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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
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  • 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
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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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  • ...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
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  • * '''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>
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  • * [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
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  • ...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>
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  • ...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>
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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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  • ...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>
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  • ...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
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  • ...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>
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  • * 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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  • [12:02] <font color=#00b258><b>Liisa Runo</b><nowiki>: Kelly always give new LSL functions when someone has BD</nowiki></font> ...30026><b>Andrew Linden</b><nowiki>: but what about those objects that have physics costs below PE=32 when static... but go over when dynamic?</nowiki></font>
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  • ** Si intenta enlazar más, recibirá un aviso de "Can't enable physics for objects with more than 32 primitives" (No se puede permitir objetos fí ...ficos en el trabajo con scripts, busque en el [[LSL Portal/es|Portal sobre LSL]].
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  • 2. mixing physics and pathfinding (for instance using llApplyImpulse with a pathfinding chara ...and doesn't go into detail about individual functions - see [[Pathfinding LSL Functions]] for more details.
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  • ...ally only cares wether or not the new sekrit features are scripting and/or physics related. * [15:41] [[User:Donlad Avro|Donlad Avro]]: wants updated vehicle physics :-(
    43 KB (6,135 words) - 08:58, 24 May 2010
  • On 1 April 2008, the Havok version 1 physics engine in SL was updated to Havok 4 gridwide. Changes in Havok itself, its * [http://lslwiki.net/lslwiki/wakka.php?wakka=physics Physics related LSL on LSLwiki.net]
    15 KB (2,285 words) - 03:54, 11 May 2015
  • ...on Linden</b><nowiki>: Also happy to see that there don't appear to be any physics bugs introduced by the Havok 2011.2 upgrade. W00t!</nowiki></font> ...en</b><nowiki>: Leonel: not likely, it's intended for interacting with the physics system</nowiki></font>
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  • [12:07] <font color=#440044><b>Andrew Linden</b><nowiki>: the physics engine "resolve interpenetrating objects" collision logic would kick in and ...t color=#004fc5><b>ANSI Soderstrom</b><nowiki>: i want to say : BUG ! some LSL-Events are nt fired (or put in queue) while a script is in a loop</nowiki><
    36 KB (5,570 words) - 09:11, 14 October 2013
  • ...m code hasn't been out very long, and there's a bug with the new animation LSL functions which needs to be fixed.</nowiki></font> ...ng Prim physics type. This tan circle here is a single phantom prim with a Physics weight of 560. (I have one over 1800, but there aren't that many prims avai
    48 KB (7,486 words) - 15:50, 9 April 2013
  • ** Anyone using the new LSL for tools? ...{{jira|SCR-115}} State changes considerably slower under Mono-LSL than LSO-LSL
    34 KB (5,006 words) - 14:31, 3 November 2011
  • ||車両の物理量 Physics weight for a vehicle
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  • # Will avatar physics interact with rigged meshes, or will it be completely separate? - Draconis ...eurocam (draconis.neurocam): how is mesh going to work with the new avatar physics stuff, or will it just work under it for mesh clothes?
    31 KB (4,073 words) - 11:54, 4 April 2011
  • ...7] <font color=#5a00b5><b>Liisa Runo</b><nowiki>: untill then, we want new LSL functions to keep us intrested</nowiki></font> ...st give us some stuff we desperately need, like the ability to return with LSL</nowiki></font>
    28 KB (4,527 words) - 16:11, 9 January 2012
  • ...7] <font color=#5a00b5><b>Liisa Runo</b><nowiki>: untill then, we want new LSL functions to keep us intrested</nowiki></font> ...st give us some stuff we desperately need, like the ability to return with LSL</nowiki></font>
    28 KB (4,527 words) - 10:52, 10 January 2012
  • ...rew Linden</b><nowiki>: (1) I'm still working (on the side) on getting the LSL syntax updated.</nowiki></font> ...15] <font color=#b500b5><b>xstorm Radek</b><nowiki>: when do you think the LSL will be updated ?</nowiki></font>
    62 KB (9,788 words) - 08:16, 12 March 2012
  • [16:03] <font color=#005ab5><b>Moundsa Mayo</b><nowiki>: Physics, vehicles, LSL equivalency</nowiki></font> [16:05] <font color=#005ab5><b>Moundsa Mayo</b><nowiki>: And some long-time LSL functionality is not there, and may never be, since indivduals decide what
    55 KB (8,889 words) - 17:24, 20 April 2012
  • [16:20] <font color=#b50000><b>Ima Mechanique</b><nowiki>: cpa for sending LSL highlighting info :-)</nowiki></font> [16:21] <font color=#b50000><b>Ima Mechanique</b><nowiki>: cap for sending LSL highlighting file ;-)</nowiki></font>
    49 KB (7,770 words) - 17:50, 4 May 2012
  • * Added three new LSL functions: ...tems cannot use the [[llTeleportAgent]] or [[llTeleportAgentGlobalCoords]] LSL functions.
    36 KB (5,208 words) - 16:30, 26 July 2012
  • .../26 15:23] Lucia Nightfire: theres several exploits with physics and temp physics these days, esp coalesced, not to mention the separate rez threshold which ...:48] Lucia Nightfire: for land impact even though they're not used by the physics engine
    19 KB (2,590 words) - 17:03, 26 February 2015
  • ...day we're doing some code cleanup between the simulator code and the havok physics engine.</nowiki></font> [16:18] <font color=#00b2b2><b>Rex Cronon</b><nowiki>: can we put lsl in trees?</nowiki></font>
    48 KB (7,447 words) - 17:27, 7 October 2011
  • * New LSL function integer [[llSetRegionPos]](vector position) *:* Returns 0 and does not move the object if the object is dynamic (has physics enabled).
