| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
| |
OSSL_BuilIn_Commands_Interface.cs where they belong.
|
| |
|
|
|
|
|
|
|
|
|
| |
* All objects are not touchable by default now
* When a script listens for one of the touch events in the state, an object becomes touchable.
* All LSL scripts report which events they consume now
** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event.
** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
|
|
|
|
|
|
|
|
|
| |
Robust implementations of GetSubString, InsertString, and
DeleteSubstring. The existing implementations only worked for arguments
consistent with the underlying .Net implementation and did not
accomodate LL's negative indices.
|
| |
|
|
|
|
|
|
|
| |
Implements llGetInventoryKey with perms checking.
Adds perms checking to llGetTexture, adds type checking to llStartSound,
allows llSetTexture to reference textures by name
|
|
|
|
|
|
|
| |
This provides fixed implementations for llListReplaceList and llList2CSV.
llListReplaceList was broken except for simple indices. llList2CSV did not handle processing of an empty list.
|
|
|
|
|
|
|
| |
* Here's an updated ListInsertList implementation, tested to be LL
compliant.
|
|
|
|
|
|
|
| |
This fixes a bug in LSL_Types.list GetSublist that was manifest if the
source list was empty and negative indices were used.
|
|
|
|
|
|
| |
* Yet more script function cleanup - Patch fixes many different script functions: NotImplemented that weren't there at all, redundant or unneeded m_host.AddScriptLPS, etc
|
|
|
|
|
|
|
|
| |
* Re-applied Tedd's patch that got overwritten.
* Replaced (state)\s+([^;\n\r]+)([\r\n\s];) with (state)\s+([^;\n\r]+)(;[\r\n\s])
* Added a state(string) method to BuiltIn_Commands_BaseClass
|
|
|
|
|
|
|
|
| |
Attached is the second half of the fix for 821 - this is the null reference
check for llDetectedName and the other *Detected* function.
|
|
|
|
|
|
|
|
| |
an Avatar,
and llDetectedOwner is called on the script, the current implementation attempts to
find the detected avatar as a SceneObjectPart and return the owner of that part.
|
|
|
|
|
|
|
| |
actually a little more work than I expected given the copious
use of out params.
|
| |
|
|
|
|
|
|
|
| |
"This is llDetectedKey for touch_start - it is already implemented for sensor."
Thanks Michael
|
|
|
|
|
|
|
| |
"a patch to add a deprecated call to throw an LSL deprecated specific exception, and the associated code cleanup in the functions."
Thanks!
|
|
|
|
|
|
| |
* Includes patch #894 fixes for terrain load-tile
* Large number of other terrain fixes and new commands included.
|
|
|
|
|
|
| |
Patch to remove commented NotImpemented calls from within implemented script functions
|
|
|
|
|
|
| |
Fixe for Mantis 821
|
|
|
|
|
|
|
|
| |
* Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>".
* Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax.
* New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class.
* Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
|
|
|
|
| |
Should fix Mantis 838
|
|
|
|
| |
with, but also blames Tedd for the way the script functions have wrapper methods that call the same named method in a different class, is it my fault if in two such functions, I forget to add "m_LSL_Functions." and instead cause a recursive loop until the stack overflows.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This patch implements llMessageLinked.
I had to make a change to llGetLinkNumber to return m_host.LinkNum + 1 for
link sets of more than 1 prim, or 0 for a single object, since according
to:
http://rpgstats.com/wiki/index.php?title=LlMessageLinked
linksets with 2 or more prims start the link numbering at 1, but a single
prims link number is 0.
|
| |
|
| |
|
|
|
|
|
|
|
| |
* It doesn't generate at_target events, because they don't exist yet in the script engine.
* The Tau is different, however, compatible with scripts I tested.
* Not perfect... but pretty good.
|
| |
|
| |
|
|
|
|
| |
LL grid does. (Thanks Teravus for pointing this out.)
|
|
|
|
| |
which probably doesn't match 100% with LL's grid.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
llAddToLandBanList, llAddToLandPassList, llResetLandPassList, llResetLandBanList
|
| |
|
|
|
|
| |
Thanks daTwitch!
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
the information for the argument key, opposed to the object the script is in.
|
|
|
|
|
|
|
| |
* We should not be using ASCII anywhere except for legacy compatibility reasons.
* A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT
* This should fix Mantis#799 - Japanese Profile Text does not work.
|
|
|
|
|
|
|
|
| |
script that works OK on SL
* Fix for #693: llSetRot malfunction in linked prims causing instance of invisible prim
|
|
|
|
|
|
| |
* Thanks krtaylor
|
| |
|
|
|
|
|
| |
Thanks to DrSchofld for pointing this out.
|