* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life
* A proper inventory interface to follow
* Parallel changes for other inventory partial classes to follow at a later date
causes defautlt behavior. "true" now means usable unconditionally, "false"
means disabled, and a list of UUIDs restricts it.
This changes SECURITY! If you used "true" here before, you shoudl review
your setup!
* This doesn't allow complete script lockdown of a sim, many avenues (copying, editing) are still uncloseable at the moment
* Default remains to allow all users to create scripts (subject to existing permissions if enabled)
This patch makes llAllowInventoryDrop work with the permissions module
enabled. Changes include:
- Enabled PropagatePermissions when permissions module serverside perms
is on
- change ownership of item when item is dropped into an object.
Ownership changes to the owner of the object the item is dropped into
- propagation of permissions if the permissions module enabled (eg
next-owner mask applied)
- CHANGED_ALLOWED_DROP is now passed to the change script event if an
item was allowed to be dropped into the object only because
llAllowInventoryDrop is enabled (instead of CHANGED_INVENTORY being
passed).
- Sets object flags correctly when llAllowInventoryDrop is called so
clients are notified immediately of the change in state. Am not
sure that calling aggregateScriptEvents is the right way to do it,
but it works and seems to be the only way without making further
changes to update LocalFlags
potential (asset bloat, asset server DOS due to no enforced delay)
Formatting cleanup. Change default permissions on the notecard to
not include "anyone can copy" and "anyone can move", as they are
meaningless on non-prim items.
This patch allows an object to directly message another object given its
key using the method osMessageObject(key objectUUID,string message).
to communicate with an object it must implement the dataserver listener
method. The dataserver method is passed the key of the calling object
and a string message.
Thank you, fusspawn, for an implementation of osGetSimulatorVersion.
This patch removes the llRequestSimulatorData(..., 128) hack and
implements the functionality as an osFunction.
The binaries are still different, but that is only a small step away now.
The OSSLPrim has been removed. This commit will breal all scripts
using Prim.Scale(), etc, syntax. It was not secure and will have to
be brought back in another form.
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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.
Another new OSSL function for returning the name of the script engine
currently running, osGetScriptEngineName, added to both DotNet and XEngine
OSSL API.
"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!