    23 KB (3,401 words) - 17:13, 12 January 2012
  • [2014/01/09 15:09] Maestro Linden: and the other new feature is a set of new LSL functions to uniformly scale an object [2014/01/09 15:14] Maestro Linden: 2) store a list of 'current' LSL syntax on the simulator, and let the viewer download the syntax definition.
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  • ...4] <font color=#330026><b>Andrew Linden</b><nowiki>: this is caused by the physics engine which can return collision info for the "hidden" faces where the pri ...s strictly for vehicles, but Falcon's H7 fix might also affect non-vehicle physics, right?</nowiki></font>
    47 KB (7,270 words) - 20:47, 12 April 2011
  • ** The performance improvement will be most notable with LSL functions that access object properties * [15:05] Maestro Linden: it has Andrew's LSL speed tweaks
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  • ** New LSL functions for uniformly scaling linksets ** Preliminary support for the viewer fetching the LSL syntax rules from the simulator, for up-to-date syntax highlighting in the
    30 KB (4,123 words) - 12:08, 17 January 2014
  • ...our yesterday and implemented a mini-feature I've always wanted -- pasting LSL function signatures in the script editor</nowiki></font> ...r=#000f44><b>Simon Linden</b><nowiki>: It works like this ... type out the LSL function you want, double click it, wait for the tooltip, press tab, and yo
    41 KB (6,500 words) - 17:54, 17 July 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]
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  • *** LSL Changes * [15:11] [[User:Oskar Linden|Oskar Linden]]: so basically just test your physics stuff
    52 KB (7,345 words) - 17:12, 13 May 2010
  • * [15:19] Rex Cronon: for some of them there micght be even lsl solutiions:) * [15:49] Theresa Tennyson: My motorcycle has a physics weight of something like 358. It can't get much worse.
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  • ==How to make creating LSL scripts easier== This article is about tools you can use to make creating LSL scripts easier. It tries to explain how to combine and how to use them for
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  • ...ious Neruda</b><nowiki>: but this brings me to a question I have regarding physics in the new server version (yep, again). I'm REALLY happy you guys got the a ...or=#440044><b>Andrew Linden</b><nowiki>: And we expected (hoped?) that the physics performance wouldn't drop much.</nowiki></font>
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  • ...d changes to object inventory management, and llTakeControls() behavior in LSL ...ch was - yes arton - about a type of griefer object which crashed sims via physics
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  • ...1] <font color=#00b2b2><b>Leonel Iceghost</b><nowiki>: why not just use a "physics time".. that way there couldn't be a way to overuse sim resourses as well</ [16:12] <font color=#000c33><b>Simon Linden</b><nowiki>: We don't know a 'physics time' for a single object, and it would vary widely based on what's going o
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  • ...iberious Neruda</b><nowiki>: it just says "Cleanup of controls-grabbing in LSL scripts (no functional changes)"</nowiki></font> ...er need to reattach an object after saving or resetting a script that uses physics on me... that's welcome :3</nowiki></font>
    45 KB (7,071 words) - 19:15, 17 December 2013
  • ...hiano</b><nowiki>: ya... but I don't think that we will ever see arrays in LSL - maybe someday if C# project resurected or some other real programming lan ...rrays (of any dimension) and multi-demensional lists are unlikely to grace LSL.</nowiki></font>
    68 KB (10,446 words) - 19:20, 30 August 2011
  • ...i>: the hope is to make mono scripts perform as well or better than legacy LSL scripts</nowiki></font> ...to identify and eliminate all reaons why anyone would choose to use legacy LSL rather than mono</nowiki></font>
    51 KB (7,838 words) - 09:05, 21 March 2011
  • ...iano</b><nowiki>: ya Rex! I have allways wanted to write file manager with LSL :P</nowiki></font> [12:32] <font color=#000c33><b>Simon Linden</b><nowiki>: For the physics model, for one</nowiki></font>
    47 KB (7,243 words) - 15:13, 27 October 2011
  • [16:30] <font color=#b55a00><b>TankMaster Finesmith</b><nowiki>: theres a physics stub</nowiki></font> ...you're seeing is that the script engine is running asynchronously with the physics engine</nowiki></font>
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  • *** Add llSetVelocity() and llSetAngularVelocity() functions to LSL *** Fix to prevent LSL scripts from using non-finite numbers in physical functions.
    45 KB (6,485 words) - 16:38, 4 August 2011
  • # Presently, decomposing physics shape with multiple objects greys out upload button and prevents upload. Is ...consistent between rezzes. Some meshes default to Convex Hull (even with a physics shape) when spawned by an object.
