| Commit message (Collapse) | Author | Age | Files | Lines |
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Implement an osParseJSON method useful for handling simple JSON returns
from http requests. This will only work in C# at this point.
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Allow parsing of hexadecimal int constants from strings.
Also fixes a DBNull value in the touch type field crashing the sim
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Fix unreachable code due to typo in llDetectedGroup.
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osSetDynamicTextureData() produces error on console if
ExtraParams passed empty string
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One member missing, so a portion is commented out.
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Make CHANGED constants consistent with LSL, and consistent across the
code base
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Fix an invalid bounds check in Builtin_Commands
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variables to their initializer values, rather then zeroing them.
Also handles lists properly now.
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same state
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touch, pay, etc script states correctly.
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new method for testing
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Thank you, ralphos, for a patch the adapts llSetColor and friends to
a change in the underlying types.
Also, thank you for a much cleaner way of casting types out of
lists, which I will adopt throughout.
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Adjust XEngine llSetAlpha to a change in the underlying type
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Fix a number of casting issues in XEngine's API
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Floating text, Rotation, Texture animation, Particle System
This will make "Eye Candy" scripts work without modification in
XEngine. The use of the CHANGED_REGION_RESTART hack is no longer
needed. Implemented in MySQL only, hovertext also in SQLite.
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and llGroundContour in the last checkin and this replaces
them again in LSL_BuiltIn_Commands.cs.
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llGroundContour into our Common/LS:L_BuiltIn_Commands
file.
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- these functions are orthogonal to each other and the core implementation is in GroundSlope.
* Please note that this implementation has not been mathematically verified to be correct-as-described, it is probable that this implementation may produce differing results to Linden Lab. Testing (and test data) would be appreciated.
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scriptsleep calls.
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duplicate delivery of state_entry if a region is restarted just after
saving the script. Changes script state saves to no longer abort long-
running event handlers. Queues the save instead. Adds shutdown handler
to save script state on irderly shutdown
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Thank you, HomerHorwitz, for a patch that fixes llGetKey()
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both llWind and llCloud and remove the
"NotImplemented" status leaving us with about
74 "NotImplemented" LSL-C# wrapper functions.
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inside our LSL-C# wrapper subroutines.
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calls from our LSL-C# wrappers.
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Thank you, Xugu Madison and ChrisDown, for a patch that
fixes linux filename extensions from .Xml back to .xml
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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Solves SetPrimitiveParams, Revolutions not calculated
properly.
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Types extracted from a LSL_Types.list have to be down-cast initially
to the exact type of value type object that the Object actually is.
This would make for very cumbersome, ugly code when extracting list
parameter items in ll functions where a few implicit conversions
should be applied such as key -> LSLString and LSLInteger -> LSLFloat
(but not LSLFloat -> LSLInteger). This patch adds a set of GetXXXItem
member functions to the LLS_Type.list class, where XXX is the name
of the LSL_Type to be extracted: LSLFLoat, LSLInteger etc. All take
a single, int parameter that is the item number to be extracted.
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llParseString functions throw exception when passed a
list of variables and this patch adds logic to solve
this to LSL_Api.cs
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Thannk you, ralphos, for a patch to clean up list item type handling
and add a missing explicit cast in Shared/
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Thank you, ralphos, for a patch that fixes an InvalidCastException
in llSetPrimitveParams.
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Prevent a null reference exception when reset is pressed on a script
while it's being compiled.
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fixes that, and should get us back to compile state.
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cleanup: warnings, readability
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in XEngine. This turned out to be a lot of work to catch up.
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