Difference between revisions of "Parcel Prim Limit Overflow test"
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* UserA, upload a mesh that has a prim equivalent less than 10 | * UserA, upload a mesh that has a prim equivalent less than 10 | ||
* UserA, upload a mesh that has a prim equivalent greater than 10 | * UserA, upload a mesh that has a prim equivalent greater than 10 | ||
* | * UserB, rez objects on UserA land until only 10 prims are available on the parcel. | ||
=== rez a mesh === | === rez a mesh === | ||
* | * UserA, rez a mesh that has a prim equivalent greater than 10. | ||
* '''Verify''' UserA's mesh object is returned. | * '''Verify''' UserA's mesh object is returned. | ||
* ''' | * '''Verify''' UserA receives a descriptive message explaining why the object was returned. | ||
* '''Verify''' UserB's objects are not returned. | * '''Verify''' UserB's objects are not returned. | ||
Line 24: | Line 24: | ||
== resize a mesh == | == resize a mesh == | ||
* | * UserA, rez a mesh that has a prim equivalent less than 10. | ||
* | * UserA, resize the mesh smaller, so its cost increases past 10 | ||
* | * UserA, deselect the object | ||
* '''Verify''' UserA's mesh object is returned. | * '''Verify''' UserA's mesh object is returned. | ||
* ''' | * '''Verify''' UserA receives a descriptive message explaining why the object was returned. | ||
* '''Verify''' UserB's objects are not returned. | * '''Verify''' UserB's objects are not returned. | ||
== change Physics shape type manually == | == change Physics shape type manually == | ||
* | * UserA, rez a mesh that has a prim equivalent less than 10. | ||
* | * UserA, change the Physics Shape Type to Prim. (This should increase the cost past 10) | ||
* '''Verify''' UserA's mesh object is returned. | * '''Verify''' UserA's mesh object is returned. | ||
* ''' | * '''Verify''' UserA receives a descriptive message explaining why the object was returned. | ||
* '''Verify''' UserB's objects are not returned. | * '''Verify''' UserB's objects are not returned. | ||
== change the physics shape type as a result of linking or unlinking. == | == change the physics shape type as a result of linking or unlinking. == | ||
* | * UserA, on some parcel other than your own, rez a mesh that has a prim equivalent less than 10. | ||
* Duplicate the mesh and link the 2 meshes together | * Duplicate the mesh and link the 2 meshes together | ||
* Set the Physics Shape Type to None | * Set the Physics Shape Type to None | ||
Line 46: | Line 46: | ||
* Unlink the linked meshes. | * Unlink the linked meshes. | ||
* '''Verify''' one of UserA's mesh object is returned. | * '''Verify''' one of UserA's mesh object is returned. | ||
* ''' | * '''Verify''' UserA receives a descriptive message explaining why the object was returned. | ||
* '''Verify''' UserB's objects are not returned. | * '''Verify''' UserB's objects are not returned. | ||
== change the mesh shape by dragging a different asset onto a mesh object == | == change the mesh shape by dragging a different asset onto a mesh object == | ||
* | * UserA, rez a mesh that has a prim equivalent less than 10. | ||
* | * UserA, drag a mesh asset which has a prim equivalent greater than 10 onto the mesh. | ||
* '''Verify''' UserA's mesh object is returned. | * '''Verify''' UserA's mesh object is returned. | ||
* ''' | * '''Verify''' UserA receives a descriptive message explaining why the object was returned. | ||
* '''Verify''' UserB's objects are not returned. | * '''Verify''' UserB's objects are not returned. | ||
== stand up from a vehicle == | == stand up from a vehicle == | ||
* | * UserA, drive a Mesh vehicle that has a prim equivalent greater than 10 onto your parcel | ||
* '''Verify''' no prims are returned. | * '''Verify''' no prims are returned. | ||
* | * UserA, stand up. | ||
* '''Verify''' UserA's mesh object is returned. | * '''Verify''' UserA's mesh object is returned. | ||
* ''' | * '''Verify''' UserA receives a descriptive message explaining why the object was returned. | ||