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  • [12:43] <font color=#b25800><b>Rex Cronon</b><nowiki>: lsl still can detect them</nowiki></font> [12:43] <font color=#190033><b>Oskar Linden</b><nowiki>: LSL can</nowiki></font>
    57 KB (8,706 words) - 09:26, 10 March 2011
  • ...n't been able to get to the encroachment return stuff for mainland, or the LSL syntax update (although this last one is something I'm doing for the pathfi ...color=#440044><b>Andrew Linden</b><nowiki>: which is adding a bunch of new LSL calls)</nowiki></font>
    49 KB (7,633 words) - 08:17, 12 March 2012
  • ...ted llScaleByFactor() for uniform scaling of an entire linked set with one LSL call</nowiki></font> ...4><b>Andrew Linden</b><nowiki>: in fact, I think I updated the server-side LSL syntax file so that Oz's server-side-syntax stuff will work</nowiki></font>
    51 KB (8,002 words) - 17:34, 17 December 2013
  • [https://jira.secondlife.com/browse/STORM-959 STORM-959] LSL multiline comments | Jenova, that relates to Avatar Physics
    43 KB (6,219 words) - 10:28, 16 May 2011
  • ...json feature set was born from a desire to control / spawn viewer UI from LSL. I don't think progress has been made on that front however.</nowiki></font ...ont color=#004fc5><b>Ima Mechanique</b><nowiki>: those are the values that LSL engine uses</nowiki></font>
    34 KB (5,343 words) - 11:00, 22 January 2014
  • ...but some of the script errors are incorrect. They might say, "can't enable physics on this object becuase the resource costs are too high"</nowiki></font> ...ing the Unix concept of errno, where that are an (extensable) set of known lsl errors with an integer value, and an associated text? This would allow an e
    38 KB (5,943 words) - 10:42, 12 April 2012
  • ...ghosted prims are prims that get removed from simulation, but not from the physics engine, so you end up bumping into invisible walls. ...o Linden|Maestro Linden]]: there are some connectivity issues between the LSL scripts in certain homes and the control panel in the website
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  • **'''Recompile Scripts (LSL)''' also called LSO. ...l - Level of Detail|Level of Detail]], [[Viewerhelp:Upload Model - Physics|Physics]], [[Viewerhelp:Upload Model - Modifiers|Modifiers]]
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  • * Improved performance for the following functions in LSL scripts compiled to Mono: ** Fixed 1 simulator crash related to the physics engine
    55 KB (8,044 words) - 17:27, 16 February 2012
  • ...Linden:</font></b> data/script-based generation of a vector to throw into physics engine (rather than a constant) ...</b> Would the avatar hitbox rotating be considered some kind of decoupled physics for it?
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  • ...lease let us know via [http://jira.secondlife.com jira] if you see any new physics related issues. ...Mechanique: kelly, did you find out if the transaction id is available for LSL?
    30 KB (4,398 words) - 16:05, 3 November 2011
  • [09:13] <font color=#b5005a><b>Liisa Runo</b><nowiki>: also the new LSL stuff is awesome. Even my most negative friend was stunned and jumped in jo ...nt color=#808080><b>tehKellz (kelly.linden)</b><nowiki>: We are asking the physics engine to do something it really doesn't want to do</nowiki></font>
    32 KB (4,801 words) - 10:56, 10 January 2012
  • ...on't have much maintenance news myself. I haven't been able to work on the LSL syntax info as a service download, or some of the other maintenance issues [12:46] <font color=#440044><b>Andrew Linden</b><nowiki>: (1) Sometimes the physics engine computes collisions with moving objects and the "hidden" faces betwe
    32 KB (5,007 words) - 17:28, 12 July 2012
  • ...es issues and inhibits smaller scale builds when smaller and more accurate physics are required. Sheena Kamala |width=100% style="padding:0 6px;"|for example on the LSL wiki, people may well contribute more information in comments that they use
    137 KB (17,529 words) - 11:15, 22 October 2012
  • [16:00] <font color=#b200b2><b>Acheron Gloom</b><nowiki>: Why not physics?</nowiki></font> [16:00] <font color=#b200b2><b>Acheron Gloom</b><nowiki>: Physics are cool D:</nowiki></font>
    55 KB (8,486 words) - 06:35, 13 August 2011
  • * [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]
    14 KB (2,270 words) - 12:07, 10 May 2012
  • ...e a "convex hull" shape... does it still use the implicit Box shape in the physics engine?</nowiki></font> ...Oh yeah I just remembered... I did make a little progress on updating the LSL syntax and tooltips. Not done yet, but I'm going to try to update some proj
    51 KB (8,022 words) - 17:35, 16 March 2012
  • ...ng chat for wiki rings a bell ... could do well with something that parses LSL for web pages (html)</nowiki></font> ...nt color=#00b2b2><b>NullBit String</b><nowiki>: i suppose ibm switched off physics and spread the load across several machines</nowiki></font>
    73 KB (11,418 words) - 09:28, 10 March 2011
  • ...nging child prim positions or shapes are some of the most expensive things LSL can do.</nowiki></font> ...lor=#b5005a><b>Leonel Iceghost</b><nowiki>: also any shape change lags the physics</nowiki></font>
    40 KB (6,086 words) - 10:58, 10 January 2012
  • ...ghtfire</b><nowiki>: and I mean set pos or set rot, not anything requiring physics or sitting</nowiki></font> [12:15] <font color=#00a7c5><b>Qie Niangao</b><nowiki>: well, yeah, physics would be ugly anyway, but the thing about sitting is that it *locks* the po
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  • ...bothered to figure out what it is doing - just less reliable than classic LSL ...ty|Moon Metty]]: Latif, only is the user defined function doesn't contain lsl calls
    36 KB (5,169 words) - 14:36, 13 October 2009
