Strife Onizuka Posted January 2, 2016 Share Posted January 2, 2016 Five years ago LL made changes to llPassTouches and llPassCollisions. They weren't well reported. Nobody noticed until last July. Previously llPass* took a boolean (TRUE or FALSE), now it takes: PASS_ALWAYS, PASS_IF_NOT_HANDLED and the (back in 2010) brand new PASS_NEVER.That's right folks, no need for dummy scripts anymore.See: http://wiki.secondlife.com/wiki/llPassTouchesHistory:* http://jira.secondlife.com/browse/SVC-5923* http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/1.40P.S. I've updated the documentation. 3 Link to comment Share on other sites More sharing options...
Rolig Loon Posted January 2, 2016 Share Posted January 2, 2016 Thank you! I rarely use llPass*, but it's been a nuisance having to dummy a touch* event when I do. This is a nice change. Link to comment Share on other sites More sharing options...
Qie Niangao Posted January 3, 2016 Share Posted January 3, 2016 I may be missing something, but in my testing there seems to be less here than I might have expected. As far as I can tell, the script that sets PASS_NEVER or PASS_ALWAYS must remain in the running state in each affected child prim or else the behaviour reverts to PASS_IF_NOT_HANDLED. So, I guess PASS_NEVER avoids having to code a do-nothing touch event in the child prim, but a script is still needed in that prim, although not requiring any handler beyond state_entry. I'm not sure why this wasn't instead a persistent, "set and forget" prim attribute. Also, incidentally, PASS_NEVER doesn't seem to prevent the mouse cursor from switching to the touch "paw" when hovered over untouchable child prims. (Of course that's the same effect as with the old do-nothing touch event scripts in child prims.) Link to comment Share on other sites More sharing options...
Recommended Posts
Please take a moment to consider if this thread is worth bumping.
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now