| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
actor, or the avatar disappears when they sit down.
|
| |
|
|
|
|
|
| |
list osGetPrimititveParams(key prim, list rules);
osSetPrimitiveParams(key prim, list rules);
|
|
|
|
|
|
| |
refers to prim OWNERS. A new option set, Creators_, is added to allow
selection by script creator. For existing installs, this means no functional
change. The warning from my prior commit doesn't apply anymore.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
would be the IDs of the prim owners in whose prims these functions would
run. This changes it so the UUID is the SCRIPT CREATOR instead. Further,
osfunctions limited by uuid will not run if the creator and owner differ
and the owner has mod rights on the script.
There is still a danger in passing moodifiable scripts to others, as they
can insert a harmful function, then remove the mod rights to make it runnable.
As before, care needs to be taken, but where it was modable prims that were
the risk before, modable scripts are the weak spot now.
In cases where prim owner == script creator == script owner, nothing will
change.
|
|
|
|
| |
joins parcels in an area, osParcelSubdivide splits parcels in an area, osParcelSetDetails sets parcel name, description, owner and group owner. Join and Subdivide methods in LandChannel are exposed.
|
|
|
|
| |
GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
|
| |
|
|
|
|
| |
CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
|
|
|
|
| |
* Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
|
| |
|
|\
| |
| |
| |
| | |
This merge was very conflicted. I think I got them all, but I can't be sure.
I had to merge to master or risk divergence to the point of unmergeability.
|
| | |
|
| | |
|
|/
|
|
|
| |
* HG is seriously broken here
* Compiles. Untested.
|
| |
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
| |
osGetGridName, osGetGridNick or osGetGridLoginURI is used.
|
|
|
|
| |
been MODERATE.
|
|
|
|
|
|
|
|
| |
amount of memory allocated to the simulator process (Moderate Threat Level).
* Cleans redundant information out of the Simulator Version. Versions now look like:
"OpenSimulator 0.6.9(dev) Unix/Mono"
* [Minor] additional log info for MySQLInventoryData
|
| |
|
| |
|
|
|
|
|
| |
not even supported by the underlying type, so there is no need to ask
for a type the script can not even supply.
|
|
|
|
| |
ScenePresenceAnimator class
|
|
|
|
| |
Adds osGetMapTexture() and osGetRegionMapTexture() methods to retrieve region map texture uuids
|
|
|
|
| |
unknown asset type, and log an error if it ever does happen
|
| |
|
|
|
|
| |
implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
|
|\ |
|
| |
| |
| |
| |
| |
| | |
Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
|
| |
| |
| |
| | |
- adding LandDataSerializer to OAR mechanics
|
| |
| |
| |
| | |
minimally. A few bugs to catch now.
|
|/
|
|
|
|
|
|
| |
now including iVoiceModule
This patch allows the land owner to dynamically set the SIP address of a particular land parcel from script. This allows predetermined SIP addresses to be used, making it easier to allow non OpenSim users to join a regions voice channel.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
|
|
|
|
| |
perhaps).
|
|
|
|
|
|
|
|
|
|
|
| |
via
[VectorRender]
font_name = "Comic Sans MS"
in OpenSim.ini
- adding osSetFontName OSSL function
|
| |
|
|
|
|
|
|
| |
using arrow, diamond, round and flat caps.
* Made image request safer, if it can't find an image for any reason, draws a square where the image should be and a message alerting the user.
|
|
|
|
|
|
| |
functions, this one has no start and end point, but a number of points that will form the desired polygon. Only FilledPolygon implemented so far.
* Also added some LSL transparent type conversion, as it's done in LSL scripting (string to integer, float to string, etc)
|
| |
|
|
|
|
|
|
|
|
|
| |
* Implements some OSSL commands:
key osNpcCreate(string user, string name, vector position, key cloneFrom);
void osNpcMoveTo(key npc, vector position);
void osNpcSay(key npc, string message);
void osNpcRemove(key npc);
* Untested. Requires ThreatLevel.High.
|
|
|
|
|
|
| |
This needs to be looked into. This commit, unfortunately, reinstates
a memory leak in regions that see significant script fluctuation,
e.g. lots of scripted attachments, or script development.
|
| |
|
|\ |
|
| |
| |
| |
| | |
lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
|
|/ |
|
|
|
|
|
|
|
| |
Fixes Mantis #3979
Applied with changes. Changed ThreatLevel to High since all discovery
functions are a high threat. Overriding that is the responsibility
of the grid owner.
|
|
|
|
|
| |
Moved the Close() for the appdomain-hosted parts into a new destructor
on ScriptInstance.
|
| |
|
|
|
|
|
| |
This matches behavior seen with an earlier attempt to do this, apparently
the sponsor mechanism does't work in Mono
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
|Date: Wed, 5 Aug 2009 09:51:52 -0700
|Subject: [PATCH] Closed two major memory leaks for scripted objects
|
|Two major memory leaks for the scripted objects were fixed
|- One leak had to do with remoting acrossing app domains. When a script and
| its controlling agent communicate across an application boundary, it calls
| functions on a stub proxy object that then invokes the remote method on
| the object in the other app domain. These stub objects (two for each script)
| were setup to have infinate lifetimes and were never being garbage collected.
|- The second leak was the result of adding a scene object part instance method
| to a scene event and never removing it. This cause the event's delegate list
| to maintain a link to that object which is then never freed as the scene event
| object is never destroyed.
Patch applied, please direct feedback to me. Possible issue: Longtime idle
scripts like vendors may fail.
|