  • [12:24] <font color=#004fc5><b>Lares Carter</b><nowiki>: The physics shape type for mesh objects gets changed from Prim to Convex and doesn't ch ...t color=#004fc5><b>Lares Carter</b><nowiki>: I tried forcing an update via LSL, but the only way to fix it seems to be a right-click.</nowiki></font>
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  • * [15:09] [[User:Maestro Linden|Maestro Linden]]: We have some good LSL script crashers ...den]]: With the current version of the simulator on aditi, 1.38.0.202539, LSL permissions in attachments and seats are revoked immediately, which leads t
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  • [12:18] <font color=#440044><b>Andrew Linden</b><nowiki>: An LSL script that wanted to use map tile assets has no easy way to discover the r ...440044><b>Andrew Linden</b><nowiki>: the name2key issue... that relates to LSL key discovery?</nowiki></font>
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  • ** New LSL functions for uniformly scaling linksets ** Preliminary support for the viewer fetching the LSL syntax rules from the simulator, for up-to-date syntax highlighting in the
    42 KB (5,746 words) - 10:28, 9 January 2014
  • ...en</b><nowiki>: I believe that chart is showing sim FPS, as measured by an LSL script.</nowiki></font> ...do Chrome</b><nowiki>: No collisions should help a lot too. Would give the physics engine a whole lot less to do.</nowiki></font>
    41 KB (6,699 words) - 18:58, 9 November 2012
  • <font color=#0000b5><nowiki>[#SCR-225] ERROR: Failed to set physics shape type</nowiki></font> ...t Nacon</b><nowiki>: was wondering if it's ever possible to improve sounds LSL function options?</nowiki></font>
    28 KB (4,133 words) - 10:58, 10 January 2012
  • ...a problem occuring when it comes up and tries to get the region running - physics is being overloaded. There's a fix for this in the pipeline</nowiki></font> [12:32] <font color=#7fc500><b>Kitto Flora</b><nowiki>: Wow - Physics overload??? Theres almost nothing physical there</nowiki></font>
    54 KB (8,709 words) - 09:45, 6 February 2013
  • ...en</b><nowiki>: We were just going over the release notes, I mentioned the LSL changes in BlueSteel</nowiki></font> ...>Andrew Linden</b><nowiki>: Kallista, encroachment is determined using the physics engine</nowiki></font>
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  • ** New LSL functions for uniformly scaling linksets ** Preliminary support for the viewer fetching the LSL syntax rules from the simulator, for up-to-date syntax highlighting in the
    46 KB (6,285 words) - 10:24, 9 January 2014
  • ...con Linden]]: Anyone who calls me for any question that isn't confirmably physics-related will be blocked from IMing me and summarily executed...errr... :P ...th can rezz 2048 cubes and set them all physical, does that count as being physics inclined?
    57 KB (8,401 words) - 18:09, 7 October 2010
  • * New LSL function integer [[llSetRegionPos]](vector position) *:* Returns 0 and does not move the object if the object is dynamic (has physics enabled).
    24 KB (3,478 words) - 17:17, 2 February 2012
  • [12:03] <font color=#5a00b5><b>Flip Idlemind</b><nowiki>: Thanks to my LSL Preprocessor I only have to change one line to switch from sensors + viewer ...wiki>: Maestro never mentioned it? I'd thought Andrew would hear about any physics problems.</nowiki></font>
    51 KB (7,930 words) - 16:28, 24 April 2012
  • ...<b>Andrew Linden</b><nowiki>: I don't know of anything that changed in the physics engine lately (maybe Simon or Kelly do) but maybe the bullets broke after t [12:50] <font color=#440044><b>Andrew Linden</b><nowiki>: the physics engine performs triangle-vs-othershape algorithms once it knows which shape
    33 KB (5,308 words) - 09:43, 6 February 2013
  • ** {{jira|SVC-7324}} Physics stalls every 20-30 seconds ** {{jira|SCR-225}} ERROR: Failed to set physics shape type
    33 KB (4,946 words) - 17:03, 8 December 2011
  • * New LSL function integer [[llSetRegionPos]](vector position) *:* Returns 0 and does not move the object if the object is dynamic (has physics enabled).
    26 KB (3,865 words) - 17:18, 2 February 2012
  • [2013/09/12 15:08] Maestro Linden: which has a handful of LSL fixes [2013/09/12 15:15] Nalates Urriah: Do we have the options in the LSL functions to make the things?
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  • * [15:26] Falcon Linden: I've been playing around with a new LSL method: llSetKeyframedAnimation() ...ts except that it must use the new prim equivalency system and be under 64 physics weight :)
    40 KB (5,855 words) - 17:32, 15 September 2011
  • ...found a specific area thats not very well illuminated, thats regarding the lsl constant PRIM_PHYSICS_SHAPE_TYPE |width=100% style="padding:0 6px;"|Where is the LSL wiki page for it? I can take a look.
    121 KB (15,238 words) - 14:02, 27 October 2011
  • ...=#330026><b>Andrew Linden</b><nowiki>: In particular crashing a region via physics.</nowiki></font> ...ummere Mayo</b><nowiki>: though i could see if soemthign was acting on the physics of an agent of the avatar that changes in it could do it in</nowiki></font>
    45 KB (6,982 words) - 09:20, 10 March 2011
  • ...[[User:ATechwolf Foxclaw|ATechwolf Foxclaw]]: I was looking over the new LSL fuctions earler today and notic esome of them use link set child prim numbe ...er:ATechwolf Foxclaw|ATechwolf Foxclaw]]: So when I reading up on the new LSL FAST stuff, I wanted to make sure that order never changed due one major pr
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  • |width=100% style="padding:0 6px;"|and maybe new convenience constants for lsl |width=100% style="padding:0 6px;"|i think we need some user LSL... that manages number of NPCs... based on available spare time..
