| Commit message (Collapse) | Author | Age | Files | Lines |
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A number of the deprecated functions had missing parameters
causing compile errors. These included:
llSound, llMakeExplosion, llMakeFountain, llMakeSmoke,
llMakeFire, llPointAt, llXorBase64Strings, llSetPrimURL
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OS/SL script conformance, implement llSoundPreload and
llRemoteLoadScript to behave as in SL. In SL
llSoundPreload appears to do nothing. In OS
llRemoteLoadScript shouts an error when invoked
"Deprecated. Please use llRemoteLoadScriptPin instead."
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minor fixes to osParseJSON.
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Same fix for the DNE
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Fix a null reference exception when the exception thrown by a script
is not a TargetInvocationException
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subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
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in the classes between the LSL implementation and the
underlying physics engines.
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ensure that scripts will compile on nonenglish systems
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
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Thank you, idb, for a patch that addresses hex digits erroneously being
recognized as valid and parsed in a decimal number
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It was a mistake a year ago to add it in.
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
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Fix a UUID vs null comparison.
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The current llGetLinkName returns an empty string if a prim
with the given link number is not found in the link set. In
SL an empty string is only returned if the prim name is actually
blank, a NULL_KEY is returned instead with a couple of exceptions.
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Patch up a type name change in libomv. Thanks for tracking that down, idb
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Changes behavior to send on_rez event to prims when rezzed from agent
inventory.
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Add some compile messages from XEngine into DNE as well.
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* Updates to libomv r2243,
* Remove lots of unnecessary typecasts
* Improves SendWindData()
Thanks jhurliman.
* Will update OpenSim-libs in 10 minutes..
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ResetScripts In Selection, Set Script to [not] Running In Selection from
the tools menu. Allows DNE script reset without a full recompile.
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Removing it made DNE scripts crash. Fixed here.
Now on to converge the compilers.
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* Reapply homer's click action implementation, which accidentally got blatted
* Thanks tyre
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Clode cleanup and removal of commented stuff in ScriptManager.
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DNE and move all of DNE into the DotNetEngine directory. Remove references
that would cause the script runtime to load the entire engine + scene into
each script appdomain. This might help DNE memory consumption.
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As a bonus, the OSSLPrim has now come to XEngine, too!
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The binaries are still different, but that is only a small step away now.
The OSSLPrim has been removed. This commit will breal all scripts
using Prim.Scale(), etc, syntax. It was not secure and will have to
be brought back in another form.
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Implements the LSL function llGetAttached().
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Add a reference for Windows builds
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Scene. Make the script engines check that the engine name in the
//Engine:language comment is a valid engine and treat it as a normal
comment if it's not.
//DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since
that is it's real internal name. //XEngine: still works
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Check the client dialog box (from top menu) WORLD / REGION ESTATE
/ REGION tab. The client dialog box seems to have a hard limit of
about 32 characters per line available for displaying the region
version number. Our regions are sending a string which is greater
than the limit, causing the client to wrap the text and look ugly.
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tries to stop a script that is not run by it
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The entire LSL API is now in the single, shared file
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api_Base.cs
This is for both engines. The OSSL function are still separate.
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and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
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