| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
| |
|
|
|
|
| |
them in database.
|
| |
|
|
|
|
|
| |
Made a change to the Scene.EventManager OnRezScript event, it now includes the itemID as a param. This uuid is unique to each instance of a script, so can be used for tracking changes/editing, stopping and deleting a script.
|
|
|
|
| |
scripts into a prim (from your user inventory) and although the script will now show up in the prims inventory, you can't make any changes to it (or delete it). Also a prim's inventory is currently not saved between restarts.
|
|
|
|
|
|
|
| |
cleaning up prior to release. However this should make it easy for people
to start using sqlite storage.
|
|
|
|
| |
subscribe to. This is triggered whenever a script is moved into a primitive (and includes the localid of the prim and the script text as params) . Currently though the script item isn't deleted from a users inventory, nor does it actually show up in the objects inventory (this will be fixed soon.) So that means that it isn't currently possible to edit a script (or delete it) once it has been added to a primitive.
|
|
|
|
| |
either you or another user has crossed from one region to another. (however a avatar's appearance isn't kept across regions, but we need to add that to inter-regions communications so for now people will have to put up with some other user's avatars appearing as the bald(ish) fat man
|
|
|
|
| |
the new group can be stored correctly.
|
|
|
|
| |
someone let me know) and the rotations are kept. [Now just need to fix the editing (rotation and position) of individual prims of a group]
|
|
|
|
| |
tools are now connected up and its now just a case of doing some bug fixing.
|
|
|
|
|
|
|
|
| |
stupid little one line bugs that was so much fun to track down that I decided to spend a few hours on it)
Linking groups should now work better than it did, but still a bit of work to do on getting the rotations of all the parts after linking right.
Added part of dalien's #301 patch (xml loading/saving related parts with some small changes)
|
|
|
|
|
|
|
| |
from the opensim.ini file. Just add a line to the Startup section like : serverside_object_permissions = true
Changes /editing that are made to clothing/ body parts in your inventory should now be saved between logins/ restarts.
|
|
|
|
| |
to be read.
|
| |
|
| |
|
| |
|
|
|
|
| |
in script, removes script from EventQueueManagers target list, tells AppDomainManager that script is no longer active (and ready for unload).
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already].
Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think).
Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups).
Some preliminary work on task inventory (ie object's/prim's inventory).
Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work).
Added a few more method to IClientAPI.
Sure there is something I'm forgeting.
|
| |
|
|
|
|
| |
support for multiple threads executing events on objects, but only one thread on one script at the time (to utilize MultiCore/hyperthreading CPU's).
|
|
|
|
| |
times". Will speed up script event execution considerable. But at the cost of some memory (will be optimized later with RuntimeXHandle).
|
|
|
|
| |
scripts loaded count in AppDomain properly.
|
| |
|
| |
|
|
|
|
| |
OpenSim.Region.ScriptEngine.Executor. Script no longer responsible for handling event calls to itself (and we can create reference cache in Executor).
|
|
|
|
| |
need for collisions. not hooked in yet.
|
| |
|
|
|
|
|
|
|
| |
(no security yet).
*phew* that only took me 12 hours of coding...
|
|
|
|
| |
not working yet.
|
|
|
|
| |
folder - hopefully solves compile problem on Linux.
|
|
|
|
| |
Common). Changed Vector and Rotation to custom types (stored in Common) that needs to be changed later. No longer using Axiom. Script support still broken.
|
| |
|
|
|
|
| |
(OpenSim.Region.ScriptEngine.Common). Fixed last compile error (forgot to include LSL_BuiltIn_Commands.cs).
|
|
|
|
| |
LSL_BaseClass.cs to LSL_BuiltIn_Commands.cs. Changed how scripts are loaded.
|
|
|
|
| |
go to, instead of the default 128,128
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
terrain commands on a specific sim.
* Made arguments for terrain save grdmap optional. Uses defaultstripe if no argument specified.
|
|
|
|
|
| |
Changed "ObjectID" in ScriptEngine to IScriptHost reference. Events will now be queued based on IScriptHost reference instead of string ID of object. Removed "root" object reference in script.
|
| |
|
|
|
|
|
|
| |
Updated DotSets.dll and Mono.PEToolkit.dll
Started on microthreading - currently display exception during startup
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
* Changed how Script accesses World
* Implemented llSay, llWhisper and llShout
* Added SetText() to IScriptHost, implemented llText
* Minor renamings to conform with code conventions
|