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  • {{LSL Function/ja |inject-2={{LSL Function/physics materials/ja}}
    2 KB (163 words) - 15:34, 22 November 2023
  • {{LSL Function |inject-2={{LSL Function/physics materials}}
    2 KB (169 words) - 07:26, 11 April 2021
  • {{LSL Header|ml=*}}{{RightToc}} ==Physics==
    521 bytes (63 words) - 17:06, 3 April 2011
  • {{LSL Function/ja |inject-2={{LSL Function/physics materials/ja}}
    2 KB (190 words) - 15:45, 22 November 2023
  • {{LSL Constant |desc=This is a flag used with [[llGetObjectDetails]] to get the object's physics attribute.
    461 bytes (60 words) - 15:12, 19 December 2012
  • |also_events={{LSL DefineRow||{{LSLG/ja|at_target}}|}} {{LSL DefineRow||{{LSLG/ja|not_at_target}}|}}
    799 bytes (83 words) - 07:04, 19 May 2010
  • {{LSL Constant ...ed with [[PRIM_PHYSICS_SHAPE_TYPE]]. Prims of this type are ignored by the physics engine. Read more details on [[PRIM_PHYSICS_SHAPE_TYPE]]
    772 bytes (106 words) - 06:20, 9 August 2022
  • {{LSL DefineRow||[[llSetTorque/ja|llSetTorque]]|オブジェクトに回転力を
    809 bytes (75 words) - 06:00, 12 April 2010
  • {{LSL DefineRow||[[llGetOmega/ja|llGetOmega]]|}} {{LSL DefineRow||[[llGetVel/ja|llGetVel]]|}}
    792 bytes (83 words) - 07:18, 3 May 2010
  • ...ysics|Physics engine|[[LSL]] content on physics and physical|:Category:LSL Physics}} All objects interact with the physics engine to a certain extent. All objects have mass and volume both of which
    2 KB (275 words) - 17:49, 21 December 2013
  • |also_events={{LSL DefineRow||[[at_target]]|}} {{LSL DefineRow||[[not_at_target]]|}}
    705 bytes (93 words) - 07:59, 31 December 2013
  • |also_functions={{LSL DefineRow||{{LSLG/ja|llRotTarget}}}} {{LSL DefineRow||{{LSLG/ja|llTarget}}}}
    627 bytes (78 words) - 18:22, 8 May 2010
  • |inject-2={{LSL Function/handle|handle|at_rot_target|not_at_rot_target}} |also_functions={{LSL DefineRow||[[llRotTarget]]}}
    702 bytes (93 words) - 07:59, 31 December 2013
  • {{#vardefine:physics_const|{{LSL Const|PRIM_PHYSICS|integer|3|c=Used to {{GetSet|{{{1|}}}|get|set|/}} the ob }}{{LSL Constant
    2 KB (201 words) - 16:48, 23 January 2015
  • ...ICS_MATERIAL|integer|31|c=Used to {{GetSet|{{{1|}}}|get|set|/}} the prim's physics material properties}}}} {{LSL Constant
    2 KB (268 words) - 11:30, 8 August 2012
  • {{LSL DefineRow||{{LSLG/ja|llGetObjectMass}}|オブジェクトの質量を取得
    1 KB (92 words) - 04:53, 25 February 2016
  • {{LSL Constant ...[llGetObjectDetails]] to get the [[Mesh/Mesh_physics#Physics_Resource_Cost|physics cost]] of the object.
    348 bytes (45 words) - 17:39, 21 December 2013
  • {{LSL DefineRow||{{LSLG/ja|not_at_rot_target}}|}} {{LSL DefineRow||{{LSLG/ja|at_target}}|}}
    1 KB (117 words) - 05:00, 18 May 2010
  • {{LSL Constant ...RIM_PHYSICS_SHAPE_TYPE]]. Prims of this type use the normal prim shape for physics (this is the default for all non-mesh objects)
    633 bytes (92 words) - 20:24, 9 July 2013
  • {{LSL Function |inject-2={{LSL Function/physics materials}}
    2 KB (258 words) - 12:28, 10 July 2022
  • {{LSL Constant ...SHAPE_TYPE]]. Prims of this type use the convex hull of the prim shape for physics (this is the default for mesh objects)
    639 bytes (94 words) - 20:24, 9 July 2013
  • {{LSL DefineRow||[[llGetOmega/ja|llGetOmega]]|}} {{LSL DefineRow||[[llGetVel/ja|llGetVel]]|}}
    1 KB (106 words) - 13:34, 25 February 2016
  • {{LSL Constant |pa={{LSL Constant/List|i_front=[ [[OBJECT_OMEGA]]|i_end= ]
    1 KB (126 words) - 18:56, 30 November 2015
  • {{LSL DefineRow||{{LSLG/ja|llGroundRepel}}|}} {{LSL DefineRow||{{LSLG/ja|llSetHoverHeight}}|}}
    415 bytes (48 words) - 01:24, 15 May 2010
  • {{LSL DefineRow||[[not_at_rot_target]]|}} {{LSL DefineRow||[[at_target]]|}}
    922 bytes (126 words) - 07:59, 31 December 2013
  • |examples=<lsl> </lsl>
    1 KB (90 words) - 01:16, 4 May 2010
  • {{LSL DefineRow||[[llGetOmega]]|}} {{LSL DefineRow||[[llGetVel]]|}}
    1 KB (131 words) - 01:52, 22 January 2015
  • ...S_SHAPE_TYPE|integer|30|c=Used to {{GetSet|{{{1|}}}|get|set|/}} the prim's physics shape type}}}} ...HYSICS_SHAPE_PRIM|integer|0|c=The visible shape of the prim determines its physics-shape}}
    4 KB (482 words) - 02:12, 27 December 2013
  • ...me flags are stored in [[bit field]]s, others are accessed with separate [[LSL Variables|variables]].}} ...that is not affected by gravity, collisions or [[:Category:LSL Physics|LSL physics functions]], but other objects and avatars can still collide with it. Scrip