    154 KB (19,285 words) - 19:15, 16 May 2012
  • ...t color=#000f44><b>Simon Linden</b><nowiki>: Vehicle motors are run by the physics engine, and we haven't done much there. Andrew was working on the interest ...that the simulator is running each frame with all the other AVs, scripts, physics, rezzing and so on</nowiki></font>
    37 KB (5,915 words) - 16:22, 6 August 2013
  • | It would be nice if you could have access to the morphs through LSL. ...able proposal at all, Asha, would have to have a plan for how it ties into LSL.
    116 KB (17,286 words) - 17:30, 10 July 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]
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  • {{#vardefine: new_lsl|{{#ifexist: User:New LSL|[[User:New LSL|New LSL]]|New LSL}}}} |width=100% style=" padding:0 3px;"|LSL i hope will soon no longer be used
    119 KB (14,625 words) - 09:11, 9 June 2010
  • ...If the physics is the highest contributor, that can be fixed with a custom physics mesh. What, specifically, should we be looking to do to our model that eff |width=100% style="padding:0 6px;"|5. Physics shape:
    89 KB (11,466 words) - 13:15, 26 November 2012
  • ...ll, it would be great to get some sort of database like storage system for LSL, it could work like Object DNS as well.</nowiki></font> ...100><b>Honza Noyes</b><nowiki>: So maybe something like that embedded into LSL would be nice.</nowiki></font>
    50 KB (8,186 words) - 13:23, 4 June 2013
  • ...nden (maestro.linden): In terms of upcoming changes, it's very likely that LSL support for materials will enter RC next week ...4/06/19 15:34] Mæstro Linden (maestro.linden): Hm, there haven't been any physics changes that would've caused that in quite a while
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  • |width=100% style="padding:0 6px;"|as in, if my LSL script tries to change the shape of a navmeshy object, it'll still fail |width=100% style="padding:0 6px;"|theblack: low resolution? It uses the physics shape exactly
    90 KB (11,341 words) - 12:05, 13 June 2012
  • ...8] [[User:Sigma Avro|Sigma Avro]]: have control on physics. Someone asked physics buffer to record data * [15:51] [[User:Maestro Linden|Maestro Linden]]: an LSL interface would be interesting
    30 KB (4,376 words) - 18:06, 24 September 2010
  • ...i have just looke dthe jira, and not played with it, and i dont play with physics much anyway, ...er:Falcon Linden|Falcon Linden]]: All right, folks, if there are no other physics questions, I'm going to get going. I'm working on an awesome new feature.
    42 KB (6,144 words) - 13:49, 8 July 2010
  • ...8] <font color=#440044><b>Andrew Linden</b><nowiki>: did it feel like real physics bouncing with lots of tumbling fidelity and updates? or did it feel like r [12:19] <font color=#0900c5><b>Davido Chrome</b><nowiki>: Real physics bouncing.</nowiki></font>
    45 KB (6,965 words) - 09:15, 14 October 2013
  • ...color=#c5001d><b>Mona Eberhardt</b><nowiki>: How're things proceeding with LSL control of materials?</nowiki></font> [12:06] <font color=#000f44><b>Simon Linden</b><nowiki>: The LSL materials functions are in RC, Mona</nowiki></font>
    43 KB (6,611 words) - 14:26, 1 July 2014
  • ...looking at 0 Prim Temp Rezzers they are not good for the health of a sims physics at all ...ser:Oskar Linden|Oskar Linden]]: xstorm is not good for the health of sim physics :-)
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  • * New LSL function integer [[llSetRegionPos]](vector position) *:* Returns 0 and does not move the object if the object is dynamic (has physics enabled).
    28 KB (4,160 words) - 18:56, 21 January 2012
  • ** New LSL functions for uniformly scaling linksets ** Preliminary support for the viewer fetching the LSL syntax rules from the simulator, for up-to-date syntax highlighting in the
    49 KB (6,857 words) - 10:28, 9 January 2014
  • ** {{jira|SVC-8000}}: Noticed 06-14-12 on LeTigre server in Cleary. LSL function [[llGetWallclock]]() displays number of seconds since Zulu (GMT) m * [15:15] Ov Dos Hat New!: CryEngine 3 - Soft Body Physics
    34 KB (4,924 words) - 16:13, 28 June 2012
  • ...r been thoughts of supporting FIPA-ACL and KQML for bots? Perhaps bridging LSL with these two languages?</nowiki></font> ...ll' - what is the bug? What is it doing wrong, is it doing things wrong in LSL or PHP?</nowiki></font>
    69 KB (11,030 words) - 13:35, 2 July 2013
  • |width=100% style=" padding:0 3px;"|untill then, we want new LSL functions to keep us intrested ...st give us some stuff we desperately need, like the ability to return with LSL
    70 KB (8,795 words) - 09:24, 25 March 2011
  • ...ce:normal;"|Although it would complicate things, especially with regard to physics and collision | style="white-space:normal;"|Physics can certainly be assisted client side (and it should be, as clients have th
    66 KB (8,691 words) - 18:53, 3 December 2009
  • ...want to point you people to BUG-772; basically, this weekend I experienced physics memory getting full (after extensive and repeating terraforming and region ...want to point you people to BUG-772; basically, this weekend I experienced physics memory getting full (after extensive and repeating terraforming and region
    41 KB (6,485 words) - 16:51, 15 October 2013
  • ...{{jira|SCR-115}} State changes considerably slower under Mono-LSL than LSO-LSL * [15:19] Gooden Uggla: list it under "physics"
    38 KB (5,579 words) - 16:57, 14 October 2011
  • [16:09] <font color=#b50000><b>Ima Mechanique</b><nowiki>: how final are the LSL functions for that?</nowiki></font> [16:09] <font color=#440044><b>Andrew Linden</b><nowiki>: Ima, those LSL functions are not necessarily final -- we can change them if there is good
    57 KB (8,961 words) - 09:01, 28 February 2012
  • ...he xml file for the java forum highlighter and I'll shoot her back one for LSL? should be fairly simple from looking at clearspace doc's I just can't find ...t's disturbing that this -does- work if setting the object transparent via LSL
    31 KB (4,585 words) - 10:37, 24 February 2010
  • * Get velocities and other physics information, and does simple physics to keep track of what is moving where. * Run the physics engine.
