| Commit message (Collapse) | Author | Files | Lines |
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Http-in and makes the host name for URL generation configurable.
Applied with changes:
llGetSimulatorHostname was not changed, because the change breaks
existing behavior and carries a data exposure risk. That value needs
to be configurable, the proposed fixed change is not acceptable.
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LICENSE.txt.
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script stub for llGetHTTPHeader().
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script stub for llGetFreeURLs().
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script stub for llReleaseURL().
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script stub for llRequestSecureURL().
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stub for llRequestURL().
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function we were missing.
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Fix llSetVehicleFloatParam to accept LSL_Float
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A number of the deprecated functions had missing parameters
causing compile errors. These included:
llSound, llMakeExplosion, llMakeFountain, llMakeSmoke,
llMakeFire, llPointAt, llXorBase64Strings, llSetPrimURL
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OS/SL script conformance, implement llSoundPreload and
llRemoteLoadScript to behave as in SL. In SL
llSoundPreload appears to do nothing. In OS
llRemoteLoadScript shouts an error when invoked
"Deprecated. Please use llRemoteLoadScriptPin instead."
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Thank you, tyre, for a patch that refactors LSL to use a unified set of
method signatures and type names, reorders methods and removes unused
and adds new method stubs.
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Add a Dictionary for faster lookup of cached items.
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Patch to fix the passed parms and properly show llTakeCamera and
llReleaseCamera as deprecated. Patch for both XEngine and DotNetEngine.
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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!
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Adds full implementation of all llDetected* functions for sensors,
collisions and touches. Adds changed(CHANGED_REGION_RESTART) event
to allow restarting of eye-candy functionality not currently
persisted with the prim.
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Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
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however, it's confirmed to compile and OpenSimulator to run successfully without this script engine active.
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that adds function stub to request region info by name and
adds llRequestSimulatorData() and the dataserver event
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Attached is an initial implementation of llGetNotecardLine and
llGetNumberOfNotecardLines. I decided to go ahead an send these out for
comment while I continue to work on the second part of the proper
implementation. These functions work and return the values requested, as
initially defined in the code, but should be properly implemented to return
the requested information via a dataserver event. This
event will be added and these functions fixed and included in a second
patch shortly.
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This patch proposes a new function : osOpenRemoteDataChannel(key channeID)
that allow to open an XMLRPC channel for remote_data event. The difference
is that the channelID can be customized instead of being randomly generated.
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llOwnerSay()
via the newly created Scene.SimBroadcast() call.
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merely corrects the signature so that "not implemented" message is displayed rather than a script
compile failure
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Patch fixes the pesky "Cannot implicitly convert to bool" issue for function returns
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(Thanks middlelink!)
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attracts zombies.. a recipe for llRezObject
* Original patch by YZh Thanks YZH!!!!
* object_rez event patch by Melanie, Thanks Melanie!!!
* Some fixups, some missing things(velocity,rotation)
* script delay
* Recoil
* Standard error messages
* Standard silent failures
* Easter egg management
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Adds "not implemented" stubs for llSetVehicleFloatParam() and llSetLinkTexture()
Some cleanup of LSO script enums
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with namespaces.
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llRot2Axis,llAxisAngle2Rot. Re-implemented llRot2Euler, llEuler2Rot
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implementations. Thanks Melanie!
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* Made the scene's scriptDanger method more generic so both the llScriptDanger method and the Script engine method use the same private method.
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* Committing namespace/usings fixes for ThirdParty directory, missed in previous commit.
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(this took a while to run).
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* All objects are not touchable by default now
* When a script listens for one of the touch events in the state, an object becomes touchable.
* All LSL scripts report which events they consume now
** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event.
** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
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* Re-applied Tedd's patch that got overwritten.
* Replaced (state)\s+([^;\n\r]+)([\r\n\s];) with (state)\s+([^;\n\r]+)(;[\r\n\s])
* Added a state(string) method to BuiltIn_Commands_BaseClass
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* Includes patch #894 fixes for terrain load-tile
* Large number of other terrain fixes and new commands included.
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* Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>".
* Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax.
* New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class.
* Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
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with, but also blames Tedd for the way the script functions have wrapper methods that call the same named method in a different class, is it my fault if in two such functions, I forget to add "m_LSL_Functions." and instead cause a recursive loop until the stack overflows.
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* Thanks krtaylor
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