    2 KB (312 words) - 19:25, 23 July 2011
  • {{LSL DefineRow||[[llGetAccel]]|}} {{LSL DefineRow||[[llGetVel]]|}}
    927 bytes (111 words) - 02:22, 22 January 2015
  • {{LSL DefineRow||[[not_at_rot_target]]|}} {{LSL DefineRow||[[at_target]]|}}
    955 bytes (138 words) - 06:35, 26 July 2010
  • {{LSL DefineRow||{{LSLG/ja|llGetObjectMass}}|オブジェクトの質量を取得
    1 KB (127 words) - 04:54, 25 February 2016
  • {{#vardefine:physics_const|{{LSL Const/ja|PRIM_PHYSICS|integer|3|c=オブジェクトの物理状態を{{Get }}{{LSL Constant
    1 KB (152 words) - 00:47, 21 December 2015
  • !{{!}} {{LSL Param/ja|pstype|type}}フラグ
    3 KB (256 words) - 03:30, 25 December 2013
  • {{LSL DefineRow||{{LSLG/ja|llGetAccel}}|}} {{LSL DefineRow||{{LSLG/ja|llGetOmega}}|}}
    2 KB (102 words) - 13:39, 25 February 2016
  • {{LSL DefineRow||{{LSLG/ja|llGetPos}}|}} {{LSL DefineRow||{{LSLG/ja|llGetGeometricCenter}}|}}
    698 bytes (61 words) - 22:07, 15 May 2010
  • {{LSL Function/ja |also_functions={{LSL DefineRow||{{LSLG/ja|llSetForceAndTorque}}|}}
    715 bytes (73 words) - 14:35, 12 May 2010
  • * [http://lslwiki.net/lslwiki/wakka.php?wakka=physics Physics related LSL on LSLwiki.net] * [http://lslwiki.net/lslwiki/wakka.php?wakka=vehicles Vehicle related LSL on LSLwiki.net]
    460 bytes (70 words) - 09:35, 17 August 2009
  • {{LSL DefineRow||{{LSLG/ko|not_at_rot_target}}|}} {{LSL DefineRow||{{LSLG/ko|at_target}}|}}
    1 KB (123 words) - 01:45, 7 July 2011
  • ...ntom does not stop them from being simulated by the physics engine. Use [[Physics Optimization]] to do this. * [[:Category:LSL Phantom]]
    505 bytes (73 words) - 05:14, 10 December 2012
  • {{LSL Function/ja |also_functions={{LSL DefineRow||{{LSLG/ja|llSetForce}}|}}
    787 bytes (83 words) - 01:38, 9 May 2010
  • {{LSL Constant |value={{LSL Hex|0x20|32}}
    1 KB (217 words) - 21:31, 22 January 2015
  • |also_events={{LSL DefineRow||{{LSLG/ja|at_target}}|}} {{LSL DefineRow||{{LSLG/ja|at_rot_target}}|}}
    2 KB (146 words) - 10:14, 21 February 2016
  • {{LSL Function/ja |also_functions={{LSL DefineRow||{{LSLG/ja|llSetForceAndTorque}}|}}
    1 KB (103 words) - 13:44, 25 February 2016
  • {{LSL DefineRow||[[llGetCenterOfMass/ja|llGetCenterOfMass]]|}} |cat1=Physics
    463 bytes (44 words) - 06:00, 12 April 2010
  • {{LSL DefineRow||[[llSetAngularVelocity]]|}} {{LSL DefineRow||[[llApplyImpulse]]}}
    657 bytes (82 words) - 16:43, 12 September 2019
  • {{LSL Function |also_functions={{LSL DefineRow||[[llSetForceAndTorque]]|}}
    786 bytes (103 words) - 12:59, 22 January 2015
  • {{LSL DefineRow||{{LSLG/ja|llSetAngularVelocity}}|}} {{LSL DefineRow||{{LSLG/ja|llSetForce}}|継続的に力を加えます}}
    903 bytes (73 words) - 09:22, 12 May 2012
  • {{Issues/SVC-6549}}{{LSL Constant |value={{LSL Hex|0x1}}
    1 KB (135 words) - 17:19, 23 January 2015
  • {{LSL DefineRow||[[llGetOmega]]|}} {{LSL DefineRow||[[llGetVel]]|}}
    1 KB (180 words) - 01:31, 22 January 2015
  • |also_functions={{LSL DefineRow||[[llApplyImpulse]]}} {{LSL DefineRow||[[llSetAngularVelocity]]}}
    765 bytes (92 words) - 11:54, 30 March 2018
  • |constants={{LSL Constants/Status/ja}}
    1 KB (83 words) - 13:38, 25 February 2016
  • {{Issues/SVC-1903}}{{LSL Function/damping/ja|damping}}{{LSL Function/strength/ja|strength}}{{LSL_Function/ja |cat1=Physics
    930 bytes (87 words) - 17:45, 8 May 2010
  • |inject-2={{LSL Function/handle|handle|at_target|not_at_target}} |also_functions={{LSL DefineRow||[[llTarget]]}}
    2 KB (176 words) - 12:28, 22 January 2015
  • |also_events={{LSL DefineRow||{{LSLG/ja|moving_start}}|}} |cat2=Physics
    856 bytes (52 words) - 06:59, 19 May 2010
  • |also_events={{LSL DefineRow||{{LSLG/ja|moving_end}}|}} |cat2=Physics
    859 bytes (52 words) - 07:01, 19 May 2010
  • |also_events={{LSL DefineRow||{{LSLG/ja|not_at_target}}|}} {{LSL DefineRow||{{LSLG/ja|at_rot_target}}|}}
    2 KB (208 words) - 09:50, 21 February 2016
  • {{LSL Header|ml=*}} // with physics (we move the item, and phantom, it's not needed, but better if the object
    1 KB (190 words) - 17:22, 24 January 2015
  • {{LSL Function |also_functions={{LSL DefineRow||[[llSetForce]]|}}
    972 bytes (131 words) - 14:42, 22 January 2015
  • {{LSL Function |also_functions={{LSL DefineRow||[[llSetForceAndTorque]]|}}
    1 KB (147 words) - 23:52, 30 May 2023
  • {{LSL Function/de {{LSL DefineRow/de||[[llSetForce]]|Setzt die Kraft des Objekts}}
    1 KB (151 words) - 21:18, 16 February 2012
