| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Implements additional unlink modes (unlink root prim from link set, some
multi-set operations). Linking (single and mutiple) fully implemented.
Consistent numbering of links while in world. Link/delink with predictable
link numbering. Correct link numbers in LSL.
Not all multi-set ops implemented. Link numbers still change when taken and
re-rezzed.
|
|
|
|
|
|
|
| |
Untangles llDie handling in XEngine, which resulted in a thread being
aborted while executing inside of Scene.
|
|
|
|
|
| |
esets script permissions when a script is recompiled.
|
| |
|
| |
|
|
|
|
|
|
|
| |
In LSL, the state command should have an immediate effect.
The OpenSim script engine seems to wait until the function
ends to process the state transition.
|
|
|
|
|
| |
Fix a script Xengine deadlock/hang if llResetScript is used in changed()
|
|
|
|
|
|
|
|
| |
It would appear that calling llResetScript() in state_entry() causes deadlock of region.
Probably due to llResetScript calling state_entry again. llResetScript should see who called it,
and not recall state_entry() after a state/variable reset. Once this script is in a prim,
the region/world/debug/script window shows it consuming the server (from 2,400 to 800,000 milliseconds).
|
|
|
|
|
|
| |
massaging OSHttpRequestPump to not abort on exceptions...
|
|
|
|
|
|
| |
Sets XEngine threads to en-US culture before calling script events,
fixes i18n issues with european locales.
|
|
|
|
|
| |
not break trunk.
|
|
|
|
| |
hers, I mean, fire.
|
| |
|
|
|
|
|
|
| |
Fixes persistence of variable values to address
broken persistence in the big refactor.
|
| |
|
|
|
|
|
|
|
|
|
| |
api and compiler out of XEngine"
"First stage in a major Script Engine refactor, that will result in the LSL implementaions ebing reconverged. Not there yet, but one major part is done."
Thank you, Melanie!
|
|
|
|
|
| |
and its copy LSL_ScriptCommands.cs
|
|
|
|
| |
hard-coded port numbers.
|
|
|
|
| |
override the default method of calculating how many prims a parcel can have.
|
|
|
|
|
|
| |
xengine to:
Replaces "presence.Name" => "presence.ControllingClient.Name" to return avatar's name.
|
| |
|
|
|
|
|
|
|
|
| |
The attatched patch makes the changed() event fire properly and
lets scripts run properly.
NOTE: All existing state files must be deleted:
rm ScriptEngines/*/*.state
|
|
|
|
|
|
|
|
| |
Adds full implementation of all llDetected* functions for sensors,
collisions and touches. Adds changed(CHANGED_REGION_RESTART) event
to allow restarting of eye-candy functionality not currently
persisted with the prim.
|
| |
|
|
|
|
|
|
|
| |
0001476: [PATCH] Allow larger script state files to be loaded
The previous limitation on load file size was too small for
larger script projects
|
| |
|
|
|
|
|
|
| |
Thank you, Melanie. And Thank you ckrinke. Bigups!
|
|
|
|
|
| |
This patch implements the llLoopSound patch from Xantor for the XEngine
|
|
|
|
|
|
|
|
| |
Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
|
|
|
|
|
|
|
|
| |
Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
|
|
|
|
|
|
|
|
| |
Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
|
|
|
|
|
| |
"Hooks up the plumbing from previous patch"
|
| |
|
|
|
|
|
| |
0001425: [PATCH] Correct llResetOtherScript() behavoir in XEngine
|
|
however, it's confirmed to compile and OpenSimulator to run successfully without this script engine active.
|