| Commit message (Collapse) | Author | Files | Lines |
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AvatarPlayAnimation()
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creating npcs sensed as agents and secondly the OS_NPC_SENSE_AS_AGENT option was having the opposite effect.
Hopefully makes progress on addressing http://opensimulator.org/mantis/view.php?id=5872
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check could succeed but then the npc removed before the subequent npc check.
The resulting null would cause an exception. We now check for null before looking at SenseAsAgent.
Hopefully fixes http://opensimulator.org/mantis/view.php?id=5872
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Path.GetDirectoryName when getting assembly loading path in Compiler.CompileFromDotNetText().
The Path.GetDirectoryName call in Compiler.CompileFromDotNetText is unnecessary since AppDomain.CurrentDomain.BaseDirectory is always a directory.
Later path concatenation is already done by Path.Combine() which handles any trailing slash.
Removing Path.GetDirectoryName() will not affect the runtime but allows NUnit to work since it doesn't add a trailing slash to AppDomain.CurrentDomain.BaseDirectory.
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eventually be used by llCastRay(), though OpenSim does not use these yet.
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Many thanks to WhiteStar for doing the research on this.
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accurately reflects the data sent by the viewer. Add times bans and the
expiration of timed bans.
Warning: Contains a Migration (and nuts)
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llGetLinkNumber().
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It already existed in LSL_Api but it also needs to exist in these two other places for a script to be able to see it.
Hopefully resolves http://opensimulator.org/mantis/view.php?id=5489
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console lines.
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command
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mantis: http://opensimulator.org/mantis/view.php?id=5867
Signed-off-by: nebadon <michael@osgrid.org>
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http://opensimulator.org/mantis/view.php?id=5865
Signed-off-by: nebadon <michael@osgrid.org>
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This allows NPCs to be sensed as agents by LSL sensors rather than as a specific NPC type (which is currently an OpenSimulator-only extension).
Wiki doc on this and other recent NPC functions will follow soon
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belongs to an NPC in the region. FALSE if not or if the NPC module isn't present.
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NPC, the npc's own key for an 'unowned' NPC and NULL_KEY is the input key was not an npc.
llGetOwnerKey() could also be extended but this does not allow one to distinguish between an unowned NPC and some other result (e.g. 'no such object' if NULL_KEY is the return.
Also, any future extensions to LSL functions by Linden Lab are unpredictable and OpenSim-specific extensions could clash.
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http://wiki.secondlife.com/wiki/LlManageEstateAccess
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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in ScriptInstance.
Swallowing exceptions just leads to more mysterious failures later on.
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RezNewScript() and rename one RezScript() to RezScriptFromPrim()
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http://wiki.secondlife.com/wiki/LlGetParcelMusicURL
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Add osGetHomeURI function to the family of osGetGrid* functions. Returns the SRV_HomeURI setting from the [LoginService] configuration.
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Add function osGetGridCustom to take an argument for the GridInfo kpv to retrieve from the GridInfoService
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The osGetGrid**** functions will now get the grid settings from the GridInfoService. Set the GridInfoURI in your ./bin/config-include/GridCommon.ini [GridInfo] section.
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no need for these checks just use Allow_osTeleportAgent = PARCEL_OWNER
also increased function to severe threat level to make it harder to
accidently enable it for everyone.
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display one script's status
Usage is now scripts show [<script-item-uuid>]
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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.
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rotating physical objects. This does not use physics. Currently the rate
of change is determined as 1 / (PI * Strength).
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with Melanie and Nebadon, SL behavior seems to be that non physical
objects snap to the request rotation.
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'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.
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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.
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TestOsNpcRemoveOwned()
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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.
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for ownership permission before executing.
As per #opensim-dev irc discussion.
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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.
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methods and expose on interface for external calls.
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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.
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formatting/doc changes.
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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.
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