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agentronin

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  1. Because LSL is multithreaded, is not Object Oriented, has an asynchronous data server, an LSL script can become very complex. The OpenCollar script is an example of how complex an LSL script can get. There is just as much a need for the ability to quickly create an HTML manual for these as there is for most any C, C++, C#, etc, program. There is a difference between reading documentation embedded as comments in the code, and being able read that documentation in an outlined, and organized, HTML, or CHM. I have very complex code I wrote that I need to start editing again. It has been a few years since I last worked on it so much has been forgotten. I have a need to have documentation in an organized HTML document to re-familiarize myself with what I did. This is much easier than reading it distributed throughout pages of code. I did thoroughly document. In the hope that someday DoxyGen would someday support LSL I wrote that documentation in accordance with DoxyGen standards. DoxyGen cannot generate from it because it is language sensitive. Now with Natural Docs I have means of generating this. It will mean time spent reformatting the documentation, but doing that will save me a lot of time during re-familiarization. If someone else has already created a Natural Docs Languages.txt file I am hoping such a person will share it so I would not have to duplicate that effort. If I end up creating it, I will share it here.
  2. I have been looking for the equivalent of the DoxyGen documentation generator used for C, and C++, that can be used for LSL. I found a promising one here: https://www.naturaldocs.org/ It can be used to document code written in any language. In the case of LSL a Languages.txt configuration file must be created: https://www.naturaldocs.org/reference/languages.txt/#adding_languages I would like to hear from anyone who has experience using this with LSL. Also, before I create a Languages.txt file, I would like to see the Languages.txt file anyone else has already created.
  3. I am using linkset data to store information about an avatar. The way I have it working now is the avatar's key (aka UUID) is stored into a hexadecimal string, and that string used as a key in the linkset data. It is not memory efficient to convert this key's 16 bytes into a 36 character hexadecimal encoded string (4 of the characters are dashes). Is there a way to cast, and compress, an avatar key's 128 bit pattern into a string variable 16 bytes long that can be used as the key in the linked data set?
  4. I have done testing that shows the send failures are related to how long the avatar sent to has been offline. The longer the avatar has been offline, the fewer sends succeed, until no sends do. There appears to be a limit in effect regarding how many objects an avatar can receive by means of llGiveInventory(). And I think the number of additional objects that can be received while offline is dependent open how many have already been received during that time. I have been aware of such limits for types other than notecards, but I did not expect notecards would be subject to them. Mostly because many times I have seen in the profiles of vendor customer service instructions to communicate by notecard because IMs get capped, and also because the recipient avatar used for my tests has AutoAcceptNewInventory set True. Now I think I understand why Caspervend, when an object has been gifted, has to wait for the gift recipient to be online before it does delivery.
  5. Anyone know who has Bellydance animation HUDs on a Black Friday sale right now?
  6. The problem was an invalid shape xml file. I have it working now.
  7. My attempt to pose the avatar in this file: https://www.mediafire.com/file/tfawh0cl2nue27s/Neutral_Stand_Starting_File_Frozen.blend/file is thwarted by most of the bones being unmovable, and unrotatable due something I did, and I do not know what. An example is AnkleLeft, and AnkleRight. Maybe because they are driven by ikHeelLeft, and ikHeelRight. But I cannot rotate thes on any axis. When I raise ikHeelLeft, and ikHeelRight on the z axis, the knees bend the wrong way. I cannot move ikElbowTargetLeft, nor ikElbowTargetRight. Right after I created this file with a shape file import into Blender, and using an Avastar avatar. I was able to do all of the above. What has gone wrong with this file? Creation: Blender 3.3.1 Avastar: 3.1.0
  8. The problem was caused by using the rig updater from a previous version Blender, and Avastar. The updater does not work well. I had to create a fresh avatar in the current version of Blender, and Avastar.
  9. The file in question can be downloaded from: https://www.mediafire.com/file/uzemw3pwgcdpqzt/Neutral_Stand_Starting_File.blend/file This file was created using the features of the Avastar 3.1.0 plugin. https://avalab.org/avastar/293/help/n-panel/avastar/ The ikHeelRight, and ikHeelLeft, IK function works as expected. When they are grabbed and moved the knee bends as it should. The problem is the IK function for ikWristRight, and ikWristLeft, is not working. When moved they do not bend their respective elbows. As far as I can see these IK constraints are in place. ikElbowLineRight, and ikElbowLineLeft, are parented to ikWristRight, and ikWristLeft respectivey, in way similar to how ikKneeLineRight, and ikKneeLineLeft, are parented to ikHeelLeft, and ikHeelRight. Why do the IK constraints for wrist, and elbow, not work?
  10. There is a slave collar, and its associated cuffs, offered for sale that can RLV limit avatar movement speed. If the ankle cuffs are chained loosely together the avatar can move no faster than walk. If the avatar's ankles are chained closely together the avatar can only move by short hops, and the movement speed is much slower than the walking speed. If the avatar is hogtied the avatar can move only be squirming on the floor, and movement very slow, much slower than even avatar crouching speed. I expected that RLV movement would be be limitable to walking speed, crouching speed, and even slower, with a simple RlV command. But I can only find a such a command to limit an avatar to walking speed. I am interested in ways RLV can limit an avatar's movement speed to slower than walk just as that collar is able to do. How might that collar be able to do it:? That collar is not OpenCollar scripted. It has the creator's own scripts.
  11. In the Inventory path: Library/Textures/Waterfalls there are several textures meant to work together to create waterfalls. Is there a tutorial somewhere that instructs how these textures are meant to be used to create waterfalls? My interest is not in just making realistic waterfalls, but also realistic as possible moving water in rapids, streams, creeks, and rivers.
  12. I made its source code available for download at: https://www.mediafire.com/file/vyshysb3igwh5r4/give2List.lslp/file .
  13. I will provided source code to individuals who request it with the intent to help with this problem. I am reluctant to post it for the world to see.
  14. This was notices in several regions. Two were chosen for their low traffic. I am not sure if I should list them here. It appears the best odds of successful sends are right after Tuesday's rolling resets. Should the JIRA include source code for the script I am using to do the sends?
  15. The three test avatars that indicate to me there is a problem are no students. They are alts of mine, they are offline during the send, and so cannot possibly be in busy mode. Also, they did not reject the send. I know this because they are me.
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