    32 KB (4,706 words) - 11:44, 27 February 2024
  • ...n, either with explicit randomisation or implicitly by some feature of the physics engine? [Drongle McMahon] ...n, either with explicit randomisation or implicitly by some feature of the physics engine? [Drongle McMahon]
    76 KB (9,532 words) - 12:07, 25 April 2011
  • ...dows. For software scripts see the [[LSL Portal|Linden Scripting Language (LSL) Portal]]. See also (Other portals related to building). '''[[Physical]]''' - If not selected, objects ignore the physics simulation. For unscripted objects, they will stay in one location, unaffec
    23 KB (3,883 words) - 11:16, 25 May 2011
  • ...een any changing to code around internal prim counting or streaming/server/physics costs or cleanup in the last few months?</nowiki></font> ...pt it'll use my comment headers template....I sorta do it with firestorm's LSL preprocessor..but it would be nice if a new script might say like "Hello Pr
    32 KB (5,094 words) - 14:23, 5 September 2014
  • [12:38] <font color=#b55a00><b>Whirly Fizzle</b><nowiki>: [12:37] #Firestorm LSL Bridge v2.3: 'Whirly Fizzle' [21/21] running scripts. 768Kb consumed for 0. ...>: for script usage we have scripts that do that. r u guys planning on new lsl functions that allow to get other type of ave info?</nowiki></font>
    45 KB (7,131 words) - 19:08, 9 November 2012
  • On 1 April 2008, the Havok version 1 physics engine in SL was updated to Havok 4 gridwide. Changes in Havok itself, its * [http://lslwiki.net/lslwiki/wakka.php?wakka=physics Physics related LSL on LSLwiki.net]
    25 KB (3,983 words) - 18:12, 2 June 2015
  • ...nt color=#330026><b>Andrew Linden</b><nowiki>: I put aditi Morris up on my LSL optimization project yesterday, and I think Oskar and Maestro mentioned it ...026><b>Andrew Linden</b><nowiki>: Thord, it was implemented to prevent the physics engine from being the source of terrible simulator FPS.</nowiki></font>
    44 KB (6,959 words) - 17:12, 2 September 2011
  • ...0f44><b>Simon Linden</b><nowiki>: but it's obviously painful to do this in LSL</nowiki></font> [16:41] <font color=#005ab5><b>Vincent Nacon</b><nowiki>: yeah, LSL isn't that sweet</nowiki></font>
    46 KB (7,344 words) - 14:31, 31 January 2012
  • ...lor=#c50000><b>Qie Niangao</b><nowiki>: Siwo, try setting them convex hull physics type?</nowiki></font> [12:10] <font color=#c55800><b>Jonathan Yap</b><nowiki>: Rex, lsl is not interpreted</nowiki></font>
    53 KB (8,558 words) - 19:38, 17 December 2013
  • * Added three new LSL functions: ...tems cannot use the [[llTeleportAgent]] or [[llTeleportAgentGlobalCoords]] LSL functions.
    35 KB (5,135 words) - 14:47, 19 July 2012
  • : * '''Physics FPS''' - É a taxa de quadros em que o motor de física está sendo executa
    18 KB (2,876 words) - 15:21, 25 April 2012
  • ...e to keyframemotion, or is that how the server handles most things via the physics engine?</nowiki></font> ...motion, but the simulator runs at 45 frames per second. So each frame, the physics world it told to move objects 1/45th of a second</nowiki></font>
    49 KB (7,623 words) - 18:21, 6 January 2012
  • [2013/02/07 15:23] Nal (nalates.urriah): Since SIM and Physics FPS are locked, I thought it was connection issues when I saw different val ...sn't able to see the problem live, Nal, but the statistics logs showed low physics time but very high network time
    21 KB (2,849 words) - 17:04, 7 February 2013
  • ...ll would it not make sense to take the average of the largest and smallest physics shape an avatar can have? ...be set to have four Walkability values that will apply to each of the four LSL CHARACTER_TYPEs
    136 KB (17,236 words) - 13:38, 30 April 2012
  • ...10] <font color=#26c500><b>Qie Niangao</b><nowiki>: So... actually, is the LSL interface for server-side materials in place? I mean, could we already load ...Urriah</b><nowiki>: Qui, ask Kelly. Last I heard there was going to be no LSL for materials until phse 2 pass.</nowiki></font>
    54 KB (8,510 words) - 11:15, 27 February 2013
  • [12:08] <font color=#000f44><b>Simon Linden</b><nowiki>: Doesn't the physics simulation stop at 4096?</nowiki></font> [12:09] <font color=#440044><b>Andrew Linden</b><nowiki>: The physics world simulation's "broadphase collision detection" system is optimized to
    55 KB (8,789 words) - 14:15, 10 January 2012
  • * [15:11] [[User:Maestro Linden|Maestro Linden]]: 2) physics throttling behavior that mostly people in combat sims were unhappy with (SV ...er:Maestro Linden|Maestro Linden]]: (to reproduce it, just cause a lot of physics lag in the region, then try to rez a new object - it will be 'phantom' and
    54 KB (8,186 words) - 21:21, 14 July 2010
  • ...rs somehow to the new parcell access rules. I'd like to have a function in LSL which at least can determine, if a specified person is able to enter a spec ...r the object is intersecting with a box that's over a parcel square in the physics engine
    33 KB (4,618 words) - 11:31, 20 September 2013
  • ** New Script Profiling LSL Functions * Havok physics engine updated.