  • {{LSL Function/physical|avatar=*}} {{LSL Function/damping|tau}}
    3 KB (374 words) - 14:00, 22 January 2015
  • {{LSL DefineRow||[[llGetObjectMass_Test]]}}
    1 KB (95 words) - 05:00, 25 February 2016
  • {{LSL Constant |functions={{LSL DefineRow||[[llGetObjectDetails]]}}
    649 bytes (93 words) - 22:02, 22 August 2015
  • |also_events={{LSL DefineRow||[[not_at_target]]|}} {{LSL DefineRow||[[at_rot_target]]|}}
    2 KB (221 words) - 14:47, 4 February 2023
  • {{LSL DefineRow/de||[[llGetCenterOfMass]]||Gibt den Massenmittelpunkt eines Prims |cat1=Physics
    495 bytes (64 words) - 18:11, 9 August 2009
  • |also_events={{LSL DefineRow||[[at_target]]|}} {{LSL DefineRow||[[at_rot_target]]|}}
    2 KB (212 words) - 15:20, 21 February 2016
  • {{LSL DefineRow||{{LSLG/ja|llPassCollisions}}|}} {{LSL DefineRow||{{LSLG/ja|collision_start}}|}}
    3 KB (173 words) - 05:10, 25 February 2016
  • |also_functions={{LSL DefineRow||[[llSetHoverHeight/ja|llSetHoverHeight]]|llGroundRepel と同じ {{LSL DefineRow||[[llStopHover/ja|llStopHover]]|ホバリングを停止します
    2 KB (100 words) - 13:40, 25 February 2016
  • <lsl> </lsl>
    2 KB (214 words) - 02:00, 7 July 2011
  • |constants={{LSL Constants/Status/ja}}
    2 KB (132 words) - 13:46, 25 February 2016
  • {{Issues/SVC-2441}}{{LSL Function/physical/ja|avatar=*}}{{LSL Function/damping/ja|tau}}{{LSL_Function/ja |also_functions={{LSL DefineRow||{{LSLG/ja|llStopMoveToTarget}}}}
    3 KB (168 words) - 13:41, 25 February 2016
  • {{LSL DefineRow||{{LSLG/ja|llTargetRemove}}|位置目標を登録解除します} {{LSL DefineRow||{{LSLG/ja|llRotTarget}}|回転目標を登録します}}
    3 KB (195 words) - 13:47, 25 February 2016
  • {{LSL DefineRow|{{LSLG/ja|at_rot_target}}|{{LSLG/ja|not_at_rot_target}}|回転目
    3 KB (223 words) - 13:43, 25 February 2016
  • {{LSL DefineRow||[[llPassCollisions/fr|llPassCollisions]]|Permet de communiquer l {{LSL DefineRow||[[collision_start/fr|collision_start]]|Evènement : début de co
    1 KB (190 words) - 01:01, 20 September 2015
  • {{LSL DefineRow||{{LSLG/ja|llSetVelocity}}|}} |cat1=Physics
    715 bytes (69 words) - 07:08, 12 May 2012
  • |constants={{LSL Constants/Status/ru}} |examples=<lsl>default
    1 KB (88 words) - 07:10, 23 August 2012
  • {{LSL DefineRow||[[llGetObjectMass]]|Gets the object mass (in Lindograms)}} {{LSL DefineRow||[[llGetForce]]|Gets the objects force}}
    2 KB (270 words) - 11:39, 8 July 2022
  • {{LSL Function/ja |cat2=Physics
    1 KB (73 words) - 13:44, 25 February 2016
  • {{Multi-lang|LSL Portal}} {{LSL Header{{#var:lang}}}} __NOTOC__
    6 KB (585 words) - 10:53, 8 September 2009
  • |caveats=Scripted Vehicles can have a maximum Physics weight of 32.0 Above that the function will fail with a warning on the Debu |constants={{LSL Constants/Vehicle Types}}
    610 bytes (89 words) - 12:56, 22 January 2015
  • {{LSL DefineRow||[[llGroundRepel]]|}} {{LSL DefineRow||[[llSetHoverHeight]]|}}
    1 KB (131 words) - 12:42, 22 January 2015
  • {{Multi-lang|1=LSL_Portal|2=/ja}} {{LSL Header/ja}} __NOTOC__ == Second Life LSL ポータルへようこそ! ==
    7 KB (763 words) - 11:22, 8 October 2013
  • {{multi-lang|1=LSL Portal|2=/it}} {{LSL Header{{#var:lang}}}} __NOTOC__
    6 KB (817 words) - 13:01, 1 November 2009
  • {{LSL Header|ml=*}} __NOTOC__ == Запрошуємо на Second Life LSL портал! ==
    7 KB (740 words) - 09:08, 8 June 2013
  • {{LSL Header|ml=*}} __NOTOC__ == Запрошуємо на Second Life LSL портал! ==
    7 KB (740 words) - 09:34, 8 June 2013
  • {{LSL DefineRow/de||[[llGetGeometricCenter]]||Gibt den Geometrischen Mittelpunkt} |cat1=Physics
    676 bytes (89 words) - 18:07, 9 August 2009
  • |also_functions={{LSL DefineRow||{{LSLG/ja|llGroundRepel}}|llSetHoverHeight と同じですが、 {{LSL DefineRow||{{LSLG/ja|llStopHover}}|浮遊を停止します}}
    2 KB (134 words) - 13:44, 25 February 2016
  • {{LSL DefineRow||[[llGetAccel]]|}} {{LSL DefineRow||[[llGetOmega]]|}}
    2 KB (235 words) - 03:08, 22 January 2015
  • {{Multi-lang|LSL Portal|/ja}} {{LSL Header/ja|ml=*}}
    9 KB (889 words) - 10:54, 22 November 2023
  • * [[:Category:LSL Collision]] * [[Physics engine#Collision Geometry]]
    517 bytes (64 words) - 22:07, 5 January 2010
  • *If a damage enabled object hits a physics enabled object that one or more avatars are sitting on, damage will be dist llSetStatus(STATUS_PHYSICS, TRUE); // Enable physics to allow physical movement.
    2 KB (351 words) - 12:43, 13 October 2023
  • {{LSL Header|ml=*}} ...a community effort to provide an accurate & open documentation resource on LSL for scripters of all skill levels.
