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* * Re-enable the AbsolutePosition = AbsolutePosition in the LSL_Api in the ↵Teravus Ovares (Dan Olivares)2009-11-261-0/+12
| | | | | | | | | SetRot method if the object is not active physical. This is important for scripted rotating doors. without AbsolutePosition = AbsolutePosition, the door won't rotate. It's also important that we do not use AbsolutePosition = AbsolutePosition if the object is active physical because that would cause a complete rebuild of the object which would break vehicles. This is the best of both worlds right now. Doors as child prim should work again so long as you don't check the Physical box. * Thanks talentraspel * Thanks NixNerd * Thanks KittoFlora * Thanks lockd
* Change osTeleportAgent parameters from long to int. That numerical range isMelanie2009-11-253-5/+5
| | | | | not even supported by the underlying type, so there is no need to ask for a type the script can not even supply.
* Formatting cleanup.Jeff Ames2009-11-232-15/+15
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* Fix http://opensimulator.org/mantis/view.php?id=3874 - parenthesis in for ↵Justin Clark-Casey (justincc)2009-11-201-1/+19
| | | | | | | | | | statements cause script compile failures This fixes a problem in OpenSim where statements of the form for ((i = 0); (i < 10); (++i)) { ... } do not compile even though they are valid lsl.
* refactor: move AnimationSetJustin Clark-Casey (justincc)2009-11-171-1/+2
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* refactor: move most animation methods from ScenePresence into a new ↵Justin Clark-Casey (justincc)2009-11-172-14/+18
| | | | ScenePresenceAnimator class
* Apply patch http://opensimulator.org/mantis/view.php?id=4369Justin Clark-Casey (justincc)2009-11-123-32/+81
| | | | Adds osGetMapTexture() and osGetRegionMapTexture() methods to retrieve region map texture uuids
* Add IScriptModuleComms interface and region module to handle dispatch ofMelanie2009-11-101-3/+16
| | | | | | | | script messages to region modules and sending back replies. Hook IScriptModuleComms.OnScriptCommand to see commands and use DispatchReply to reply to the script. It is recommended to pass the "id" parameter from the event as the "k" parameter of the reply. The script will receive the reply as a link message from link -1.
* Add modSendCommand function (note, this is a new API module, using the APIMelanie2009-11-104-0/+234
| | | | extension mechanism, it's not a osFunction!
* Changing the AssetBase constructors to avoid initializing assets with an ↵John Hurliman2009-11-051-5/+2
| | | | unknown asset type, and log an error if it ever does happen
* Removing EntityBase.RotationJohn Hurliman2009-11-041-1/+8
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* Removing duplicate SceneObjectPart.RotationalVelocity propertyJohn Hurliman2009-11-021-2/+1
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* Patch + minor formatting fixes.Diva Canto2009-10-311-1/+1
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* http://opensimulator.org/mantis/view.php?id=4337Douglas R. Miles2009-10-311-1/+1
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* More performance improvements to XEngine script loadingJohn Hurliman2009-10-291-12/+12
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* * Misc. formatting cleanup for the previous patchJohn Hurliman2009-10-292-28/+31
| | | | * Added the new AppDomainLoading variable to the [XEngine] section in the example config
* OptimizationsDan Lake2009-10-293-95/+91
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* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-261-4/+4
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* Inconsistent locking of SenseRepeaters in Script Engine.unknown2009-10-231-8/+11
| | | | | | When I attempt to 'save oar' on a region with thousands of scripts with timers, I get a NullReferenceException every time. The problem comes from inconsistent locking in SensorRepeat.cs of the SenseRepeaters List. It is iterated and modified in many places and these places are all wrapped in a lock except in the GetSerializationData(). This is the function throwing the exception because an item in the list becomes null during iteration. The attached patch locks SenseRepeatListLock in GetSerializationData()
* Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman2009-10-232-9/+12
| | | | avoiding locking and copying the list each time it is accessed
* Implemented a Watchdog class. Do not manually create Thread objects anymore, ↵John Hurliman2009-10-221-5/+3
| | | | use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
* Merge branch 'vehicles'Melanie2009-10-221-14/+17