    112 KB (13,939 words) - 14:30, 7 July 2011
  • ...olor=#58b200><b>Jonathan Yap</b><nowiki>: Masetro announced the new estate LSL functions at Oskar's meeting last night</nowiki></font> ...nt color=#330026><b>Andrew Linden</b><nowiki>: I haven't heard about those LSL functions yet. Did he say which project those were in?</nowiki></font>
    60 KB (9,265 words) - 17:57, 14 October 2011
  • ...drew Linden</b><nowiki>: Second item: I've started working on updating the LSL text highlighting to get all the new function calls.</nowiki></font> ...><b>Andrew Linden</b><nowiki>: The pathfinding project wants to supply the LSL syntax file from the server</nowiki></font>
    67 KB (10,822 words) - 16:28, 29 February 2012
  • [12:21] <font color=#26c500><b>Tillie Ariantho</b><nowiki>: ETA for LSL commands for light projectors? :P</nowiki></font> ...r=#004400><b>Kelly Linden</b><nowiki>: There is no ETA for either of those LSL features.</nowiki></font>
    43 KB (6,676 words) - 16:09, 6 August 2013
  • ...ge all of you to grab the mesh project viewer and play around with the new physics material properties * [15:42] [[User:SHAMUS Carter|SHAMUS Carter]]: the physics prop[ertys are fun
    47 KB (6,662 words) - 18:00, 4 November 2010
  • ...lor=#0058b2><b>Latif Khalifa</b><nowiki>: when they don't get removed from physics engine but do get fremoved from the sim?</nowiki></font> ...wiki>: However we're trying to disable the mesh stuff and just deliver the physics upgrade as its own project.</nowiki></font>
    54 KB (8,295 words) - 09:21, 10 March 2011
  • [12:01] <font color=#000f44><b>Simon Linden</b><nowiki>: The new LSL materials functions will go out tomorrow onto BlueSteel and LeTigre</nowiki ...nden</b><nowiki>: Rex - we will have new features when they come out, like LSL materials support is tomorrow</nowiki></font>
    50 KB (7,803 words) - 17:58, 30 June 2014
  • # Can you explain how undecomposed prim-type physics shapes are made? In physics shape display I see one-sided surfaces, missing sides of solids, and small ...c! "Can you explain how undecomposed prim-type physics shapes are made? In physics shape display I see one-sided surfaces, missing sides of solids, and small
    168 KB (21,147 words) - 13:18, 9 May 2011
  • .../b><nowiki>: so, when leaving a sim, will mono scripts still be worse than LSL ?</nowiki></font> ...color=#5a00b5><b>Rolig Loon</b><nowiki>: But don't tell you anything about LSL, riht?</nowiki></font>
    43 KB (6,746 words) - 10:53, 10 January 2012
  • ...when sandbox is full of phys cubes. Scripts completely stop. I agree that physics should have priority over scripts. But maybe it could be tuned so that only ...Linden|Kelly Linden]]: even if it takes more than a full frame to do just physics.
    27 KB (3,949 words) - 20:09, 7 July 2011
  • ...><nowiki>: All I've heard is that some cases are better (as good as legacy LSL)... either rez or derez. I can't remember which, but I think it was for rez ...><b>Rex Cronon</b><nowiki>: btw. there is someting weird going on with the lsl compiler. it seems to give wrong line numbers</nowiki></font>
    42 KB (6,475 words) - 15:04, 5 July 2011
  • ...lifeitalia.com/community/viewtopic.php?t=11410 Evitare il lag negli script LSL] * There are many physical (physics-enabled) objects nearby
    11 KB (1,752 words) - 10:12, 10 November 2009
  • ** {{jira|SVC-7324}} Physics stalls every 20-30 seconds ** {{jira|SCR-225}} ERROR: Failed to set physics shape type
    32 KB (4,574 words) - 17:04, 15 December 2011
  • ...But, as far as I know neither of those numbers are currently available via LSL.</nowiki></font> ...you described, making particles not go through obejcts would be more of a physics thing.</nowiki></font>
    56 KB (9,015 words) - 09:05, 28 February 2012
  • ...11] Maestro Linden: a bunch of crash fixes, including some which combat a physics griefer object ...Jenna it would be neat to have the ability to have a feature tell you what LSL functions a script contains
    30 KB (4,093 words) - 17:06, 7 November 2013
  • ...e the 1 second sleep from llModPow so I may properly crack 32bit rsa using LSL. Surely you must agree this is useful functionality. :> ...that if you really need that fast for modpow maybe you shouldn't be using LSL.
