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* When invoking any of the OSSL teleport functions, do it on a separate thread ↵Justin Clark-Casey (justincc)2011-09-071-6/+13
| | | | | | | 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)
* refactor: use SOG register target waypoints and rots directly instead of ↵Justin Clark-Casey (justincc)2011-09-011-4/+6
| | | | calling through the SOP, which doesn't make conceptual sense anyway.
* Eliminate pointless checks of SOG.RootPart != nullJustin Clark-Casey (justincc)2011-09-012-8/+2
| | | | 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
* Fix issue with llGetTorque() where it would only ever return a zero vector.Justin Clark-Casey (justincc)2011-09-011-1/+1
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* Remove pointless cluttering SOP.ParentGroup != null checks.Justin Clark-Casey (justincc)2011-09-014-112/+61
| | | | | 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.
* refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-272-14/+14
| | | | pointless duplication of identical values
* refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatarJustin Clark-Casey (justincc)2011-08-263-7/+7
| | | | 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
* llSetPrimitiveParams correct prim hollow for cases where limit should be 70%.Micheil Merlin2011-08-252-51/+111
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Fix llAttachToAvatar()Justin Clark-Casey (justincc)2011-08-241-2/+2
| | | | | | 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.
* rename AttachmentsModule.ShowDetachInUserInventory() to ↵Justin Clark-Casey (justincc)2011-08-231-1/+1
| | | | DetachSingleAttachmentToInv() for consistency and to reflect it's actual behaviour
* Protect a check for default texture entry when setting alpha values. ApparentlyMic Bowman2011-08-231-3/+10
| | | | if all faces have their own textures then the default texture is null
* Thanks Neil Canham for fixing bulk inventory updates, no sending ↵Snoopy Pfeffer2011-08-221-1/+1
| | | | BulkInventoryUpdate after accepting inventory items.
* Add avatar and attachments to llRegionSayBlueWall2011-08-201-6/+3
| | | | | | | | | | | | 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?
* Add llRegionSayToBlueWall2011-08-193-6/+27
| | | | | | | llRegionSayTo(key target, integer channel, string messasge) Allows messages to be sent region-wide to a particular prim.
* llGetPrimitiveParams fix prim hollow/hole shape valueMicheil Merlin2011-08-132-3/+178
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* tidy up some OSSL NPC parameter namesJustin Clark-Casey (justincc)2011-08-123-34/+34
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* rename position parameter in osNpcMoveToTarget to targetJustin Clark-Casey (justincc)2011-08-123-5/+5
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* rename osNpcStopMoveTo() to osNpcStopMoveToTarget()Justin Clark-Casey (justincc)2011-08-123-4/+4
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* Allow the osNpcCreate() function to accept a notecard name or asset for ↵Justin Clark-Casey (justincc)2011-08-122-6/+26
| | | | initial appearance
* implement osNpcGetPos()Justin Clark-Casey (justincc)2011-08-113-0/+27
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* implement osNpcGetRot() and osNpcSetRot()Justin Clark-Casey (justincc)2011-08-114-5/+67
| | | | Rotation works if done around the z axis. Anything else leads to random results.
* Implement osAgentSaveAppearance() to save the appearance of an avatar in the ↵Justin Clark-Casey (justincc)2011-08-114-5/+78
| | | | | | region to a notecard This is separate from osOwnerSaveAppearance() so that owner saves can be allowed without allowing arbitrary avatar saves
* add regression test for osNpcCreate when cloning an in-region avatarJustin Clark-Casey (justincc)2011-08-112-8/+77
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* Split out to-be-common setup stuff from TestOsOwnerSaveAppearance()Justin Clark-Casey (justincc)2011-08-111-15/+33
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* only accept npc UUIDs to osNpc* functions, not names (except for create)Justin Clark-Casey (justincc)2011-08-113-24/+20
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* Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) ↵Justin Clark-Casey (justincc)2011-08-111-1/+1
| | | | | | after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer. This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
* Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)2011-08-102-3/+9
| | | | | | | Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target
* fly and no fly constants for osNpcMoveToTarget()Justin Clark-Casey (justincc)2011-08-102-1/+5
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* early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-103-1/+19
| | | | | this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
* implement osNpcStopMoveTo() to cancel any current move targetJustin Clark-Casey (justincc)2011-08-103-0/+15
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* Add osOwnerSaveAppearance() to help with setting up NPC appearances. Not ↵Justin Clark-Casey (justincc)2011-08-094-10/+153
| | | | | | yet ready for user use. Adds regression test.
