| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
|
|
|
|
|
| |
OnObjectRemoved just once in the UrlModule itself, rather than repeatedly for every script.
Doing this in every script is unnecessary since the event trigger is parameterized by the item id.
All that would happen is 2000 scripts would trigger 1999 unnecessary calls, and a large number of initialized scripts may eventually trigger a StackOverflowException.
Registration moved to UrlModule so that the handler is registered for all script engine implementations.
This required moving the OnScriptRemoved and OnObjectRemoved events (only used by UrlModule in core) from IScriptEngine to IScriptModule to avoid circular references.
|
|
|
|
|
| |
rotating physical objects. This does not use physics. Currently the rate
of change is determined as 1 / (PI * Strength).
|
|
|
|
|
| |
with Melanie and Nebadon, SL behavior seems to be that non physical
objects snap to the request rotation.
|
|
|
|
|
|
|
|
|
|
| |
'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.
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
TestOsNpcRemoveOwned()
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
for ownership permission before executing.
As per #opensim-dev irc discussion.
|
|
|
|
| |
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.
|
|
|
|
| |
methods and expose on interface for external calls.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
formatting/doc changes.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The original function suffered from unexpected results due to rounding
errors. An error of only 1 or 2 ulps would cause the code to not detect
a singularity at Y rotation +/- PI/2 and take the non-singularity code
path. The replacement code does not suffer from wildly inaccurate
results at the +/- PI/2 singularity. The check in the code for the
singularity isn't strictly needed, but gives more consistent results
At the singularity, the X and Z rotations add. The if check simply
forces the X rotation to be zero so the entirety of the X+Z rotation is
carried by Z.
Additionally, the test code has been updated to include test cases that
caused the old code to fail. The test algorithm is also updated to
perform a more meaningful test. The original code checked if the values
against expected values. This could fail at +/- PI rotations since a
rotation around an axis by PI causes the identical effect as a rotation
by -PI. The new test code checks that the returned angles can be used
to recreate a quaternion that causes the same rotation.
|
|
|
|
|
| |
any methods, even those without threat, automatically. It is for use with
setups wanting to allow only specific methods to specific users.
|
|
|
|
| |
understood by AVN v0.3
|
|
|
|
| |
IsColliding
|
|
|
|
|
|
|
| |
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!
|
| |
|
|
|
|
| |
asking for a new determination
|
|
|
|
| |
DetermineMovementAnimation() for better code readability
|
|\ |
|
| |
| |
| |
| |
| |
| | |
state change), don't also remove sensors for other scripts in the same prim.
Hopefully fixes http://opensimulator.org/mantis/view.php?id=4448 and http://opensimulator.org/mantis/view.php?id=4452
|
| | |
|
|/ |
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|\ |
|
| |
| |
| |
| | |
breaks LINK_SET et al.
|
| | |
|
| | |
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
|
|
|
|
| |
We always use SOP.Rotation instead
|
|
|
|
| |
ForEachScenePresence can be changed to ForEachRootScenePresence.
|
|
|
|
| |
passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
|
|
|
|
|
|
| |
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>
|
|
|
|
| |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
| |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
| |
Thanks thomax for a patch to add handling for Sun/Moon pos.
|
|
|
|
| |
scene presence by client ID.
|
|
|
|
|
| |
On resume, we need to place requeue the script for event processing if there are any events on the queue.
Also need to do this under m_Script lock in order to avoid a race
|
|
|
|
|
| |
These aim currently to suspend and resume all scripts.
However, resume isn't currently working due to what looks like a bug in resume functionality itself.
|
| |
|
|
|
|
|
|
| |
engine in the current region.
Also added synonym of "scripts show"
|