Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
This patch limits the maximum size of prims that can be created using libsl bots
or modified clients to 65536mper side. It also limits LSL functions to that size.
If a prim is already physical, the enforced constraint is 10m.
A prim that is larger than 10m cannot be turned physical, either via script or UI.
Linksets are handled correctly, so scaling of physical linksets is constrained by
the size of it's largest component prim. Also, turning linksets physical is based
on the size of it's largest ptim.
LSLInteger + literal integer is not an LSLInteger.
The included patch fixes the issue: LSLInteger + literal
integer is not an LSLInteger (also fixed for -,*,/)
added void osSetParcelMediaTime(double time) command to script engines.
which sets the position of the media that is playing. Time is in seconds.
Doesn't do any security checking (should be checking that the object/script is owned by the parcel owner). So could be abused, if it is then we should remove it, or add the security.
Only tested in dotnet scripting engine, but should work in XEngine too.
This patch adds the ability to set the prim type using llSetPrimitiveParams().
Seems to work ok, but there are a staggering number of cases to test,
so I have not yet tested them all.
Another new OSSL function for returning the name of the script engine
currently running, osGetScriptEngineName, added to both DotNet and XEngine
OSSL API.
* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up
* This also means that force-update on the console will not trigger repersistence.
* Also, in other places persistence is no longer done where it wasn't actually necessary
* I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped
* Please patch or mantis if this is the case
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
Currently LSL code such as below does not compile on OpenSim, but compiles fine in Second Life:
list mylist = [];
mylist += [1, 2, 3];
mylist += "four";
list newlist = mylist + 5.0;
The problem is that the LSL_Types.list class does not have an operator for adding a string to a list.
I am including a patch which implements adding a string, integer or float to a list.
I am also including tests. The file LSL_TypesTestList.cs belongs in
OpenSim/Tests/OpenSim/Region/ScriptEngine/Common/.
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... :-)
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.