| Commit message (Collapse) | Author | Age | Files | Lines |
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if it is a UUID. The function is osIsUUID().
Thanks SignpostMarv!
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entry/prim limit/access restrictions.
Signed-off-by: SignpostMarv <github@signpostmarv.name>
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another avatar in the scene.
Very useful in serious game/environment scenarios where its only allowed for trusted creators.
Threat level Severe
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Allow NPCS to touch obects.
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This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
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llTeleportAgentGlobalCoords. These do NOT use PERMISSION_TELEPORT like
their SL counterparts because that permission is not yet understood by TPVs
based on v1.x.
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Details in the lsl wiki
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moving NPCs
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UUID.Random().ToString();
Signed-off-by: TBG Renfold <tbg.renfold@g2mv.co.uk>
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These behave identically to llAttachToAvatar() and llDetachFromAvatar() except that they do not enforce the PERMISSION_ATTACH check
Intended for use in completely controlled dedicated environments where these checks are more a UI hinderance than a help.
Threat level high.
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osNpcSay(UUID npc, string message) left untouched
New functions:-
osNpcSay(UUID npc, int channel, string message)
osNpcShout(UUID npc, int channel, string message)
osNpcWhisper(UUID npc, int channel, string message)
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Implemented to behave as if scripts were LSO.
Signed-off-by: nebadon <michael@osgrid.org>
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originally proposed in SL Jira (https://jira.secondlife.com/browse/SVC-244).
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Signed-off-by: nebadon <michael@osgrid.org>
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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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arguments and return values to the modInvoke family of functions.
See http://opensimulator.org/wiki/OSSL_Script_Library/ModInvoke
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report files with mono project in regards to this change, this simply
lets us move forward with using mono 2.11 for now :
https://bugzilla.xamarin.com/show_bug.cgi?id=4052
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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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from region modules. The LSL translator is extended to generate the
modInvoke format of commands for directly inlined function calls.
A region module can register a function Test() with the name "Test".
LSL code can call that function as "Test()". The compiler will translate
that invocation into modInvoke("Test", ...)
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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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http://opensimulator.org/mantis/view.php?id=5763
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http://opensimulator.org/mantis/view.php?id=5756 http://opensimulator.org/mantis/view.php?id=5755 http://opensimulator.org/mantis/view.php?id=5754
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eventually be used by llCastRay(), though OpenSim does not use these yet.
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Many thanks to WhiteStar for doing the research on this.
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llGetLinkNumber().
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It already existed in LSL_Api but it also needs to exist in these two other places for a script to be able to see it.
Hopefully resolves http://opensimulator.org/mantis/view.php?id=5489
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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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http://wiki.secondlife.com/wiki/LlManageEstateAccess
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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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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http://wiki.secondlife.com/wiki/LlGetParcelMusicURL
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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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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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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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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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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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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understandable
This makes something like osNpcSit(npc, llGetKey(), OS_NPC_IMMEDIATE) now become
osNpcSit(npc, llGetKey(), OS_NPC_SIT_NOW);
This is why it's in development :)
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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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