| Commit message (Collapse) | Author | Age | Files | Lines |
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0001476: [PATCH] Allow larger script state files to be loaded
The previous limitation on load file size was too small for
larger script projects
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This patch brings the Yield Prolog in sync with the YP r669.
Biggest item is support for functions asserta and assertz ,
providing dynamic databases.
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protected functions that only return object counts to public so it can be easily used by outside classes.
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as llSetObjectPermMask. By default it's off.
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however, I think I understand now how to make it work. I just don't want
to have this broken for people this weekend.
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will work.
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because it won't do the setting of the prim flexi from not-flexi, however, it'll tweak the parameters of an already existing flexi prim.
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border to a position below it. After teleporting, you can go under the terrain if you like as usual.
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interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
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I'm getting an unhandled exception in openxmlrpcchannel during simulator initialization.
I have two objects in different regions that open remote data channels in the state_entry event.
It appears that the state_entry call is executing before the postinitialize method is called in
xmlrpcmodule (the exception occurs because m_openChannels is not initialized).
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the function that reports errors in event handling is not computing the
line numbers correctly for windows paths (and probably linux paths).
As a result, the conversion to int throws an exception.
note... i'm not sure why we extract the line number, convert it to an int,
then convert it back to a string... but hey... :-)
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Thank you, Melanie. And Thank you ckrinke. Bigups!
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This patch implements the llLoopSound patch from Xantor for the XEngine
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Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
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Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
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Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
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the client thread terminating when creating a new script.
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LSL scripts in which a float type is cast to a string or a string type
is cast to a float do not compile. When the script is translated from
LSL to C#, the LSL float type is translated into double. There is no
string <-> double cast in C#, so compilation fails.
There is a LSLFloat type, however it seems unfinished and is not used.
I am attaching a patch that implements the LSLFloat type. I have also
added two methods to the LSLString type to facilitate float <-> string casts.
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* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
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commit
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warning for debugging purposes
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* 5000 commits in this repository!
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up the resources
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* Not yet ready for public use
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* However, still not actually archiving anything except textures
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* Ignoring it on reload as of yet
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removes a lock on every SendPacketTo call, which was shown to have
good performance benefits by the IBM China Research Lab.
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ODEPlugin. This may, or may not fix anything.
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llKey2Name fix to show avatar name instead of "Basic Entity"
One line fix. Replaces "presence.Name" =>
"presence.ControllingClient.Name" to return avatar's name.
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This patch adds the prolog interperter helper object ONLY for YP code,
and not every script compiled.
Mirrors the other languages like JS and VB more closely.
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"Hooks up the plumbing from previous patch"
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that solves "trees are too small when rezzed"
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plumbs in the events for on_rez.
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* Committing : 0001449: Patch implements X and Y Top Shear parameters for torus prim physical mesh generation (PATCH attached)
* The included patch implements the X and Y Top Shear parameter adjustments to the mesh generator for the torus prim physical mesh. These are approximations as I was unable to determine their exact function but they appear to generate meshes which quite closely duplicate their counterparts in the viewer.
* Thanks Dahlia!!!!
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unmolested
* These are only thrown on client shutdown anyway
* This stops the console (harmlessly) spewing stack traces when a client logs off
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actually be all that tricky to try better clean up on a client thread crash. Haven't actually implemented
this, though
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