refused later. Release when prim or script are deleted.
Fixes Scene script instance deletion semantics.
|
| |
|
|
|
|
|
|
|
| |
This allows cross-api method calls on the implementation and also allows
"Meta APIs" that only provide common functionality to other APIs
|
|
|
|
|
|
|
|
|
| |
Floating text, Rotation, Texture animation, Particle System
This will make "Eye Candy" scripts work without modification in
XEngine. The use of the CHANGED_REGION_RESTART hack is no longer
needed. Implemented in MySQL only, hovertext also in SQLite.
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
|
|
| |
which is a thin wrapper around a IWorkItemResult from the SmartThreadPool.
However, it is very easy to reimplement on top of basic threading and therefore
makes the IScriptInstance class independent of the specific threading
implementation.
|
|
|
|
|
|
|
| |
llDetectedLink(). Also a small refactor to remove an interface member
from IScriptEngine.
|
|
|
|
|
|
|
|
| |
engines that want to use the XEngine's instance handling and state
persistence can do so. IScriptInstance is optional, but it does
require the SmartThreadPool if it is used.
|
|
|
|
|
|
|
| |
an implicit reference into a proxied one and further reduces memory
consumption of XEngine
|
|
|
|
|
| |
Fix a script Xengine deadlock/hang if llResetScript is used in changed()
|
|
|
|
|
|
|
|
| |
Another new OSSL function for returning the name of the script engine
currently running, osGetScriptEngineName, added to both DotNet and XEngine
OSSL API.
|
|
|
|
|
| |
not break trunk.
|
| |
|
|
api and compiler out of XEngine"
"First stage in a major Script Engine refactor, that will result in the LSL implementaions ebing reconverged. Not there yet, but one major part is done."
Thank you, Melanie!
|