* Implement first draft functions for saving and loading NPC appearance from ↵Justin Clark-Casey (justincc)2011-08-094-19/+130
| | | | | | | | | | 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.
* factor out common notecard caching code from 3 methods.Justin Clark-Casey (justincc)2011-08-091-93/+74
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* refactor: split out generic parts of osMakeNotecard() into a separate. Add ↵Justin Clark-Casey (justincc)2011-08-081-58/+99
| | | | method doc. Other minor tidies.
* rename test SceneSetupHelpers -> SceneHelpers for consistencyJustin Clark-Casey (justincc)2011-08-061-2/+2
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* refactor: Fold most SOP.ScriptSet* methods back into script code. Simplify.Justin Clark-Casey (justincc)2011-08-061-20/+7
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* rename NPC.Autopilot to NPC.MoveToTarget internally. Add method doc to ↵Justin Clark-Casey (justincc)2011-08-031-1/+1
| | | | INPCModule
* use constants in llGetObjectDetails() rather than magic numbersJustin Clark-Casey (justincc)2011-07-161-22/+21
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* If object is an attachment, make llGetVel() return the avatar's speed rather ↵Justin Clark-Casey (justincc)2011-07-151-1/+16
| | | | | | than the object's own zero speed. As per http://opensimulator.org/mantis/view.php?id=5575
* Port implementation of llCastRay() from Aurora.Justin Clark-Casey (justincc)2011-07-123-15/+172
| | | | 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.
* refactor: Get LSLString(LSLInteger i) constructor to now call LSLString(int ↵Justin Clark-Casey (justincc)2011-07-091-9/+7
| | | | i) structure to remove code duplication.
* Raw int numbers (ex.LSL Constants) are displayed like "1.000000" when type ↵Makopoppo2011-07-091-0/+11
| | | | cast to string
* Fix osMatchString() so that it reports all instance of pattern matches, not ↵Justin Clark-Casey (justincc)2011-07-091-3/+3
| | | | | | | just the first one. This is a slight adaptation of the patch in http://opensimulator.org/mantis/view.php?id=4568 which doesn't apply directly since the underlying code was changed by earlier makopoppo patches. Thanks makopoppo!
* fix formatting issues from last patchJustin Clark-Casey (justincc)2011-07-091-3/+8
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* lsGetWindlightScene() returns raw int value, which makes unable to compare ↵Makopoppo2011-07-091-2/+3
| | | | to another value with llListFindList()
* Made some LSL_Constant or LS_Constant raw int valuesMakopoppo2011-07-091-2/+7
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* Instance-types-in-list fix for LSL/OSSL functions. This will fix ↵Makopoppo2011-07-092-30/+31
| | | | | | | | | | | | | | | | | | 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
* Rename SetSculptData() to SetSculptProperties(), since this is what it does ↵Justin Clark-Casey (justincc)2011-07-091-1/+1
| | | | (setting SculptData is done through the property)
* Create a very basic initial test which just creates an 'npc' and tests that ↵Justin Clark-Casey (justincc)2011-07-021-1/+0
| | | | the scene presence exists
* [PATCH 2/2] [FIX] osGetPrimitiveParams() and osSetPrimitiveParams()Makopoppo2011-06-281-0/+2
| | | | | | crashes throwing System.NullReferenceException Signed-off-by: BlueWall <jamesh@bluewallgroup.com>