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* implementing PRIM_LINK_TARGET on GetPrimParams ala SetPrimParamsSignpostMarv2012-08-252-11/+60
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* minor formattingSignpostMarv2012-08-251-2/+2
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* refactoring to local variable for cleaner codeSignpostMarv2012-08-251-2/+5
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* since we will be making the Get return type the remaining ruleset as with ↵SignpostMarv2012-08-252-18/+22
| | | | the Set return type, we need to move the original return type to a ref param
* use SceneObjectPart instead of varSignpostMarv2012-08-251-3/+3
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* renaming to be similar to equivalent Set commandSignpostMarv2012-08-253-8/+8
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* Log initial script startup info notice when xengine actually starts to do ↵Justin Clark-Casey (justincc)2012-08-251-2/+4
| | | | this for debugging purposes, rather than before it actually starts to do this.
* stripping superfluous whitespaceSignpostMarv2012-08-241-3/+0
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* immediately returning the string.Join operation instead of checking if the ↵SignpostMarv2012-08-241-11/+5
| | | | list has members
* refactoring using List.ConvertAll<string>SignpostMarv2012-08-241-6/+5
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* Revert "implementing function to allow scripts to self-replicate as if the ↵Justin Clark-Casey (justincc)2012-08-243-62/+0
| | | | | | | | owner duplicated them, using the same script delay as llRezObject()" This reverts commit 2ad9d656b3a1a0c519c9599d7680f98eba7e82b8. Reverted pending consideration of associated issues.
* implementing function to allow scripts to self-replicate as if the owner ↵SignpostMarv2012-08-243-0/+62
| | | | duplicated them, using the same script delay as llRezObject()
* Removed land checking as suggested by SignpostMarv.TBG Renfold2012-08-241-12/+2
| | | | | | | Now whatever remaining health the avatar has is displayed (float). This will be 100% (100.000000) if no damage has occurred (as what the viewer should really be seeing anyway). Returns -1.000000 if the avatar is not found.
* Adds osGetHealth.TBG Renfold2012-08-243-1/+28
| | | | | | | | | | | | | | | | | Returns the amount of health (in an integer) that an avatar has left in the scene. If an avatar is not found or safe is enabled on a region, -1 is returned. Example usage: default { touch_end(integer _t) { key agentID = llDetectedKey(0); osCauseDamage(agentID, 50); llSay(0, llKey2Name(agentID) + " has " + (string)osGetHealth(agentID) + "% health left."); } }
* If a script state save fails for some reason on shutdown/region removal, get ↵Justin Clark-Casey (justincc)2012-08-231-2/+25
| | | | xengine to spit out some useful information and continue to save other script states
* this should be an if-else block in case the non-phys min/max are smaller ↵SignpostMarv2012-08-221-5/+7
| | | | than the physical min/max
* refactoring out SetFaceColorSignpostMarv2012-08-201-2/+2
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* making use of implicit operators and Util.Clip handling of Vector3SignpostMarv2012-08-201-1/+1
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* single operation for PRIM_COLORSignpostMarv2012-08-201-2/+1
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* Add --force flag to "kick user" console command to allow bypassing of recent ↵Justin Clark-Casey (justincc)2012-08-201-2/+2
| | | | | | | | | race condition checks. This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once). You should only attempt --force if a normal kick fails. This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive. This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
* Add a reference to OpenMetaverseType.dll to compiled script assemblies.Melanie2012-08-181-0/+2
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* integrating redundant code into operatorSignpostMarv2012-08-182-14/+7
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* Rot2Quaternion is now redundantSignpostMarv2012-08-182-12/+11
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* constructor means not having to manually refer to individual propertiesSignpostMarv2012-08-183-6/+6
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* implicit operators mean one does not need to instantiate new objects manuallySignpostMarv2012-08-182-7/+5
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* adding missing refactor for LSL_VectorSignpostMarv2012-08-181-1/+1
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* Implementing operators & constructors for QuaternionSignpostMarv2012-08-181-0/+18
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* Fix the whitespace formatting error introduced by the last patchMelanie2012-08-181-2/+2
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* refactoring for Vector3 operator & constructor tweaksSignpostMarv2012-08-189-125/+119
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* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-08-184-35/+55
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| * adding null return to fix buildingSignpostMarv2012-08-171-1/+1
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| * fixing bug that get/set the wrong property for prim types other than sphere ↵SignpostMarv2012-08-171-2/+4
| | | | | | | | & box
| * implementedSignpostMarv2012-08-172-0/+14
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| * attempt to handle InvalidCastException in a manner similar to Second LifeSignpostMarv2012-08-172-2/+17
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| * minor: Make xengine debug message on script load a scripting loading message ↵Justin Clark-Casey (justincc)2012-08-171-7/+9
| | | | | | | | | | | | instead. This is more useful if compilation fails due to an uncatchable exception since we know what was being compiled.
| * adding a clip method to handle Vector3 objects to enable a minor amount of ↵SignpostMarv2012-08-171-6/+5
| | | | | | | | refactoring
| * enables configurable minimum sizes for physical & non-physical primsSignpostMarv2012-08-151-20/+8
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* | Do a proper null check to avoid the overloaded operator == trapMelanie2012-08-161-1/+1
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* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-08-151-0/+2
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| * adding ATTACH_*_PEC constantsSignpostMarv2012-08-151-0/+2
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* | Implementing PRIM_LINK_TARGET in a non-recursive fashionSignpostMarv2012-08-151-49/+74
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* Let the temp attachment module add a command to allow attaching without ↵Melanie2012-08-151-31/+39
| | | | permissions and add support for this (incomplete!) to LSL
* Prevent race conditions when one thread removes an NPC SP before another ↵Justin Clark-Casey (justincc)2012-08-141-5/+20
| | | | thread has retreived it after checking whether the NPC exists.
* Lay some groundwork for temp attachments. Decouple attachments from inventory.Melanie2012-08-141-1/+1
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* attempt at replicating behaviour of llList2thing functions in SLSignpostMarv2012-08-131-7/+69
| | | | | | | | Committed with changes. Please don't sign comments with your name. Please don't use your own coding style, use the OpenSim project style. Please don't modify unrelated whitespace. Signed-off-by: Melanie <melanie@t-data.com>
* Release http-in URLs when llResetScript is calledMelanie2012-08-071-0/+6
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* refactor: rename SOG.RezzingObjectID to SOG.FromPartID to match ↵Justin Clark-Casey (justincc)2012-08-031-1/+1
| | | | FromFolderID, FromItemID and to reflect that it's a SOP ID rather than a SOG ID.
* reduced-complexity implementation of function to get rezzing object keySignpostMarv2012-08-023-0/+19
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Look up the NPC module when the SensorRepeat class is created, rather than ↵Justin Clark-Casey (justincc)2012-08-011-5/+6
| | | | on every single sensor sweep.
* Resolve a deadlock between INPCModule and SensorRepeat by replacing the ↵Justin Clark-Casey (justincc)2012-07-311-35/+43
| | | | | | | | SensorRepeat list with a new list on add/removes rather than locking it for the duration of the sensor sweep. A deadlock was observed today where NPC removal on a script thread would lock the NPC list and then try to lock the sensor list via scripted attachment removal. Concurrently, the sensor sweep thread would lock the sensor list and then try to lock the NPC list to check NPC status. This commit resolves the deadlock by replacing the sensor list on update rather than locking it for the duration of the sweep.