Mantis#2043. Thank you kindly, Ralphos for a patch that addresses:
The version of llSetLinkPrimitiveParams in LSL_BuiltIn_Commands.cs has not been kept in sync with the additional functionality made recently to the llSetLinkPrimitiveParams implementation in LSL_Api.cs which includes support for setting glow, full bright and other privative parameters. A patch to LSL_BuiltIn_Commands.cs is provided the incorperates this functionality (duplicated).0.6.0-stable
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d2f2ec12fd
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032a4ee9b5
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@ -1161,6 +1161,106 @@ namespace OpenSim.Region.ScriptEngine.Common
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}
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}
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public void SetGlow(SceneObjectPart part, int face, float glow)
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{
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LLObject.TextureEntry tex = part.Shape.Textures;
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if (face > -1)
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{
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tex.CreateFace((uint)face);
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tex.FaceTextures[face].Glow = glow;
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part.UpdateTexture(tex);
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return;
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}
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else if (face == -1)
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{
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for (uint i = 0; i < 32; i++)
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{
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if (tex.FaceTextures[i] != null)
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{
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tex.FaceTextures[i].Glow = glow;
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}
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tex.DefaultTexture.Glow = glow;
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}
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part.UpdateTexture(tex);
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return;
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}
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}
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public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
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{
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Shininess sval = new Shininess();
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switch (shiny)
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{
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case 0:
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sval = Shininess.None;
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break;
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case 1:
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sval = Shininess.Low;
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break;
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case 2:
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sval = Shininess.Medium;
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break;
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case 3:
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sval = Shininess.High;
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break;
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default:
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sval = Shininess.None;
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break;
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}
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LLObject.TextureEntry tex = part.Shape.Textures;
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if (face > -1)
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{
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tex.CreateFace((uint)face);
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tex.FaceTextures[face].Shiny = sval;
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tex.FaceTextures[face].Bump = bump;
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part.UpdateTexture(tex);
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return;
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}
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else if (face == -1)
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{
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for (uint i = 0; i < 32; i++)
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{
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if (tex.FaceTextures[i] != null)
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{
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tex.FaceTextures[i].Shiny = sval;
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tex.FaceTextures[i].Bump = bump; ;
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}
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tex.DefaultTexture.Shiny = sval;
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tex.DefaultTexture.Bump = bump;
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}
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part.UpdateTexture(tex);
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return;
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}
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}
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public void SetFullBright(SceneObjectPart part, int face, bool bright)
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{
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LLObject.TextureEntry tex = part.Shape.Textures;
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if (face > -1)
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{
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tex.CreateFace((uint)face);
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tex.FaceTextures[face].Fullbright = bright;
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part.UpdateTexture(tex);
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return;
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}
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else if (face == -1)
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{
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for (uint i = 0; i < 32; i++)
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{
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if (tex.FaceTextures[i] != null)
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{
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tex.FaceTextures[i].Fullbright = bright;
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}
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}
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tex.DefaultTexture.Fullbright = bright;
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part.UpdateTexture(tex);
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return;
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}
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}
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public double llGetAlpha(int face)
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{
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m_host.AddScriptLPS(1);
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@ -5772,6 +5872,80 @@ namespace OpenSim.Region.ScriptEngine.Common
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SetPointLight(part, (light == 1), lightcolor, intensity, radius, falloff);
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break;
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case (int)BuiltIn_Commands_BaseClass.PRIM_GLOW:
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if (remain < 2)
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return;
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face = Convert.ToInt32(rules.Data[idx++]);
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float glow = (float)Convert.ToDouble(rules.Data[idx++]);
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SetGlow(part, face, glow);
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break;
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case (int)BuiltIn_Commands_BaseClass.PRIM_BUMP_SHINY:
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if (remain < 3)
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return;
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face = Convert.ToInt32(rules.Data[idx++]);
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int shiny = Convert.ToInt32(rules.Data[idx++]);
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Bumpiness bump = (Bumpiness)Convert.ToByte(rules.Data[idx++]);
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SetShiny(part, face, shiny, bump);
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break;
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case (int)BuiltIn_Commands_BaseClass.PRIM_FULLBRIGHT:
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if (remain < 2)
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return;
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face = Convert.ToInt32(rules.Data[idx++]);
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string bv = rules.Data[idx++].ToString();
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bool st;
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if (bv.Equals("1"))
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st = true;
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else
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st = false;
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SetFullBright(part, face, st);
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break;
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case (int)BuiltIn_Commands_BaseClass.PRIM_MATERIAL:
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if (remain < 1)
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return;
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if (part != null)
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{
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/* Unhandled at this time - sends "Unhandled" message
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will enable when available
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byte material = (byte)Convert.ToByte( rules.Data[idx++]);
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part.Material = material;
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*/
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return;
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}
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break;
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case (int)BuiltIn_Commands_BaseClass.PRIM_PHANTOM:
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if (remain < 1)
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return;
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string ph = rules.Data[idx++].ToString();
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bool phantom;
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if (ph.Equals("1"))
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phantom = true;
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else
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phantom = false;
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part.ScriptSetPhantomStatus(phantom);
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part.ScheduleFullUpdate();
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break;
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case (int)BuiltIn_Commands_BaseClass.PRIM_PHYSICS:
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if (remain < 1)
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return;
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string phy = rules.Data[idx++].ToString();
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bool physics;
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if (phy.Equals("1"))
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physics = true;
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else
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physics = false;
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m_host.ScriptSetPhysicsStatus(physics);
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part.ScheduleFullUpdate();
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break;
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}
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}
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