| Commit message (Collapse) | Author | Files | Lines |
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See http://opensimulator.org/mantis/view.php?id=4316
Thanks KittyLiu!
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pass script state and assembly again properly. Reintroduce respecting tht
TrustBinaries flag. Changes the interregion protocol! No version bump
because it was broken anyway, so with a version mismatch it will simply
stay broken, but not crash. Region corssing still doesn't work because
there is still monkey business with both rezzed prims being pushed across
a border and attached prims when walking across a border. Teleport is
untested by may work.
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internally
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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
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not even supported by the underlying type, so there is no need to ask
for a type the script can not even supply.
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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.
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ScenePresenceAnimator class
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Adds osGetMapTexture() and osGetRegionMapTexture() methods to retrieve region map texture uuids
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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.
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extension mechanism, it's not a osFunction!
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unknown asset type, and log an error if it ever does happen
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all scripts are loaded from the same thread, rather than launching a
new one for each script. This is only marginally slower, but avoids the
race condition that led to script engine failure.
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* Added the new AppDomainLoading variable to the [XEngine] section in the example config
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checkout or clean out all *DotNet*.dll assemblies from the bin/ directory to run OpenSim moving forward
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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()
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avoiding locking and copying the list each time it is accessed
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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
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ScriptDelayFactor in config
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of the named constants for the rule selector.
Information provided by Snowcrash
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based on something that could change
* Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
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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.
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implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
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If XEngine compile fails, show script name in error message in-world as well as the exception itself
Thanks Luca Peck
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SortedDictionary
* Changed the order of a log line from DotNetEngine so you can tell whether or not it is actually loading
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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?
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- adding LandDataSerializer to OAR mechanics
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of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity"
This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
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of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity"
This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
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there is only one element in the range, it must
also coincide with the specified stride. The
existing code assumes that the stride starts at
start ( which is the expected and most useful
behavior).
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
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