    7 KB (918 words) - 01:35, 3 May 2024
  • * Physics shape type (with un/linking, de/rez, duplication, etc.) (is this sufficient * [[Physics Cost test]]
    2 KB (356 words) - 22:22, 10 July 2014
  • {{LSL Header|ml=*}} __NOTOC__ == Benvinguts al Portal de Second Life LSL! ==
    7 KB (884 words) - 11:52, 25 June 2010
  • {{Multi-lang|1=LSL Portal|2=/zh-Hant}} {{LSL Header{{#var:lang}}}} __NOTOC__
    7 KB (643 words) - 22:28, 1 May 2011
  • {{Issues/SVC-1903}}{{LSL Function/damping/ja|damping}}{{LSL Function/strength/ja|strength}}{{LSL_Function/ja |cat1=Physics
    3 KB (130 words) - 13:41, 25 February 2016
  • {{LSL Function ** the object is dynamic (has [[STATUS_PHYSICS|physics enabled]]).
    4 KB (537 words) - 02:37, 27 September 2022
  • {{LSL Function/it |examples=<lsl>//Compie una rivoluzione sull'asse x una volta per secondo,
    2 KB (332 words) - 14:19, 31 January 2010
  • {{LSL Function |examples=<lsl>//rotates the x axis once per second,
    2 KB (312 words) - 20:04, 4 August 2009
  • {{LSL Header/pl}} __NOTOC__ == Witaj w Second Life LSL Portal! ==
    7 KB (883 words) - 05:08, 7 June 2011
  • ...}} ならば、 '''target''' の [[Viewer coordinate frames/ja#Local|ローカル]] 軸を使用し、 {{LSL Const/ja|FALSE|integer|0}} ならば、 [[Viewer coordinate frames/ja#Regio |cat1=Physics
    2 KB (144 words) - 13:42, 25 February 2016
  • |constants={{LSL Constants/Status/ru}} |examples=<lsl>default
    2 KB (111 words) - 01:06, 7 October 2012
  • {{LSL Function |inject-2={{LSL Function/rotation|rot|region=*}}
    3 KB (344 words) - 14:40, 22 January 2015
  • |constants={{LSL Constants/Status}} {{LSL DefineRow||[[llSetStatus]]|Sets the object status.}}
    1 KB (214 words) - 10:00, 24 September 2022
  • |spec=Time dilation is a method the server uses to cope with simulator lag. Physics and script generated lag can result in time dilation. Time dilation slows s {{LSL DefineRow||[[llGetRegionFPS]]|}}
    2 KB (230 words) - 02:48, 22 January 2015
  • |constants={{LSL Constants/Status}} {{LSL DefineRow||[[llGetStatus]]|Gets the object status.}}
    1 KB (206 words) - 04:21, 11 October 2016
  • |inject-2={{LSL Function/position|position|region=*}} {{LSL DefineRow||[[llTargetRemove]]|Cancel a target position}}
    3 KB (353 words) - 12:31, 22 January 2015
  • {{LSL Header{{#var:lang}}}} __NOTOC__ == ¡Bienvenido al Portal de LSL de Second Life! ==
    8 KB (1,012 words) - 21:57, 3 January 2011
  • {{LSL DefineRow||[[llGetObjectMass]]|Gets the object mass (in lindograms)}} {{LSL DefineRow||[[llGetForce]]|Gets the objects force}}
    3 KB (419 words) - 11:16, 4 September 2023
  • {{LSL Header/de}} == Willkommen im Second Life LSL Portal! ==
    9 KB (1,149 words) - 07:44, 27 March 2015
  • * [http://lslwiki.net/lslwiki/wakka.php?wakka=physics Physics related LSL on LSLwiki.net] * [http://lslwiki.net/lslwiki/wakka.php?wakka=vehicles Vehicle related LSL on LSLwiki.net]
    2 KB (266 words) - 14:38, 10 June 2011
  • {{LSL Function/ja |examples=<lsl>//X 軸の周りを 1 秒に 1 回回り、
    4 KB (154 words) - 10:13, 13 May 2012
  • {{LSL Header{{#var:lang}}}} __NOTOC__ == Bem vindo ao Portal LSL do Second Life! ==
    6 KB (841 words) - 18:33, 23 January 2012
  • |inject-2={{Issues/SVC-91}}{{Issues/SVC-3177}}{{LSL Function/avatar|id|sim=*}} ...d viewer controls. Use [[llGetAnimation]] to also detect running caused by physics.
    3 KB (386 words) - 09:03, 7 February 2024
  • ...(which we've already talked about a few times) and the ability to disable physics collisions on avatars sitting on a linkset, with many animations the sittin
    746 bytes (114 words) - 09:57, 14 January 2014
  • ...technical knowledge. This includes Building using prims, Scripting using LSL, and other activities such as creating clothing and textures, though perhap ...s up from the bottom (which might be both underground and underwater). In LSL, positions are usually stored in a data structure called a vector, and migh
    5 KB (857 words) - 21:02, 24 March 2012
  • |also_events={{LSL DefineRow||[[moving_end]]|}} |also_functions={{LSL DefineRow||[[llTarget]]|}}
    2 KB (269 words) - 01:18, 22 January 2015
  • |also_events={{LSL DefineRow||[[moving_start]]|}} |also_functions={{LSL DefineRow||[[llTarget]]|}}
    2 KB (278 words) - 01:19, 22 January 2015
  • <lsl> </lsl>
    2 KB (219 words) - 20:29, 7 May 2011
  • <lsl> </lsl>
    2 KB (206 words) - 06:48, 6 August 2009
  • {{LSL DefineRow||[[llApplyRotationalImpulse]]}} {{LSL DefineRow||[[llSetVelocity]]|}}
    2 KB (232 words) - 01:43, 23 December 2013
  • {{LSL Header/ru}}{{LSLC|||{{#var:lang}}}}{{LSLC|Types||{{#var:lang}}}} == Добро пожаловать в Second Life LSL портал! ==
    11 KB (911 words) - 15:21, 18 May 2015
  • {{LSL Function |inject-2={{Issues/SVC-1945}}{{LSL Function/position|pos|region=*|local=*}}
    3 KB (444 words) - 11:37, 13 July 2022
  • {{LSL Function ===Physics===
    6 KB (936 words) - 14:24, 18 April 2024
  • {{Otheruses4‎|primitives|[[LSL]] related information|:Category:LSL Prim}} ==Physics==
    5 KB (758 words) - 10:38, 4 September 2023
  • ===Physics Engine Overload And Level Of Detail (LOD)=== * The collision level of detail (LOD) of objects may change when the physics engine lags (this is controlled by the Runtime Collision Control System (RC
    5 KB (710 words) - 22:47, 14 August 2012
  • * '''[[Making Mesh Physics]]''' - Why and How. <h2 style="background-color: #dbe7e4;"> Physics [[File:InvIcon_Physics.png|20px|right|link=]] </h2>
    9 KB (1,317 words) - 10:56, 4 August 2014
  • {{LSL DefineRow||[[llGetPos]]|}} {{LSL DefineRow||[[llGetGeometricCenter]]|}}
    2 KB (317 words) - 01:44, 22 January 2015
  • {{#vardefine:omega_const|{{LSL Const|PRIM_OMEGA|integer|18|c=Used to {{GetSet|{{{1|}}}|get the object's ll }}{{LSL Constant
    4 KB (482 words) - 13:07, 10 November 2022
  • {{LSL DefineRow||[[llGetMass]]|Gets the current object mass.}} {{LSL DefineRow||[[llGetObjectMass_Test]]}}
    2 KB (249 words) - 10:40, 4 September 2023
  • {{LSL Function/fr |examples=Fait flotter un objet lentement (ex : un ballon rouge)<lsl>
    1 KB (171 words) - 04:39, 21 January 2011
  • {{#vardefine:omega_const|{{LSL Const/ja|PRIM_OMEGA|integer|18|c=Used to {{GetSet|{{{1|}}}|get the object's }}{{LSL Constant
    4 KB (494 words) - 01:15, 8 October 2023
  • {{LSL Function |func_desc=Sets the buoyancy of the task or object. Requires [[STATUS_PHYSICS|physics]] to be enabled.
