| Commit message (Collapse) | Author | Age | Files | Lines |
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Bugfix: Scripts exceeding max and set to be killed were not killed, only removed.
Added ability to re-read configuration while OpenSim is running
All regions now sharing one MaintenanceThread
New MaintenanceThread:
- checks for script execution timeout
- re-reads config
- starts/stops threads if thread active count becomes too high/low compared to config
Speed increase on event execution:
- Reuse of try{}catch{} blocks
- Time calculation on event execution
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ScriptThreadPriority to set script thread priority
DeactivateScriptOnTimeout to remove script if it is executing too long
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Fixed small bug in thread counter.
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Moved DotNetScriptEngine configuration to config file.
Added option to share script execution threads between regions.
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A separate thread is used to enforce max function (event) execution time for scripts.
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llParticleSystem - defaults to source prim (consistent with LL grid).
Should fix mantis 427.
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Implementing llStringTrim and hooking in osRegionNotice
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have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation
* Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them)
* fixed a time waster in ODEPlugin.cs
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* We still need to set the 'default particle' texture as, a particle system with no texture set doesn't work.
* The particle System Flags don't seem to be quite right yet as some flags don't seem to have an effect. So no alpha in/out, color change, affected by the wind, etc.. yet
* Thanks to Alondria for some massive work here. This update just tweaks a few things that she did.
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functionality added yet, but did not want to loose work.
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llSetColor, llSetAlpha, llGetColor, llSetTexture, llOffsetTexture,
llRotateTexture & llGetTexture
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events can use llDetect*-commands to find information about event.
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before this'll do anything. Be careful with this function as it's easy to loose prim.
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* An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example
* You can use this to trigger actions in your script if someone sits on your object_rez
* You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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llDeleteSubString:
from the c# implementations of string.SubString(start,len) and string.Remove(start,len).
Especially since negative indexing and exclusion are included in the LSL versions.
This patch is closer to the LSL version. Maybe an osSubString and osRemoveString
would be appropriate?
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Added old LSO code, will use it as base to create new LSO VM.
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ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
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can not access Scene it sort of crashes right away ;)
Added some sample placeholders for implementing rest of LSL events.
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on how much to effect the land.
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LSL_BaseClass to allow them to be called in LSL scripts.
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Still needs hooking up for all commands in both ends, separation of local and remote LSL-commands, etc.
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ScriptServer event pipe (OpenSim->ScriptServer->ScriptEngine) should in theory be done
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So loading/unloading of scripts are now done in same sequence as they are called.
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Some debug info for startup added to find bugs. ++
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(nant)
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because of dependencies. Made some changes to new LSLString.
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string/integer/float functions too.
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* Removed a friends module test that I had.
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