Am Montag 10 Januar 2011 17:34:08 schrieb Ponzu:
> What if the upload dialog had a check box?
>
> [ ] This texture should have an alpha channel.
Would it be possible to do this on a per-face basis rather than on texture
upload? So people could use the same texture as alpha texture and as no
Am Freitag, 27. Januar 2012, 14:40:01 schrieb Jonathan Yap:
> The SL simulator has recently been fixed so that the CoarseLocationUpdate
> message properly returns 255 for all altitudes above 1020 meters.
"Properly" is a very ... unusual term for this kind of behavior. It still
returns a wrong va
Am Dienstag, 14. Februar 2012, 09:55:52 schrieb Lance Corrimal:
> 2012-02-14T08:51:24Z WARNING: getChild: Making dummy 8LLUICtrl named
> "translate_chat_checkbox" in chat_bar
These are harmless. It means that there are controls referenced in the code,
like buttons, frames, sliders, etc., that ar
Am Freitag, 13. April 2012, 18:35:00 schrieb Adeon Writer:
> Alright, here's some features that, if missing, *someone* would complain:
All of your requirements are present in the Firestorm viewer side AO.
> -Adeon
Zi
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Am Freitag, 13. April 2012, 19:19:45 schrieb glen:
> *listen for this input on this/these channel(s), then turn off/on or
> perform another action in response.
That's something that needs an external script to forward channel talk to
llOwnerSay talk.
> *every 6 seconds, play this fidgeting anim
Am Freitag, 13. April 2012, 19:53:55 schrieben Sie:
> Are the non-AO default animations actually transmitted by the viewer? Or
Yes, the viewer sends an animation request for the default animations by
itself. That's how we override the animations in Firestorm. The function to
decide which animat
Am Samstag, 14. April 2012, 14:16:38 schrieb Argent Stonecutter:
> Only because he forgot to include the extremely important "it has to be an
> asset that can be worn with an outfit". That one's a complete dealbreaker
> for me.
We want to include AO set switching by LSL scripts in the AO, which c
Am Dienstag, 5. Juni 2012, 21:07:45 schrieb Oz Linden (Scott Lawrence):
> What I'm after is ... does this work on the flavor of Linux you are
> running, and what flavor is that?
Runs perfectly under openSUSE 11.4.
Zi
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Am Mittwoch, 21. November 2012, 15:32:24 schrieb CJ Davies:
> location (eg walls that have fallen down). The simplest solution I can
> think of is to make the avatar phantom, as naïvely I assume that this
> requires less hacking than making all of thousands & thousands of prims
> in a sim phantom.
On Dienstag, 3. Februar 2015 20:00:13 Henri Beauchamp wrote:
> > The simple fact of the matter is. If you do not sign a code
> > contribution agreement LL can NOT use your code.
>
> The code is (L)GPL. Anyone can reuse it and even if it had been my
> intention (and it never was and never will),
Am Mittwoch 17 März 2010 00:21:42 schrieb Glen Canaday:
> Most of the people I have known in SL shop, go to clubs, create, RP, and
> hang out, most of which requires chatting without an extra step to
> switch focus. Leaving the chat bar with focus kills wasd movement, but I
> can name no one who d
Am Mittwoch 17 März 2010 10:25:29 schrieb Jacek Antonelli:
> Q is right, this is a different scenario than in the past, because the
> chat bar is now always visible. In Viewer 2.0, having the chat bar
So, we take away a feature (auto hide chat bar) and then say "The situation is
different"? Nice
Am Donnerstag 18 März 2010 02:56:33 schrieb Philippe (Merov) Bossut:
> It would be nice indeed to be able to navigate with the arrows and type
> chat text at the same time i.e. without having to do "Esc/Enter" to switch
> between modes. At least as an option. I'd even venture that casual
> res/
Am Mittwoch 18 August 2010 21:04:21 schrieb Oz Linden (Scott Lawrence):
> If I understood him correctly, what Q seemed to think was the right
> behavior is:
>
> * The first mouse-down opens the pie centered on the mouse location,
> so no choice is under the mouse
> * If the choice i
Am Samstag 11 September 2010 17:22:33 schrieb dilly dobbs:
> it more like a game with a limited number of opening/learning the interface
> 'quests' so to speak. There has to be some way to keep all of the sign
> ups.
The old orientation islands had all this. It never really worked out.
Zi
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Am Freitag 17 September 2010 22:51:38 schrieb Oz Linden (Scott Lawrence):
> > Thus restoring 1x functionality. All thats left to do is add the
> > buttons back for them and menu choices.
>
> From an end user point of view, how does that differ from the current
> Development viewer functionality
Am Mittwoch 29 September 2010 23:33:30 schrieb Bryon Ruxton:
> Sounds good to begin with! The caveats you mentioned are not really
> problems to be concerned too much about.
As long as it doesn't return the true memory usage, people will start banning
mono scripted objects, because they don't k
> Do you want an incomplete yet helpful solution doable now, to be
> improved/completed later on,
> or do you prefer to wait another 6-12+ month with nothing at all?
Since improvised and incomplete solutions tend to become the final one after a
while, and since I have no issues with script memory
Am Samstag 02 Oktober 2010 03:19:13 schrieb Bryon Ruxton:
> Q, in this case, I disagree. Changing the SCRIPT_MEMORY reports later will
> not technically break content, it would just requires to slightly alter the
> interpretation of it. Modifying the cap variables for event(s) to lower
You never
Am Samstag 02 Oktober 2010 16:49:48 schrieb Lance Corrimal:
> phoenix already does that, in its radar you can define a warning that
> tells you when the script count in the sim changes by more than a
> threshold that you define... so there already _is_ a way to count all
> scripts in a sim.
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