    3 KB (378 words) - 18:40, 20 October 2023
  • {{LSL Function/damping|damping}} {{LSL Function/strength|strength}}
    3 KB (422 words) - 17:17, 26 March 2020
  • ...it gives me different prim count (land impact) .Also when uploading custom physics models sometimes the same model uploads well, other times the prim count wh # Will we see LSL functionality enriched to control normal and specular maps to match their r
    1 KB (197 words) - 11:58, 28 October 2013
  • {{LSL Header|ml=*}} ! scope="col" | Associated LSL
    9 KB (1,001 words) - 13:03, 14 July 2022
  • {{LSL DefineRow||[[llPassCollisions]]|}} {{LSL DefineRow||[[collision_start]]|}}
    3 KB (430 words) - 07:45, 20 November 2023
  • {{LSL DefineRow||[[llGetCenterOfMass]]|}} |cat1=Physics
    2 KB (211 words) - 07:10, 12 August 2023
  • |also_functions={{LSL DefineRow||{{LSLG/ja|llGetAgentSize}}|}} |cat1=Physics
    3 KB (165 words) - 13:35, 25 February 2016
  • ===={{LSL Param|status_code}}====
    15 KB (1,085 words) - 11:32, 22 November 2023
  • * [http://lslwiki.net/lslwiki/wakka.php?wakka=physics Physics related LSL on LSLwiki.net] * [http://lslwiki.net/lslwiki/wakka.php?wakka=vehicles Vehicle related LSL on LSLwiki.net]
    3 KB (436 words) - 18:11, 2 June 2015
  • |inject-2={{LSL Function/avatar|avatar|sim=*}} |func_footnote={{LSL Const|ZERO_VECTOR|vector|{{LSL VR|0.0|0.0|0.0}}}} is returned if {{LSLP|avatar}} is not in the region or i
    4 KB (632 words) - 15:11, 17 November 2022
  • ...the [[Viewer coordinate frames#Local|local]] axis of {{LSLP|target}}, if {{LSL Const|FALSE|integer|0}} uses the [[Viewer coordinate frames#Region|region]] |cat1=Physics
    2 KB (345 words) - 11:46, 15 August 2023
  • ** {{jira|SVC-7324}} Physics stalls every 20-30 seconds ** {{jira|SCR-225}} ERROR: Failed to set physics shape type
    4 KB (614 words) - 16:02, 8 December 2011
  • Joints were a component of the original Havok I physics engine but were implemented in a manner that resulted in a mess of sphagett ...ill possible to do what was possible with hinge joints but instead through LSL scripting. While joints allowed an object to be constrained along an arbitr
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  • <lsl>default //Anylyn Hax 15:02, 28 July 2007 (PDT)</lsl>
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  • {{LSL DefineRow||[[llApplyRotationalImpulse/ja|llApplyRotationalImpulse]]|}} {{LSL DefineRow||[[llSetForce/ja|llSetForce]]|持続的な力を設定します}}
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  • |inject-2={{LSL Function/uuid|target|object=*}} ...ect line of sight from the head of the character (center of the top of its physics bounding box) to the head of its pursuer and no direct path between the two
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  • {{LSL Header}} ...tomatically vanish. In particular, it sets the object to physical (so the physics engine will cause it to blow up in an aesthetically pleasing way), sets it
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  • |also_functions={{LSL DefineRow||[[llSetHoverHeight]]| Similar to llGroundRepel, but also pulls d |cat3=Physics
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  • llSetStatus(STATUS_PHYSICS, TRUE); // Make sure prim has physics enabled {{LSL DefineRow||[[llApplyRotationalImpulse]]|}}
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  • ...in the Second Life virtual world with other programming languages besides LSL. ...now, the simulator will check to see whether the script is ordinary LSL or LSL-for-Mono. It will automatically send the appropriate bytecode to the correc
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  • {{LSL Function/fr |examples=<lsl>//Rotation autour de X : 1 tour/seconde
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  • |also_functions={{LSL DefineRow||[[llGroundRepel]]| Same as llSetHoverHeight but does not hover a {{LSL DefineRow||[[llStopHover]]|To stop hovering}}
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  • {{LSL Function/damping|damping}} {{LSL Function/strength|strength}}
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  • Unlike with UUID-swapping, the physics engine is required only once to calculate the collision area for the sculpt {{!}}{{LSL Hex||1|chars=2}}
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  • *[[llCastRay]] will not detect prims having no physics shape ([[PRIM_PHYSICS_SHAPE_TYPE]] = [[PRIM_PHYSICS_SHAPE_NONE]]). ===={{LSL Param|status_code}}====
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  • ...ch is why they still have bounding boxes.|Phantom and VolumeDetect do have physics interactions, which is why they still have bounding boxes.}}), instead the |also_functions={{LSL DefineRow||[[llGetAgentSize]]|}}
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  • ...abstraction layer--a layer of code that would make it easier to do future physics engine migrations so that they don't take as much effort as this migration ...keep it going. One of these is the [[physics engine | Physics Engine]]. A physics engine is a specialized piece of software that does the "real world" calcul
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  • ** Enhanced physics metrics for use with the upcoming Havok release * New LSL Features
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  • * Enhanced physics metrics for use with the upcoming Havok release * New LSL Features
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  • * Create a Physical Avatar code layer which enables the addition of ragdoll physics and inverse kinematics to second life avatars ...variety of new tools for real-time gesturing, inverse kinematics, rag-doll physics, in-world animation building, and scripted animation.
