Mesh/Archive/2012-06-04

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Revision as of 12:08, 6 June 2012 by Nyx Linden (talk | contribs) (Created page with "==Agenda== # Even if it makes the stitch of the road into the taper, it is still bumpy. [Yuzuru Jewell] 11:51, 29 May 2012 (SLT) # Mesh objects lose their static bonus when scrip…")
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Agenda

  1. Even if it makes the stitch of the road into the taper, it is still bumpy. [Yuzuru Jewell] 11:51, 29 May 2012 (SLT)
  2. Mesh objects lose their static bonus when scripted; for link sets, all objects in the link set lose their bonus even if only one of the objects contains a script. This is a major issue when distributing larger builds in a rezzer box, for example -- since all the rezzed parts must be scripted the (temporary) land impact can practically double, thus exceeding the parcel limit and rendering the build unusable. Would it be possible to only penalize the objects that actually are scripted? One could argue that this is a more accurate way of determining server load. Other solutions, such as "temporary" class of scripts may be possible, but I imagine that would require viewer changes; simply modifying the static bonus logic should be a server-side-only solution. Cain Maven

Meeting Notes