* '''Verify''' UserB's objects are not returned. | * '''Verify''' UserB's objects are not returned. | ||
== change a temporary prim into a temporary mesh == | == change a temporary prim into a temporary mesh == | ||
* | * UserA, rez 2 prims on your parcel. | ||
* Set the prim Temporary by checking the Temporary box in the Objects tab of the Edit Tools. | * Set the prim Temporary by checking the Temporary box in the Objects tab of the Edit Tools. | ||
* <span style="background:#FFFF33">(this step may not yet be possible with the UI)</span> Change the prim to a mesh asset which has a prim equivalent greater than 10. | * <span style="background:#FFFF33">(this step may not yet be possible with the UI)</span> Change the prim to a mesh asset which has a prim equivalent greater than 10. | ||
* '''Verify''' UserA's mesh object is returned. | * '''Verify''' UserA's mesh object is returned. | ||
* ''' | * '''Verify''' UserA receives a descriptive message explaining why the object was returned. | ||
* '''Verify''' UserB's objects are not returned. | * '''Verify''' UserB's objects are not returned. |
Revision as of 17:41, 4 January 2011
setup
- UserA, own some land.
- UserA, upload a mesh that has a prim equivalent less than 10
- UserA, upload a mesh that has a prim equivalent greater than 10
- UserB, rez objects on UserA land until only 10 prims are available on the parcel.
rez a mesh
- UserA, rez a mesh that has a prim equivalent greater than 10.
- Verify UserA's mesh object is returned.
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.
rez a mesh via script
- UserA, create a prim on your parcel and add the following script
default{touch_start(integer total_number){llRezObject("Object", llGetPos()+<0,0,1>, ZERO_VECTOR, ZERO_ROTATION, 1);}}
- UserA, put a mesh that has a prim equivalent greater than 10 inside the contents of the prim. Name that mesh "Object".
- Touch the prim.
- Verify UserA's mesh object is returned.
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.
resize a mesh
- UserA, rez a mesh that has a prim equivalent less than 10.
- UserA, resize the mesh smaller, so its cost increases past 10
- UserA, deselect the object
- Verify UserA's mesh object is returned.
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.
change Physics shape type manually
- UserA, rez a mesh that has a prim equivalent less than 10.
- UserA, change the Physics Shape Type to Prim. (This should increase the cost past 10)
- Verify UserA's mesh object is returned.
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.
change the physics shape type as a result of linking or unlinking.
- UserA, on some parcel other than your own, rez a mesh that has a prim equivalent less than 10.
- Duplicate the mesh and link the 2 meshes together
- Set the Physics Shape Type to None
- Take the linked meshes into inventory.
- Rez the linked meshes onto your parcel
- Unlink the linked meshes.
- Verify one of UserA's mesh object is returned.
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.
change the mesh shape by dragging a different asset onto a mesh object
- UserA, rez a mesh that has a prim equivalent less than 10.
- UserA, drag a mesh asset which has a prim equivalent greater than 10 onto the mesh.
- Verify UserA's mesh object is returned.
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.
stand up from a vehicle
- UserA, drive a Mesh vehicle that has a prim equivalent greater than 10 onto your parcel
- Verify no prims are returned.
- UserA, stand up.
- Verify UserA's mesh object is returned.
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.
change a temporary prim into a temporary mesh
- UserA, rez 2 prims on your parcel.
- Set the prim Temporary by checking the Temporary box in the Objects tab of the Edit Tools.
- (this step may not yet be possible with the UI) Change the prim to a mesh asset which has a prim equivalent greater than 10.
- Verify UserA's mesh object is returned.
- Verify UserA receives a descriptive message explaining why the object was returned.
- Verify UserB's objects are not returned.