| Commit message (Collapse) | Author | Age | Files | Lines |
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runscript into 3 different situations (Rez, start stop)
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Attached is an initial implementation of llGetNotecardLine and
llGetNumberOfNotecardLines. I decided to go ahead an send these out for
comment while I continue to work on the second part of the proper
implementation. These functions work and return the values requested, as
initially defined in the code, but should be properly implemented to return
the requested information via a dataserver event. This
event will be added and these functions fixed and included in a second
patch shortly.
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tar loading code
* Currently as a test, this will successfully load only the first file of an opensim archive and do absolutely nothing with it
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* Fix nre where the asset couldn't be found
* Not ready yet
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llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
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small patch to encode and send the outbound_body parameter
in an http request. this enables post messages to send a body
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duplication causing 2-3 duplicates depending on the UDP connection quality. This also eliminates duplicated chat, etc.
* It's verbose currently since this is new. You'll see: [CLIENT]: Warning Duplicate packet detected X Dropping. After this is sufficiently tested we'll remove that m_log.info line.
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When renaming items in task inventory, they become useless. Fix attached
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If a script updates an object to the same position or rotation offset,
the object triggers an update and storage of the object. This become
more prevalent in sensor and timer events which may be firing frequently.
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This patch proposes a new function : osOpenRemoteDataChannel(key channeID)
that allow to open an XMLRPC channel for remote_data event. The difference
is that the channelID can be customized instead of being randomly generated.
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check. It seems there may be a race. For me, this patch,
just as it is here, fixes it.
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agnostic.
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not even gzipping yet!
* Using hacked up code to create the correct tar archive headers - this stuff should really go away again before too long
* No user functionality yet
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keywords in foo.bar strings. Add items to the poison array to block them.
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* This is to allow other region modules to install Terrain Effects.
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scripts.
* If the regex that we're using isn't good enough, we really need to make it better.
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aggressive
it blocks string = "http://osgrid.org", amoung other things.
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GetSerializationData() and CreateFromData() methods
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* No user functionality yet
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adding support for enabled = true|false for IRCBridgeModule
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replaced by EventManager events.
also, i've added instructions to README.txt about running
runprebuild.sh and on how to report bugs.
plus some minor fixes (dropping m_log statement left over
from debugging llOwnerSay, nicer catch of exception in
IRCBridgeModule
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which dramatically speeds up exports.
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that creates the event handler chain ready to hook by script engines
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llOwnerSay()
via the newly created Scene.SimBroadcast() call.
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a clean interface for Sim broadcasts. Added SimBroadcast support to
ChatModule.
Removing all code from IRCBridgeModule dealing with agent/client directly.
Cleaning up ChatModule.
Polishing IRC messages, adding support for "/me" (both directions).
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requesting
* No user functionality yet
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prims
* no user functionality yet
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protected internal on the basis that they shouldn't be manipulated by outsiders
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InnerScene
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match existing AddScenePresence
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however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
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If the m_controllingClient member if a ScenePresence is
null, that would cause a CTB. This patch fixes it.
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Copying, reseting, dragging scripts cause unnecessary recompilation,
slowing down the simulator and filling up the ScriptEngines directory
with compiled .dll and misc. files.
This patch keeps track of compiled assets since the last simulator restarts,
and only recompiles new assets. (editing a script generates a new asset,
so no problems there).
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Drag copy a prim and the prim that is moved, persists.
The prim that is created does not survive a restart.
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XMLRPCModule.cs: RemoteDataReply() and XMLRpcResponse()
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