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  • ** {{jira|SVC-5922}}: Physics unset on vehicles when seated avatars goes beyond the physical 'prim' limit ...''[http://wiki.secondlife.com/wiki/Havok_7_Beta_Home Havok 7]''': Upgraded physics engine
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  • * [http://lslwiki.net/lslwiki/wakka.php?wakka=physics Physics related LSL on LSLwiki.net] * [http://lslwiki.net/lslwiki/wakka.php?wakka=vehicles Vehicle related LSL on LSLwiki.net]
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  • {{LSL Function/Headless |inject-2={{Issues/SVC-2105}}{{LSL Function/link-face/ja|link}}{{LSL PrimitiveParam Categorize|Link}}
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  • ...thfinding-objects, any LSL calls to move an object or otherwise affect its physics shape will fail. In some cases, this may cause the script to permanently m
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  • ** {{jira|SVC-7324}} Physics stalls every 20-30 seconds ** {{jira|SCR-225}} ERROR: Failed to set physics shape type
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  • ...bject will be corrected to try to make the rigged display line up with the physics representation (correction is based on the bind shape matrix). This will ch * {{jira|MAINT-7931}} (other) Animesh - physics/BB scaling does not reflect visual scaling
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  • * Reason for rule - to make things simpler for the physics engine and the simulator code. * Reason for rule - limitation of the physics engine.
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  • ...bject will be corrected to try to make the rigged display line up with the physics representation (correction is based on the bind shape matrix). If the model * {{jira|MAINT-7931}} (other) Animesh - physics/BB scaling does not reflect visual scaling
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  • ### Physics ====LSL Inventory Tests (TBD) ====
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  • {{LSL Function/Headless |inject-2={{Issues/SVC-2105}}{{LSL Function/link-face|link}}{{LSL PrimitiveParam Categorize|Link}}
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  • Persons who wish to demonstrate competence in intermediate LSL scripting. # RGB definition of a color vector in LSL and how it is different from the editor window.
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  • {{LSL Header}} // Physics Library 0.2 //
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  • Animesh adds three new LSL methods that can be used to run or stop animations, or check which animatio ...ying an animation may be at some displacement from its "real" position for physics and scripting purposes. The skeleton is positioned relative to the original
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  • Persons who wish to demonstrate competence in advanced LSL scripting. ...should be aware of all the different ways that a prim can be altered using LSL. This includes all of the methods listed at the intermediate level. The per
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  • * {{jira|MAINT-7931}} (other) Animesh - physics/BB scaling does not reflect visual scaling * {{jira|SL-712}} [PV] Update wiki for new LSL functions
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  • |constants={{LSL Constants/KeyframedMotion/ja|set|table=*}}
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  • * {{jira|MAINT-7931}} (other) Animesh - physics/BB scaling does not reflect visual scaling * {{jira|SL-712}} [PV] Update wiki for new LSL functions
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  • [2015/02/19 15:10] Yuzuru (yuzuru.jewell): Is it the bug of LSL scripter? ...argithe: oh, and a question: when showing metadata, what does gray mean on physics shapes?
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  • Animesh adds three new LSL methods that can be used to run or stop animations, or check which animatio ...ying an animation may be at some displacement from its "real" position for physics and scripting purposes. The skeleton is positioned relative to the original
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  • ...ok4 y 1.20 del cliente. Estos datos se explican en detalle en [[Simulator Physics Statistics|Estadísticas Físicas del Simulador]] ''Physics FPS'' (Cuadros/segundo de la Fisica) - La frecuencia de cuadros con el cual
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  • * {{jira|SL-1271}} (other) Animesh - physics is not rotated while visual mesh is. * {{jira|SL-2712}} (other) Animesh - physics/BB scaling does not reflect visual scaling
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  • * {{jira|SL-1271}} (other) Animesh - physics is not rotated while visual mesh is. * {{jira|SL-2712}} (other) Animesh - physics/BB scaling does not reflect visual scaling
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  • ...Havok 2k10 Beta Home|Havok 2k10]]''' - A significant upgrade to the Havok physics engine. * '''[[LSL Portal]]''' - If you want to learn more about scripting, this is our foremo
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  • ...nd beyond the standard V2 features like multi attachments/tattoo layers/av physics, Media on a prim, shadow capability.. etc... * LSL Preprocessor
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  • ** {{jira|SVC-7324}} Physics stalls every 20-30 seconds ** {{jira|SCR-225}} ERROR: Failed to set physics shape type
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  • * [http://lslwiki.net/lslwiki/wakka.php?wakka=physics Physics related LSL on LSLwiki.net] * [http://lslwiki.net/lslwiki/wakka.php?wakka=vehicles Vehicle related LSL on LSLwiki.net]
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  • * {{jira|SVC-2310}} - Votes: 4 - Physics Object sinking - {{User|Jay Karlfeldt}} * {{jira|SVC-443}} - Votes: 4 - smooth texture animation using LSL does not work unless looping - {{User|anthony reisman}}
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  • * {{jira|SL-712}} [PV] Update wiki for new LSL functions * {{jira|SL-719}} [PV] Handle objects with physics
    5 KB (696 words) - 11:14, 7 March 2018
  • * {{jira|SL-712}} [PV] Update wiki for new LSL functions * {{jira|SL-719}} [PV] Handle objects with physics
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  • ...200><b>Qie Niangao</b><nowiki>: hmmm... now to decide whether to recompile LSL vehicle and attachment scripts to Mono.</nowiki></font> ...den</b><nowiki>: Kelly, I think last Friday we were talking about some new LSL low hanging fruit.</nowiki></font>
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  • {{LSL Header|ml=2}} While Second Life includes a physics engine, and LSL includes a number of functions for controlling the physical behavior of obj
    26 KB (4,209 words) - 17:24, 22 March 2018
  • * '''Havok/Physics fixes:''' * {{JIRA|SVC-1482}} : add SHA1 function to LSL ([[llSHA1String]])
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  • ...fill in some empty space I decided to try to make an optimization pass on LSL script operations...</nowiki></font> ...lor=#330026><b>Andrew Linden</b><nowiki>: I'm testing my work against some LSL benchmarks I found on the web</nowiki></font>
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  • ** Numerous crash fixes around mesh and physics subsystems ** Numerous crash fixes around mesh and physics subsystems
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  • * '''Havok/Physics fixes:''' * {{JIRA|SVC-1482}} : add SHA1 function to LSL ([[llSHA1String]])
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  • ...a velocità di frame del simulatore. Dovrebbe ora essere sempre uguale al ''physics frame rate'' -- 45.0 quando tutto sta funzionando al meglio. ''Physics FPS'' - La frequenza di frame alla quale il motore della fisica sta funzion
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  • ...en record. 1. Any roadmap for LSL control of materials? 2. Any roadmap for LSL control of projector parameters (texture/FOV/Focus/Ambiance)?</nowiki></fon ...up high on the list of things we'd like to do, particularly the materials LSL functions</nowiki></font>
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  • ...g this feature will put the affected region into a state with very limited physics. This is useful when trying to untangle performance issues or clear unwant ** Updated the Havok physics engine to version 2012.1
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  • A third way: A number of Residents have created in-world tools with LSL and web code - you can select a number of parameters or edit a array of nor ;Q. What will be the associated LSL functions and PrimitiveParams arguments?
