Age | Commit message (Collapse) | Author |
|
We were calling lua_pcall() in such a way as to discard any values returned by
the Lua chunk.
Work around Luau's broken lua_tointegerx(), which unlike vanilla Lua's does
not report whether the value at the specified index is or is not an integer.
|
|
|
|
|
|
Rename ISSUE_TEMPLATE/config.yaml to config.yml
|
|
Issue template configuration is the only github configuration file I've found which does not support both `*.yaml` and `*.yml` extensions. Drat.
|
|
Add link to feedback portal
|
|
|
|
|
|
Add LuaState::expr() that evaluates a Lua snippet and reports back any result
(or error) left on the stack.
Add LLLUAmanager::runScriptFile() and runScriptLine() overloads that accept a
callback with an (int count, LLSD result) signature. The count disambiguates
(error, no result, one result, array of results). Also add overloads that accept
an existing LuaState instance. Also add waitScriptFile() and waitScriptLine()
methods that pause the calling coroutine until the Lua script completes, and
return its results.
Instead of giving LuaState a description to use for all subsequent checkLua()
calls, remove description from its constructor and data members. Move to
expr() and checkLua() parameters: we want a description specific to each
operation, rather than for the LuaState as a whole. This prepares for
persistent LuaState instances.
For now, the existing script_finished_fn semantics remain: the callback will
be called only when the LuaState is destroyed. This may need to change as we
migrate towards longer-lasting LuaState instances.
Make lua_function(name) macro append suffixes to the name for both the
LuaFunction subclass declaration and the instance declaration. This allows
publishing a lua_function() name such as sleep(), which already has a
different C++ declaration.
Move the Lua sleep() entry point to a standalone lua_function(sleep), instead
of a lambda in the body of runScriptFile().
|
|
The intention is to decentralize Luau entry points into our C++ code,
permitting a given entry point to be added to the .cpp file that already deals
with that class or functional area. Continuing to add every such entry point
to llluamanager.cpp doesn't scale well.
Extract LuaListener class from llluamanager.cpp to its own header and .cpp
file.
Extract from llluamanager into lua_function.h (and .cpp) declarations useful
for adding a lua_function Luau entry point, e.g.:
lua_register()
lua_rawlen()
lua_tostdstring()
lua_pushstdstring()
lua_tollsd()
lua_pushllsd()
LuaPopper
lua_function() and LuaFunction class
LuaState
lua_what
lua_stack
DebugExit
|
|
Provide a link to feedback.secondlife.com from the issue creation page.
|
|
|
|
Issue #26 Support texture drop onto PBR materials
|
|
|
|
build.yaml: Build shared branches
|
|
We're currently building every single commit pushed to Github. This is
racking up $20k in build charges a month and is generally superfluous.
This changeset alters build triggers so that builds automatically run if
they are committed to a **shared branch**:
- `release/*` - A release stabilization branch
- `project/*` - A project viewer branch
- `main/*` - The default/stable branch
PR commits are also automatically built.
...need to build another commit? Developers can trigger one using a
manual workflow run.
|
|
|
|
LuaU scripting project
|
|
|
|
Issue #24 GLTF material disappears from object playing media
|
|
Check texture type, if media is stopped, it won't be a MEDIA_TEXTURE
|
|
resizeScreenTexture works if gResizeScreenTexture is true or render
target was resized
|
|
Update enhancement.md
|
|
|
|
Fix dialog box being blank in task bar
|
|
|
|
Update bug.yaml
|
|
|
|
|
|
Add a basic CONTRIBUTING.md
|
|
Issue templates
|
|
|
|
Provide basic instructions in-repository for contributing to Second
Life.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Dataserver's version has compression artifacts
|
|
UIImgInvisibleUUID doesn't exist
Default normal for material is 'null'
|
|
And cleanup after a contribution
|
|
|
|
|
|
|
|
Set DONE if decode thread is down instead of waiting for an update.
Decodes can't be canceled, so fix potential situation where we get two
responses
|
|
1. After window closes viewer still takes some time to shut down, so
added splash screen to not confuse users (and to see if something gets
stuck)
2. Having two identical mWindowHandle caused confusion for me, so I
split them. It looks like there might have been issues with thread being
stuck because thread's handle wasn't cleaned up.
3. Made region clean mCacheMap immediately instead of spending time
making copies on shutdown
|
|
|
|
Update mikktspace, tinygltf, vulkan_gltf packages to GHA builds.
|
|
|