| Commit message (Collapse) | Author | Age | Files | Lines |
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Adds the beginnints of llRemoteLoadScriptPin() and
llSetRemoteScriptAccessPin().
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Currently module loading is done ad-hoc. I propose creating a simple
loader class that leverages Mono.Addins (and perhaps the new .NET
addins when they become available in mono). Attached is a basic
patch for review that compiles into HEAD, but doesn't yet replace
any existing ad-hoc loaders.
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Implements the beginning of llInventoryDrop. Doesn't cover
the actual dropping yet, just the permissions for it.
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and Melanie for helping to finish it.
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* Choice of extensions is a scratch set, may not yet be correct
* This facility is not useable yet - not least because I've just come across a significant save bug I need to investigate
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config file, instead of a ini file. INI files still work the same as they did before, just now if a ini file isn't found, it looks for a OpenSim.xml file (of course in xml format) and if found uses that.
Includes a OpenSim.Example.xml for reference (the default settings saved as a xml file).
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Fixes persistence of variable values to address
broken persistence in the big refactor.
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Adds handlers for the reclaim land functionality,
plus all needed permissions checks.
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Patch to activate YieldProlog on Xengine.
Only adds YieldProlog to assembly if required.
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Fixes:
- Wearable icon and name sreset to default on copy/paste
- Cache is not updated when renaming/moving folders
- Partial refactor to make inventory less dependen on AssetBase having a "Name" field
- Add llGiveInventoryList() function
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OnRequestMapBlocks event (and handler), as when a client sends a map block request it also sends what layer it wants it for 0,1,2. It will always send two requests, one of them being for layer 2 (the overlay layer) and the other one either 0 or 1 depending on the tab that is selected in the client worldmap window. We should also be sending what layer the reply is for in IClientAPI.SendMapBlock (current always set to 0). That will come in next part (most likely at the weekend).
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useful for places that the terrain map is needed in a serialised form. Also could add console commands to save and load from files, which should be faster than .raw files (these load/save commands are not included/implemented)
Add util functions to compress and uncompress strings.
Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
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fares better.
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empty list.
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spurious triangles in mesh
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Makes items appear in the item type folder, rather than in the root
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Add permissions magling to llGiveInventoryItem,
correct some corner case functionality
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to add the beginnings of llGiveInventory().
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api and compiler out of XEngine"
"First stage in a major Script Engine refactor, that will result in the LSL implementaions ebing reconverged. Not there yet, but one major part is done."
Thank you, Melanie!
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addresses: Rotation of terrains varies between all the formats,
Raw and R32 seem to be the same, while PNG, JPG, BMP all seem
to be rotated 180 degrees different.
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* This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic
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first and last name parameters
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single large file
* this is being done for reasons of compositionality
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solves an incorectly spliting and rejoining the passed in
string[] cmdArgs and losing the double quoted separation
of command arguments.
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their pairings and with the others
* This does make some of the names less ideal than others - this should change in the future
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* WARNING: Until both regions upgrade to this revision, prim crossings from regions on this revision to earlier region revisions will not work properly
* e.g. in the attachments cases, the attachments will remain visible but won't be individually detachable
* This change may seem to have more costs than benefits, but I'm doing it because I can soon reuse this changed existing code in another context - it seems better not to
proliferate similar but slightly different xml serializations.
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client session
* change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
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Adds comments to some functions in Meshmerizer.cs.
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World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
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* Rebuilt libode.so, ode.dll
* If you roll your own ODE library, make sure to update your opensim-libs.
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plugin. This makes it easy for developers to experiment with alternative communication protocols
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LSL subroutine implementation to solve an infinite loop
in llParseString2List() under certain circumstances.
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