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  • ...culation intensive ones.''' The Linden Scripting Language ( [[LSL Portal | LSL]] ) has not changed in any way<span class="TablePager_nav">[[#FAQ-Differenc == How LSL scripts work ==
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  • Physics FPS (FPS des physiques)- Le taux de frames auquel la machine physique tourn Script Perf (Performances des Scripts)- Nombre de codes LSL exécutés par seconde par le simulateur. Notez que c'est le nombre d'instr
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  • ** Numerous crash fixes around mesh and physics subsystems ** Numerous crash fixes around mesh and physics subsystems
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  • * [15:08] Monty Linden: But the vehicle physics could probably use some aggressive pushing. * [15:16] Kitto Flora: rolling balls are simple physics. The fin bug, when it was observed in H4 had nothing to do with what propel
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  • * {{jira|SL-712}} [PV] Update wiki for new LSL functions * {{jira|SL-719}} [PV] Handle objects with physics
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  • ...330026><b>Andrew Linden</b><nowiki>: (1) Too many objects to move within a physics frame</nowiki></font> [12:10] <font color=#330026><b>Andrew Linden</b><nowiki>: (2) Physics FPS is "critical" (I think < 15 fps)</nowiki></font>
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  • |constants={{LSL Constants/KeyframedMotion|set|table=*}} ...it keyframed objects will not receive the dynamics penalty and can have a physics weight of up to 64.
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  • ...or=#5800b2><b>Latif Khalifa</b><nowiki>: Andrew, I change all prims to non physics excapt one box, and I still get higer numbers.</nowiki></font> ...>: So you are telling me that having 22 colliding prims is cheaper for the physics engine than 1 colliding box?</nowiki></font>
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  • * New LSL function: integer [[llManageEstateAccess]](integer action, key id) ** Run any LSL benchmark -- it should run faster in the new code given a similar simstate
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  • ** Numerous crash fixes around mesh and physics subsystems ** Numerous crash fixes around mesh and physics subsystems
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  • * {{jira|SVC-1094}} - Votes: 7 - Physics Time much longer in H4 - {{User|Kitto Flora}} * {{jira|VWR-1933}} - Votes: 7 - "LSL compiler consumes stack too quickly (random ""Syntax Errors"" with long/com
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  • ...I do have a mesh here where SL never finishes calculating the high detail physics model...</nowiki></font> ...>Andrew Linden</b><nowiki>: uh... you don't want to upload the high detail physics body for that rock</nowiki></font>
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  • ...n</b><nowiki>: Andrew told me he had no progress to report on the viewer / LSL syntax work</nowiki></font> ...06] <font color=#00b5b5><b>Davido Chrome</b><nowiki>: Lorca, Nyx mentioned Physics changes. I have set up a simball court to test. what did he mean by that?</
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  • Physics FPS – A taxa de quadros no qual o sistema físico esta rodando. Isto deve Script Perf – Numero de codigos LSL sendo executados por segundo no simulador. Note que este é o numero ATUAL
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  • {{LSL Header|ml=*}} ...rge subset of LSL. Below are some of the more popular editors for use with LSL.
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  • ...><b>Stickman Ingmann</b><nowiki>: I had a question about script memory and LSL/Mono, Kelly. I'm pretty sure I'm right, I just want to double check before ...solutes for simplicity's sake. LSL reports 160KB used. This is correct, as LSL uses 16KB per script, regardless of how much it actually uses, right? Mono
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  • ...question regarding limiting the server RAM usage of a script - there's an LSL function for that, but I'd like to know how one can determine how much they ...nt color=#440044><b>Andrew Linden</b><nowiki>: My memory says that the old LSL scripts all had a fixed size no matter how simple or complext, but the MONO
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  • ...r, that is mostly internal changes but does include a minor update for the physics engine library</nowiki></font> [16:11] <font color=#b5005a><b>Tiberious Neruda</b><nowiki>: see, speaking of physics...</nowiki></font>
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  • ...wiki>: I don't have a firm date yet but we're getting closer to having the LSL materials functions ready to test out</nowiki></font> [12:04] <font color=#000f44><b>Simon Linden</b><nowiki>: The LSL is new parameters and lists for llSetPrimitiveParams() and the like</nowiki
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  • ...cia Nightfire</b><nowiki>: or it sounds liek mesh that isn't optimized for physics or is complex and sizing ramps up teh land impct</nowiki></font> ...r=#bb00c5><b>Lucia Nightfire</b><nowiki>: or curved prims using mismatched physics shapes</nowiki></font>
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  • ...ng:0 3px;"|ic, well, im glad you still keep a secret meeting for the worst LSL addicts ^^ |width=100% style=" padding:0 3px;"|Kelly, is the a hold on new lsl functions?
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  • [15:26] Lucia Nightfire: the physics engine's settings allow lite physics use to impact TD/FPS severely [15:34] Simon Linden: Do you mean the new AO LSL functions?
