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* Fix a couple more warnings.Jeff Ames2008-03-251-5/+5
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* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-251-2/+4
| | | | | | | * 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.
* * Added llApplyImpulse in the local frame.Teravus Ovares2008-03-241-9/+11
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* Implements llGetInventoryPermMask()alondria2008-03-243-5/+25
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* Modified llGetInventoryName() so it indexes inventory in the same manner the ↵alondria2008-03-241-3/+3
| | | | LL grid does. (Thanks Teravus for pointing this out.)
* Implements llGetInventoryName() - the order is based upon inventory key, ↵alondria2008-03-241-1/+17
| | | | which probably doesn't match 100% with LL's grid.
* Implements llGetInventoryNumber()alondria2008-03-241-2/+9
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* Implements llGetInventoryType()alondria2008-03-241-2/+8
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* Implements llGetInventoryCreator()alondria2008-03-241-1/+9
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* Implements llGetParcelPrimOwners()alondria2008-03-231-2/+12
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* Implements (I hope): llRemoveFromLandBanList, llRemoveFromLandPassList, ↵alondria2008-03-231-6/+83
| | | | llAddToLandBanList, llAddToLandPassList, llResetLandPassList, llResetLandBanList
* Fix llParseString2List bug when separator is longer than 1 character.Jeff Ames2008-03-231-10/+8
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* Fix compiler warnings in pCampBot, TestSuite, and ScriptEngine/RemoteServer. ↵Jeff Ames2008-03-221-1/+1
| | | | Thanks daTwitch!
* *Moved LandManagement into its own region module (spiffy!)mingchen2008-03-221-1/+1
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* Implements llLoopSound(), llStopSound(), and llAdjustSoundVolume(). alondria2008-03-221-5/+8
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* Adds in +, -, and / operators for Rotations (and fixes Mantis 671)alondria2008-03-211-0/+17
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* Woops - forgot to call m_host.AddScriptLPS(1) in llGetObjectDetails....alondria2008-03-211-0/+1
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* Implements llGetObjectDetails()alondria2008-03-213-0/+95
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* Implements llKey2Name().alondria2008-03-211-1/+12
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* Implemented llOverMyLand() and correct llGetOwnerKey() to properly return ↵alondria2008-03-211-4/+28
| | | | the information for the argument key, opposed to the object the script is in.
* * Converted a large number of ASCII encodings to UTF8.Adam Frisby2008-03-211-1/+0
| | | | | | | * 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.
* * Fix for #499: linked primsets don't rotate properly when using a door ↵Teravus Ovares2008-03-211-0/+2
| | | | | | | | script that works OK on SL * Fix for #693: llSetRot malfunction in linked prims causing instance of invisible prim
* * Patch to add llSetLinkPrimitiveParams stubJustin Clarke Casey2008-03-193-0/+12
| | | | | | * Thanks krtaylor
* * Documentation patch from krtaylor. Thanks!Justin Clarke Casey2008-03-191-0/+5
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* Fixed some comparisons of LLUUIDs to null.Jeff Ames2008-03-191-3/+3
| | | | | Thanks to DrSchofld for pointing this out.
* Formatting cleanup.Jeff Ames2008-03-181-3/+3
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* Formatting cleanup. Minor refactoring.Jeff Ames2008-03-181-2/+2
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* * Applied Grumly57 patch for #781; Thanks, Grumly!lbsa712008-03-183-21/+21
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* Patch from DrSchofld (IBM). In his own wordsJustin Clarke Casey2008-03-181-2/+2
| | | | | | | | structs (such as LLUUID) are considered values by mono. comparing them against null makes no sense and the mono compiler will flag that as evaluating to always false --- except if "cleverly" disguised. the attached patch fixes such an occurrence in OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncCommandPlugins/SensorRepeat.cs. [yes, i'm on a crusade against comparing structs against null, go ask jradford from libsl ;-)]
* Formatting cleanup.Jeff Ames2008-03-1856-1499/+1439
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* Fix a few mono compiler warnings. Minor cleanup.Jeff Ames2008-03-171-1/+1
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* From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague2008-03-173-90/+370
| | | | | | | | | | | | | | | | | | | | | | | | | Here's a diff of the changes I have made in support of the following LSL script functions. llSetScriptState llGetScriptState llCSV2List llListRandomize llList2ListStrided llListFindList llResetOtherScript llGetScriptName It was necessary to modify ExecutorBase in support of the ScriptState implementations. I also modified SceneObjectPart and SceneObjectPart.Inventory to corrects a quoting mismatch in the commentary that through off live parsing of the files. I also simplified the State definition at the start of BuiltinCommands.
* added some os helper functions for the texture drawing module. see ↵MW2008-03-153-0/+140
| | | | http://opensimulator.org/wiki/OSSL_TextureDrawing for function prototypes and example script. Will expand that page later.
* * Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)Teravus Ovares2008-03-141-2/+9
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-3/+3
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* there was a single instance where the log4net object was notSean Dague2008-03-121-1/+1
| | | | | | static readonly. I suspect this was the cause of mantis #500.
* Refactor out some duplicate code.Jeff Ames2008-03-112-5/+5
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* * Applying patch #754 - Fix for Vector Magnitude operation. Thanks cmickeyb!Adam Frisby2008-03-111-2/+2
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* * Added Linear Acceleration reporting to the ODEPlugin.Teravus Ovares2008-03-101-2/+1
| | | | | * Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
* ODEPluginTeravus Ovares2008-03-103-0/+20
| | | | | | | | | * Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
* * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-102-1/+8
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* Remove two warnings with unused variables.Charles Krinke2008-03-081-2/+0
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* Thank you very much, Ldviopeng for :Charles Krinke2008-03-081-3/+54
| | | | | | | Patch to implement the following LSL functions: llGetObjectPermMask() llSetObjectPermMask()
* Added Frist basic version on the VectorRenderModule, that allows scripts to ↵MW2008-03-083-0/+89
| | | | | | | do some basic drawing onto textures. Currently the method the scripts have to use is most likely not the most user friendly, but this should improve soon. And hope to allow SVG files (either loaded from a web site, or even script created) to be used. I will add a page to the wiki tomorrow, until then http://www.pastebin.ca/934425 is a example c# script that can be used to get a bit of a idea. Also added osSetDynamicTextureDataBlend and osSetDynamicTextureURLBlend that will allow the various textures to be blended together, but currently there are still a few bugs in them. So not ready for use yet.
* Thank you kindly, Ldviopeng for:Charles Krinke2008-03-083-3/+130
| | | | | | | Patch to implement the following LSL / OS functions llParcelPrimCount(60%) osSetParcelMediaURL
* * Applied patch #719 from lvoidpeng.lbsa712008-03-071-2/+3
| | | | | | * Implements llGetOwnerKey Thanks, lvoidpeng!
* * Disabled ancient TerrainEngine.Adam Frisby2008-03-061-57/+3
| | | | | | | * Enabled new TerrainModule. (The king is dead, long live the king!) * Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format. * MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
* Added copyright heaaders. Minor cleanup.Jeff Ames2008-03-0416-80/+41
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* * Removed a bunch of compiler warnings.Adam Frisby2008-03-035-5/+4
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* Thank you very much, Kinoc for:Charles Krinke2008-03-012-21/+101
| | | | | | | | | * Impelements llInstantMessage * Reimplements llOwnerSay as llInstantMessage(llGetOWner(),msg). * Try's to better identify the "True Name" of objects in llDetectedName by checking for avatar name, scene Object Part name and entity name. * Uses similar logic in the llSensor and llSensorRepeat functions.