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* Add "scripts suspend" and "scripts resume" commands.Justin Clark-Casey (justincc)2011-10-191-2/+4
| | | | | 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.
* add current script status to "scripts show" command (running, suspended, etc.)Justin Clark-Casey (justincc)2011-10-191-4/+5
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* Add "show scripts" command to show all scripts currently known to the script ↵Justin Clark-Casey (justincc)2011-10-191-2/+0
| | | | | | engine in the current region. Also added synonym of "scripts show"
* refactor: Use SOP.SitTargetAvatar instead of calling a special ↵Justin Clark-Casey (justincc)2011-10-171-1/+1
| | | | GetAvatarOnSitTarget() which returned exactly the same thing
* rename OS_NPC_SIT_IMMEDIATE to OS_NPC_SIT_NOW since it's shorter and more ↵Justin Clark-Casey (justincc)2011-10-171-1/+1
| | | | | | | | 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 :)
* Implement osNpcStand(<npc-id>)Justin Clark-Casey (justincc)2011-10-173-0/+17
| | | | Allows you to stand an NPC that has sat.
* Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-174-0/+19
| | | | | | | | | 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 :)
* Get rid of some traces of the old pre-ROBUST grid architecture configJustin Clark-Casey (justincc)2011-10-121-2/+0
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* When shutting down XEngine, log how many scripts are being shutdown so the ↵Justin Clark-Casey (justincc)2011-10-121-1/+1
| | | | user knows why they are waiting.
* osSetParcelDetails - PARCEL_DETAILS_CLAIMDATEPixel Tomsen2011-10-112-21/+32
| | | | | | | this new flag set parcels claim date value 0 for this flag set current unixstamp http://opensimulator.org/mantis/view.php?id=5725
* Convert getLastReportedSimFPS() and getLastReportedSimStats() into more ↵Justin Clark-Casey (justincc)2011-10-102-2/+2
| | | | idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
* refactor: have lsl and ossl interrogate scene.StatsReporter directly rather ↵Justin Clark-Casey (justincc)2011-10-102-2/+2
| | | | | | than going through scene I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
* Removed all refs to IClientAPI from IAttachmentsModule. Separated client ↵Dan Lake2011-10-041-1/+1
| | | | handlers for attachments to call public interface and rearranged module file into sections
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDan Lake2011-10-031-3/+18
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| * trival tweak to trigger the continuous integration systemJustin Clark-Casey (justincc)2011-10-041-1/+1
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| * Return NULL_KEY from llGetTexture if a non-existent face is indicated, ↵Justin Clark-Casey (justincc)2011-10-041-1/+1
| | | | | | | | | | | | rather than "" As per http://wiki.secondlife.com/wiki/LlGetTexture
| * For llGetTexture(), if the face texture asset is in the inventory, return ↵Justin Clark-Casey (justincc)2011-10-041-1/+16
| | | | | | | | | | | | | | | | the inventory name rather than the asset UUID This is as per http://wiki.secondlife.com/wiki/LlGetTexture Applied patch in http://opensimulator.org/mantis/view.php?id=4552 with an additional break statement if an inventory item is found to exit early. Thanks Michelle Argus!
* | Removed redundant code in AttachmentsModule and simplified interfaces which ↵Dan Lake2011-10-031-2/+1
|/ | | | converted back and forth between ScenePresence and IClientAPI. More to be done still.
* llGetLinkKey, llGetLinkName Fix for sitting AvatarPixel Tomsen2011-10-011-0/+41
| | | | | | when an avatar sits on a prim, we get now his key & name ;-) http://opensimulator.org/mantis/view.php?id=4476
* llAvatarOnLinkSitTarget ImplementationPixel Tomsen2011-09-293-0/+20
| | | | http://wiki.secondlife.com/wiki/LlAvatarOnLinkSitTarget
* refactor: rename SOG/SOP.GetProperties() to SendPropertiesToClient() to ↵Justin Clark-Casey (justincc)2011-09-151-1/+1
| | | | | | reflect what it actually does This also makes it consistent with some other methods that send data to the client.
* llSetPrimitiveParams Prim type params precision errorsMicheil Merlin2011-09-092-44/+90
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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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