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Posts posted by Lucia Nightfire
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Why was I thinking Lucky Charms when I read the title?
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On 6/6/2021 at 1:03 PM, Quistessa said:
Oh Humbug, llGetInventoryDesc isn't a thing. . .
I'm still trying to get that to become a reality. 😕
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1 hour ago, Ardy Lay said:
And this line of thinking is what brought us Viewer 2. Do not forget that Viewer 2 was what happened when Linden Lab hired outside design and development companies to "update" the viewer user interface.
80/20 Studio
Product Engine
Focus groups that are NOT familiar with Second Life determined what was and was not needed by Second Life Residents.
User interface was rearranged to try to make it familiar to the focus group participants.
UI Visual aspects and in-world highlighting were changed to resemble games the people had played.
The importance of text chat was lowered relegated to something that resembled MS Comic Chat.
Product Engine still holds major influence and continues to dictate development/feature implementation behind closed doors.
Sadly, most of the people making policy/development/feature decisions are not users of the platform at any level, recreational nor enthusiast.
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Apparently, Vanilla Bae is another.
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Just as the title says. What brands offer clothing that has "pulled up" & "pulled down" states?
I know Wretch & Starbright offers them, but their clothing is only for the Kemono body and its various mods.
So I'm curious who else offers them and for what bodies.
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It might not be fishing pyramid schemes promoted by alts, but it still stinks the same.
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1 hour ago, Rowan Amore said:
So one should probably turn off movelock before teleporting? Seems like the only sure way to avoid the flinging.
Yes.
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8 hours ago, Rolig Loon said:
A good movelock script should automatically disable the movelock function during a teleport and then re-enable it a few seconds later.
Sadly, no script can anticipate a teleport without remote communication/interference before the teleport happens as once a teleport process begins, all script scopes are frozen until the teleport completes/fails and scripts are loaded again.
llMoveToTarget() is a script bound property so once set, it doesn't have to be called again to remain active. The script just needs to remain loaded in the region and running.
Most times once a remote teleport has occurred and the script using llMoveToTarget() loads in the next region, the property auto-activates before any changed event can trigger fast enough for it to be stopped.
Firestorm's Movelock is also susceptible to this.
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Reminded me of Magika - Heartbeat a little.
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The primary reason free content is ungiftable is to deter the grief vector of some bot/idiot using a third party(seller) to spam send inventory offers, forcing to victim into a situation where they have to mute/block someone who is not the actual griefer.
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Even with public build and public object entry off, people can still "drive" objects onto your land, stand up and leave them.
It's always a good idea to use a short autoreturn time if you're not using public building and a moderate autoreturn time if you are.
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On 5/27/2021 at 2:24 AM, RohanaRaven Zerbino said:
unless you EXPORT your animation with Bone Translations setting. Then, and only then Location Bone will have an impact on avatar deformations.
I think this is what everyone was referring to, otherwise it should be understood that location keyframing in an animator itself is essential with most animation creation.
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1 hour ago, Coffee Pancake said:
That's not the suggestion .. how UE5 enables creators to basically dump zbrush content straight into engine is of interest
Yeah, but animats said implications for Secondlife. When/Where/How would that come to fruition?
Management and developers don't exactly have a track record for even keeping up with industry standards, let alone new tech.
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16 hours ago, animats said:
This has implications for Second Life. Second Life has a huge collection of high-quality content with terrible lower levels of detail. With this new approach to automatic LOD, it may become possible to use all that great content without so much degradation at lower LODs.
Implications in what way? It's not like LL would move the render pipeline onto Unreal's engine if the licensing was affordable anyway and if it's not affordable and patented it's not like LL is going to brew/roll their own.
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I've also been trying to get llGetInventoryDesc() offered as well as there are several feature requests for it, but priority still seems to be elusive.
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1 hour ago, Quistessa said:
if we're getting this maybe someone can petition for functions to manipulate inventory in other linked prims
The developer that implemented this function seems to be interested in making newer inventory functions.
I suggested offering link access to offer greater flexibility over what we're limited with currently.
This feature request covers most cases.
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Why am I getting an @lindenlab.com google accounts sign in page when clicking the release notes link?
Is it because the "staging" protocol was used?
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12 hours ago, Quistessa said:
I like it. Although I think the workaround for the specific case in which you want to know the most recent inventory (that being placing all 'old' inventory into a second linked prim and using a separate script in that prim to manage it) can be somewhat better practice depending on the circumstances.
Also thank you for bringing it to our(my) attention, I'm not really sure how we(I) would learn about things like this otherwise.
Yeah, but when you move an inventory item to another link a new acquire time is created for it there, so if you then delete the original inventory item and reset the script tracking things, you've lost that record whereas if you've kept the inventory items together, their acquire times would not change and a reset script could still figure out which are the oldest/newest item(s).
I still feel the most common use case will be knowing if something is original or was replaced. Acquire times can be hard coded into scripts for checking. Acquire times can be used as identifiers the same way prim/mesh creation times can be.
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So this function was implemented recently and is available on the beta grid for testing in the region Jigglypuff.
The implementation stems from the feature request BUG-227663 where the benefits & use cases are listed. I'm sort of surprised it got any priority.
It currently does not offer millisecond precision yet, but is available in ISO format so that it may hopefully be offered at some point in the future.
For example, you will see 2021-05-25T21:18:36Z instead of 2021-05-25T21:18:36.976645Z
I'm bringing attention to this function early to get opinions and will probably do the same for any new functions I'm made aware of in the future.
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16 hours ago, Quistessa said:
Huh, I'd never heard of that one.
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"The Pet Goat" is always a "classic".
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That is the Love Me Render 5 release candidate viewer, a collection of graphics fixes.
File a bug report with as much information as possible.
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Getting the inventory of a child prim
in LSL Scripting
Posted
There is no LSL script function to directly handle link inventory.
@Rider Linden mentioned in the last server meeting that he is interested in implementing a new scripting function for interfacing with object inventory.
I suggested it should have link capability.
This feature request has already been filed too.