| Commit message (Collapse) | Author | Age | Files | Lines |
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osEjectFromGroup(userID) that invite/eject users to/from groups the object containing the script is set to. These functions also work for closed groups.
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This allows one to get description data for a given prim inventory item.
Thanks MarcelEdward and GuduleLapointe!
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are osReplaceString(string source, string patter, string replace, integer count, integer start)
The count parameter specifies the total number of replacements to make, -1 makes
all replacements.
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speed.
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AvatarPlayAnimation()
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creating npcs sensed as agents and secondly the OS_NPC_SENSE_AS_AGENT option was having the opposite effect.
Hopefully makes progress on addressing http://opensimulator.org/mantis/view.php?id=5872
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This allows NPCs to be sensed as agents by LSL sensors rather than as a specific NPC type (which is currently an OpenSimulator-only extension).
Wiki doc on this and other recent NPC functions will follow soon
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belongs to an NPC in the region. FALSE if not or if the NPC module isn't present.
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NPC, the npc's own key for an 'unowned' NPC and NULL_KEY is the input key was not an npc.
llGetOwnerKey() could also be extended but this does not allow one to distinguish between an unowned NPC and some other result (e.g. 'no such object' if NULL_KEY is the return.
Also, any future extensions to LSL functions by Linden Lab are unpredictable and OpenSim-specific extensions could clash.
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Add osGetHomeURI function to the family of osGetGrid* functions. Returns the SRV_HomeURI setting from the [LoginService] configuration.
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Add function osGetGridCustom to take an argument for the GridInfo kpv to retrieve from the GridInfoService
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The osGetGrid**** functions will now get the grid settings from the GridInfoService. Set the GridInfoURI in your ./bin/config-include/GridCommon.ini [GridInfo] section.
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no need for these checks just use Allow_osTeleportAgent = PARCEL_OWNER
also increased function to severe threat level to make it harder to
accidently enable it for everyone.
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'unowned' one.
An owned NPC is one that only the original creator can manipulate and delete.
An unowned NPC is one that anybody with access to the osNpc* methods and knowledge of the avatar id can manipulate.
This is to correct an oversight I made in the original reimplementation where I mistakenly assumed that avatar IDs could be treated as private.
I am not anticipating that many people were deliberately making use of unowned npcs due to their insecure nature.
If you do need an unowned NPC please call the new overloaded osCreateNpc() function with the option OS_NPC_NOT_OWNED.
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name, vector position, string notecard, int options) instead with option OS_NPC_CREATOR_OWNED
Please note that correct option name is OS_NPC_CREATOR_OWNED not OS_NPC_CREATE_OWNED as mistakenly put in a previous commit.
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string notecard, int options) variant.
This will be documented soon. Options can currently be
OS_NPC_CREATE_OWNED - creates a 'creator owned' avatar that will only respond to osNpc* functions made by scripts owned by the npc creator
OS_NPC_NOT_OWNED - creates an avatar which will respond to any osNpc* functions that a caller has permission to make (through the usual OSSL permission mechanisms).
options is being added to provide better scope for future extensibility without having to add more functions
The original non-options osNpcCreate() function will continue to exist.
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This is being done outside the npc module since the check is meaningless for region module callers, who can fake any id that they like.
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methods and expose on interface for external calls.
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owner, can be destroyed only by the owner and only the owner can save their appearance. Added "NPC" as a flag to llSensor to sense NPCs and exclude them from "AGENT" results.
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any methods, even those without threat, automatically. It is for use with
setups wanting to allow only specific methods to specific users.
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osParseJSON uses hand-crafted decoding that has two issues
* does not seem to handle top-level JSON lists
* does not seem to handle unicode text
thanks otakup0pe!
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from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
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the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
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We always use SOP.Rotation instead
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ForEachScenePresence can be changed to ForEachRootScenePresence.
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PARCEL_GROUP, PARCEL_OWNER, ESTATE_MANAGER and REGION_OWNER can be combined with the existing agent uuid option to limit ossl functions to agents and owner classes.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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scene presence by client ID.
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Allows you to stand an NPC that has sat.
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Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
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this new flag set parcels claim date
value 0 for this flag set current unixstamp
http://opensimulator.org/mantis/view.php?id=5725
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idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
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than going through scene
I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
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rather than the script thread.
This is to prevent the aborting of attachment script threads on teleport from aborting the one actually doing the teleport.
This allows OSSL teleport functions to work when invoked on scripts in attachments (and huds, I assume)
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It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
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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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initial appearance
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Rotation works if done around the z axis. Anything else leads to random results.
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region to a notecard
This is separate from osOwnerSaveAppearance() so that owner saves can be allowed without allowing arbitrary avatar saves
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