| Commit message (Collapse) | Author | Age | Files | Lines |
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The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database.
At all other times it's not possible for a SOP not to have a SOG parent.
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pointless duplication of identical values
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This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Apart from one obvious bug, this was failing because attempting to serialize the script from inside the script (as part of saving the attachment as an inventory asset) was triggering an extremely long delay.
So we now don't do this. The state will be serialized anyway when the avatar normally logs out.
The worst that can happen is that if the client/server crashes, the attachment scripts start without previous state.
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DetachSingleAttachmentToInv() for consistency and to reflect it's actual behaviour
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if all faces have their own textures then the default texture is null
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BulkInventoryUpdate after accepting inventory items.
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llRegionSay will now message avatars on chan 0
and will message attachments on the avatar that
listen on channels other than 0.
This behavior is consistant with the LL
implementation as tested on regions in Agni
with one exception: this implementation does
not include issue:
https://jira.secondlife.com/browse/SCR-66?
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llRegionSayTo(key target, integer channel, string messasge)
Allows messages to be sent region-wide
to a particular prim.
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Rotation works if done around the z axis. Anything else leads to random results.
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storage.
This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent.
By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type.
Notecards also allow different appearances to be swapped and manipulated easily.
This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text.
This works in my basic test but is not at all ready for user use or bug reporting yet.
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than the object's own zero speed.
As per http://opensimulator.org/mantis/view.php?id=5575
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I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
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llListFindList() which always returns -1 when you compare with the list from those functions.
*llCSV2List
*llGetAnimationList
*llGetLinkPrimitiveParams
*llGetObjectDetails
*llGetParcelDetails
*llGetParcelPrimOwners
*llGetPrimitiveParams
*GetLinkPrimitiveParamsEx
*osGetAgents
*osMatchString
*osGetLinkPrimitiveParams
*osGetPrimitiveParams
*osGetAvatarList
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(setting SculptData is done through the property)
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Based on code in http://opensimulator.org/mantis/view.php?id=5489 Thanks onesong.
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instance methods since it didn't make sense to use anything other than the instance themselves.
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rather than duping the algo
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instead of the old 0.22 prims/meter squared fudge factor.
Thanks to tglion for this.
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implement the display names functionality as such, but it allows scripts
that are display name aware to function as if the display name were implemented
and set to the avatar name.
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expectations
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llInstantMessage() to stop this crashing viewer 2.4.0 (1.23.5 was fine with this).
We're putting in a string of format "<region name><x pos floor int><y pos floor int><z pos floor int> which appears to be the expected value.
This resolves http://opensimulator.org/mantis/view.php?id=5356
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this previous commit tries to look up the texture by name first before just using the uuid.
this allows correct resolution of inventory textures which have uuids as names.
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Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
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PRIM_BUMP_SHINY, PRIM_FULLBRIGHT, and PRIM_GLOW
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Also did some source code clean-up by replacing literals with constants.
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Use FireAndForget for that.
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This work conflicts with cmickeyb's more extensive, related work
This reverts commit 9c829c0410da89fdbb873f706d7ba63cf26b088f.
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parcel that the script is in, not all parcels.
Patch from http://opensimulator.org/mantis/view.php?id=2738
Thanks snoopy and fineman.
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Signed-off-by: dahlia <dahliaTrimble@gmail.removeme.com>
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functions per the LSL wiki.
Signed-off-by: Melanie <melanie@t-data.com>
This patch also fixes a large amount of trailing whitespace. While this is
beneficial, it should really be in a separate patch that fixes whitespace only.
Just good practice.
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