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| * Merge branch 'master' into vehiclesMelanie2009-10-223-75/+68
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| * \ Merge branch 'master' into vehiclesMelanie2009-10-191-7/+6
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| * \ \ Merge branch 'master' into vehiclesMelanie2009-10-151-0/+10
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| * \ \ \ Merge branch 'master' into vehiclesMelanie2009-10-081-1/+0
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| * \ \ \ \ Merge branch 'master' into vehiclesMelanie2009-10-052-2/+2
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| * \ \ \ \ \ Merge branch 'master' into vehiclesMelanie2009-10-022-26/+29
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| * | | | | | | Revert "* Adding Scale to EntityBase * Fixing the incorrect initialization ↵Melanie2009-10-022-9/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity" This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
| * | | | | | | Merge branch 'master' into vehiclesMelanie2009-10-016-63/+66
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| * \ \ \ \ \ \ \ Merge branch '0.6.7-post-fixes' into vehiclesKitto Flora2009-09-304-40/+83
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| * | | | | | | | | Commit initial version of KittoFlora's vehicle changesopensim2009-09-301-14/+17
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* | | | | | | | | | Fixing the patch to the patchSnowcrash2009-10-221-3/+6
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* | | | | | | | | | Fix rounding error in PRIM_SIZE portion of llSetPrimitiveParamsSnowcrash2009-10-221-3/+4
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* | | | | | | | | Make the LSL scripting delays take full effect. To tune, tweat theMelanie2009-10-221-56/+49
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ScriptDelayFactor in config
* | | | | | | | | Merged master into prioritizationJohn Hurliman2009-10-211-7/+7
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| * | | | | | | | | Fix llParticleSystem to accept LSL variables and LSL constants in placeMelanie2009-10-211-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | of the named constants for the rule selector. Information provided by Snowcrash
| * | | | | | | | | Fix for index error in llList2StringSnowcrash2009-10-201-6/+6
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* | | | | | | | | * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵John Hurliman2009-10-201-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
* | | | | | | | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-191-7/+6
|\ \ \ \ \ \ \ \ \ | |/ / / / / / / / | | | | | | | | | | | | | | | | | | prioritization
| * | | | | | | | Add support for display of the script compilation errors in the script editor'sMelanie2009-10-171-7/+6
| | |_|_|_|_|_|/ | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | debug pane. This will still use DEBUG_CHANNEL currently, since it is not fully implemented. This also removes the "Compiled successfully" message that pops up in the viewer.
* | | | | | | | Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman2009-10-152-11/+11
|/ / / / / / / | | | | | | | | | | | | | | | | | | | | | implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
* | | | | | | Enable LSL dialogs to display group names properlyMelanie2009-10-141-0/+10
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* | | | | | Fixing a few compile errors in the previous commitJohn Hurliman2009-10-061-1/+0
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* | | | | Merge branch 'diva-textures-osgrid'Melanie2009-10-042-2/+2
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| * | | | * Creates Util.UTF8 and switches some references of Encoding.UTF8 to ↵John Hurliman2009-10-022-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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?
* | | | | - cleaning up LandData/ILandObject capitalization issuesdr scofield (aka dirk husemann)2009-10-022-26/+29
| | | | | | | | | | | | | | | | | | | | - adding LandDataSerializer to OAR mechanics
* | | | | Revert "* Adding Scale to EntityBase * Fixing the incorrect initialization ↵Melanie2009-10-022-9/+11
| |_|_|/ |/| | | | | | | | | | | | | | | | | | | of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity" This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
* | | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2009-09-308-74/+161
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| * | | | Formatting cleanup.Jeff Ames2009-10-012-6/+6
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