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Posted

:: drops her tea and cries tears of joy ::

memory control, remote media, camera, sittargets, local positioning, multi targeting, velocity controls, and to top it off actual HTML....

 

Best

Christmas

Ever

(in SL)

 

ETA:

:: reads the fix list in horror ::

"Fix to prevent LSL scripts from using non-finite numbers in physical functions. "

please oh please tell me that doesn't mean what I think that means.... if they just broke posJump all those previous goodies are going to be drowned in howls of anger, and chants of lamentation

ETA2:
I hope it just means they closed the buggy inconsistency of infinity and nan casts

Posted

:: raises hand ::

Sign me up to the be first fool in that line.

 

why? because it's the first step toward script limits, and those that walk the path first, will be those that can most easily limbo under the bar.

Posted

Sign me in too for llSetMemoryLimit()! I know a certain number of LSO scripts which will love the speed of Mono but without the memory penalty...

PRIM_POS_LOCAL... Gaaaahhhh! How long have we been waiting for this one?

I'm a little more puzzled by llSetContentType(). To me, it means we'll be able to inject a lot of crap into the internal viewer from inside SL (altho I wonder how many ppl actually use that poor crippled thing) but, on the other hand, we still won't able to just simply write in red "Access denied" to outside browsers accessing our prims. Hmmm... I have serious doubt about the usefulness of that thing.

Posted

I'm in line too. One of the benefits of Mono is bytecode sharing.  If you have several copies of the same script (a notecard vendor, maybe?) running in a region, they only take up the same size as one copy in server memory.  Today, if I have a choice between running four copies of an LSO-compiled script at 16K each or four copies of a Mono-compiled script, it's a wash.  If I can restrict the Mono script to anything less than 64K and still get the job done, though, I'll go with Mono. 

Posted

oh I dunno... the stupid thing about lsl-http was that it was all plaintext, and that made it useless for anything but posting text.... a few clever people figured out how to bootstrap that, and upon their work I built an http server that would actually work to send and recieve user interactive information.... but it was still hacky and limited.... this puts it into the realm of active usability with standard protocols... instead of some specially hacked up mess.

it means MOAP gets to use real web media that's locally sourced instead of hacked in or imported from the web only. and external connects can get reall html instead of having to be fed through a pass through site.

 

unfortunately christmas was canceled for the mean time... no word on exactly why... but now we know that they're in the pipe

Posted


Void Singer wrote:

:: reads the fix list in horror ::

"Fix to prevent LSL scripts from using non-finite numbers in physical functions. "

please oh please tell me that doesn't mean what I think that means.... if they just broke posJump all those previous goodies are going to be drowned in howls of anger, and chants of lamentation

posJump uses non-physical functions.    Hopefully they'll leave it alone.

I can see where infinity might be problematical for physics.   I think we might be experiencing the negative effects thereof during some failed sim crossings.

Posted

not sure. it affects the physics engine, because the item has to be recalculated for position (and there's a well known oops that if you unseat an avatar too quickly after an item uses that it will bounce as physics tries to catch up)

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