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  • ...<font color=#440044><b>Andrew Linden</b><nowiki>: I got some help with the LSL syntax highlighting from Ima Mechanique a week ago</nowiki></font> .../b><nowiki>: which I think included some text descriptions for the various LSL constants that I needed</nowiki></font>
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  • ...440044><b>Andrew Linden</b><nowiki>: BTW, I finally was able to update the LSL calls in the pathfinding viewer's tooltips</nowiki></font> ...ki>: Ima is working on a more advanced syntax hilight file for an external LSL editor</nowiki></font>
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  • * {{jira|SL-712}} [PV] Update wiki for new LSL functions * {{jira|SL-719}} [PV] Handle objects with physics
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  • * '''[[LSL Portal]]''' : How to script in SL! * '''[[Havok4]]''' : All you want to know about the new physics engine !
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  • ...=#808080><b>tehKellz (kelly.linden)</b><nowiki>: If anyone notices strange LSL behavior please don't hesitate to report it in SVC or SCR. We do triage tho ...font color=#b500b5><b>Leonel Iceghost</b><nowiki>: scripts always override physics</nowiki></font>
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  • * Render Metadata > Physics Shapes shows inconsistent information * Box is not moved up by LSL script at once
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  • * Render Metadata > Physics Shapes shows inconsistent information * Box is not moved up by LSL script at once
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  • ...mesh will be based on the filesize of the highest level of detail, or the physics cost, whichever is higher <br>[12:05] Falcon Linden: At least, for physics. But the basic formula is there, it's just going to amount to tweaking cons
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  • ...vous essayez d'en lier davantage, vous obtiendrez le message "Can't enable physics for objects with more than 32 primitives" ou "Object has too many primitiv Consultez le [[LSL Portal/fr|LSL Portal]] pour des informations sur les limites inhérentes aux scripts.
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  • ...00f44><b>Simon Linden</b><nowiki>: You should be trying to bribe Kelly for LSL language changes :)</nowiki></font> ...0f44><b>Simon Linden</b><nowiki>: It definitely seems to be related to the physics performance</nowiki></font>
    34 KB (5,442 words) - 17:22, 20 April 2012
  • * [15:12] Maestro Linden: I believe llCastRay() is the only LSL wiki page that needs the awrning * [15:34] Maestro Linden: so, this region has some performance tweaks for LSL scripts
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  • ...>xstorm Radek</b><nowiki>: im to ask about what will happen to all the old LSL scripts</nowiki></font> ...7] <font color=#330026><b>Andrew Linden</b><nowiki>: what do you mean "old LSL scripts"?</nowiki></font>
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  • * [http://lslwiki.net/lslwiki/wakka.php?wakka=physics Physics related LSL on LSLwiki.net] * [http://lslwiki.net/lslwiki/wakka.php?wakka=vehicles Vehicle related LSL on LSLwiki.net]
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  • [2014/02/13 15:22] VoidPointer Linden: butt physics ftw [2014/02/13 15:23] Whirly Fizzle: Belly physics don't work with fitmesh though. Boobies work
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  • ...6><b>Andrew Linden</b><nowiki>: So if any of you are interested in running LSL benchmarks there I'd be interested to hear about the results.</nowiki></fon ...w Linden</b><nowiki>: I expect to see slight improvements in both Mono and LSL</nowiki></font>
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  • ...Auslastung, sondern der Simulator verbringt mehr oder weniger Zeit damit, LSL-Skripte für jeden Frame auszuführen. Das heißt konkret, dass bei einer g :* '''Physics FPS''' ('''Physik-FPS''') – Die Bildwiederholrate, mit der die Physik-Eng
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  • ...ife.com/t5/English-Knowledge-Base/Enhanced-Avatar-Physics/ta-p/798525 Body physics wearables] * Mono Beta, [[LSL Touch Position]]
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  • ** {{jira|SVC-7324}} Physics stalls every 20-30 seconds ** {{jira|SCR-225}} ERROR: Failed to set physics shape type
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  • [2013/09/26 15:16] Maestro Linden: There are several miscellaneous LSL bugfixes in this release, [2013/09/26 15:27] xstorm Radek: only real problem I now find is physics do to scripts
    33 KB (4,305 words) - 18:34, 26 September 2013
  • ...0b2b2><b>Latif Khalifa</b><nowiki>: So you decided not to ship the physics lsl bug with it?</nowiki></font> ...21] <font color=#000c33><b>Simon Linden</b><nowiki>: We watch some memory (physics usage) and react if they start to bloat</nowiki></font>
    39 KB (5,958 words) - 17:49, 27 September 2011
  • ...could we get articles on the SL community blogs that highlight all the new LSL functions? It would be great if they had publicity</nowiki></font> ...could we get articles on the SL community blogs that highlight all the new LSL functions? It would be great if they had publicity</nowiki></font>
    52 KB (8,174 words) - 11:12, 25 January 2012
  • * [http://lslwiki.net/lslwiki/wakka.php?wakka=physics Physics related LSL on LSLwiki.net] * [http://lslwiki.net/lslwiki/wakka.php?wakka=vehicles Vehicle related LSL on LSLwiki.net]
    10 KB (1,690 words) - 17:04, 24 January 2012
  • ...Simon Linden</b><nowiki>: It's still pretty easy to cause a lag event with physics, but much, much harder to really crash a sim</nowiki></font> ...color=#b5005a><b>Vincent Nacon</b><nowiki>: but to be honest... I'd like a LSL function to return objects (under same estate ownership)</nowiki></font>
    59 KB (9,375 words) - 16:19, 4 April 2012
  • ...color=#c50076><b>Levio Serenity</b><nowiki>: why cant root prims be set to physics none? to take objects 100% of havok</nowiki></font> ...>: (as there's fixes in place for prims when links are broken to reset the physics shape, I'd imagine if the avatar is anything like a prim, it would likely w
    47 KB (7,315 words) - 08:56, 19 June 2013
  • ...are quite a few out there. And is this just Mono improvements, or Mono and LSL both?</nowiki></font> [16:24] <font color=#190033><b>Kelly Linden</b><nowiki>: You can get it via LSL.</nowiki></font>
    56 KB (8,739 words) - 17:51, 26 August 2011
  • * スクリプトに関する特定の制約は、'''[[LSL Portal/ja|LSL ポータル]]''' のそれぞれの関数のページを見てください
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