    116 KB (14,398 words) - 10:16, 28 March 2011
  • ...tions about the viewer tools (esp if you have been playing around with the LSL calls on Aditi) we also have stinson here who is a viewer dev that has work * [15:21] Falcon Linden: so we'll create some sandboxes for you to test physics content in
    31 KB (4,492 words) - 16:10, 15 March 2012
  • ...<font color=#000c33><b>Simon Linden</b><nowiki>: I think there were a few LSL fixes in there too</nowiki></font> ...3] <font color=#b25800><b>Squirrel Wood</b><nowiki>: that is the result of physics based point cloud scanner :)</nowiki></font>
    48 KB (7,448 words) - 09:40, 5 October 2011
  • ...ki>: i can fit over 200 unique keys in a mono script, could possibly be an lsl one</nowiki></font> [12:21] <font color=#b500b5><b>Motor Loon</b><nowiki>: I'd guess physics bombs or something like that</nowiki></font>
    37 KB (5,830 words) - 12:13, 10 May 2012
  • ...Can anyone here provide me with a legitimate use case for the ability in LSL to cast the strings "NaN"/"Inf" to floating point NaN and Inf? ...Linden|Oskar Linden]]: is there a legitimate use case for the ability in LSL to cast the strings "NaN"/"Inf" to floating point NaN and Inf?
    40 KB (5,860 words) - 18:49, 8 December 2010
  • <font color=#0000b5><nowiki>[#SVC-7324] Physics stalls every 20-30 seconds</nowiki></font> ...anique (nielarcher)</b><nowiki>: ahh, changed damn, I'll have to update my LSL Editor now</nowiki></font>
    52 KB (7,819 words) - 10:57, 10 January 2012
  • ...tch the bounding box of the highest LOD. It's a pain because every LOD and physics must maintain the EXACT bounding box to avoid stretching. I have a picture # Any word on adding the LSL line to change the new physics flags? (PRIM, CONVEX HULL, NONE) [Moo Spyker]
    175 KB (22,566 words) - 16:38, 12 September 2011
  • * New LSL function integer [[llSetRegionPos]](vector position) *:* Returns 0 and does not move the object if the object is dynamic (has physics enabled).
    31 KB (4,724 words) - 17:17, 5 January 2012
  • ...ally use sculpts for the visible caves and simple invisible meshes for the physics - otherwise the effective prim count will be too high</nowiki></font> ...t color=#b20000><b>Liisa Runo</b><nowiki>: it would work just like banning LSL works, the task owner must have return rights</nowiki></font>
    38 KB (6,026 words) - 17:11, 29 July 2011
  • Jeremy Linden: march, our current physics engine is Havok 1... Havok 4 will increase Region stability by a significan march Korda: WIKI include about viewer-architecture, how to write LSL, but not include about appearance, about money,
    18 KB (3,232 words) - 15:29, 18 November 2009
  • ...script...and Kuluuras clean up </nowiki>http://community.secondlife.com/t5/LSL-Scripting/llSetKeyframedMotion-turning-a-corner/td-p/1225219</font> ...dering that too Pauline, however the numbers as specified at the level the LSL scripts are float32s</nowiki></font>
    47 KB (7,453 words) - 18:20, 11 November 2011
  • * Added three new LSL functions: ...tems cannot use the [[llTeleportAgent]] or [[llTeleportAgentGlobalCoords]] LSL functions.
    31 KB (4,565 words) - 16:29, 26 July 2012
  • ...>Simon Linden</b><nowiki>: The most interesting part of the release is the LSL syntax update, I think ... that system should be working better</nowiki></f [12:06] <font color=#00a7c5><b>Mona Eberhardt</b><nowiki>: Can I haz LSL control of normal & specular maps and their parameters?</nowiki></font>
    40 KB (6,422 words) - 13:56, 1 April 2014
  • ...color=#6200c5><b>Stickman Ingmann</b><nowiki>: I did have a question about LSL and materials. </nowiki>https://jira.secondlife.com/browse/MATBUG-359<nowik ...ona Eberhardt</b><nowiki>: And, as Loki Eliot had said, the ability to use LSL to control normal maps would give the opportunity to change from a wet look
    41 KB (6,517 words) - 16:57, 20 February 2014
  • [2013/10/03 15:41] Lucia Nightfire: 15k prims of physics, in one coalesced rez, heh [2013/10/03 15:43] Lucia Nightfire: yeah, are lsl based means begin considered?
    25 KB (3,433 words) - 16:22, 3 October 2013
  • ** LSL enhancements to catch and prevent shape changes that would cause a return * [15:11] Latif Khalifa: vektor had a battery of object testing most of LSL on each release i wonder what happened to that collection
    29 KB (4,173 words) - 19:03, 23 September 2011
  • ...Rex ... can you send me an example of the text your php would give back to LSL? The full text, if you can</nowiki></font> ...and there is still no way to make an avatar face a specific direction with LSL</nowiki></font>
    35 KB (5,544 words) - 14:36, 5 September 2014
  • ...n: Yep, so the promoted bluesteel code had a sim crasher caused by a nasty LSL script that the compiler would hang on * [15:18] Maestro Linden: like the physics material properties (gravity etc) for an object,
    33 KB (4,678 words) - 15:50, 16 September 2011
  • ...Oskar Linden]]: we get 1.36.0 50% rolled out when we realized that a tiny LSL change was breaking vendors * [15:05] [[User:Oskar Linden|Oskar Linden]]: we made a good LSL fix but didn't realize how many people were using LS improperly
    46 KB (6,758 words) - 17:25, 18 February 2010
  • ...of physics changes and asked us to come and test things that uses a lot of physics to see how it was affected. Simball use physical vehicles and collision det * [15:48] Maestro Linden: it's just LSL
    37 KB (5,315 words) - 16:33, 12 April 2012
  • ** New LSL [[llGetAgentList|llGetRegionAgents]]() function returns a list of all agent * [15:31] xstorm Radek: is that a physics attack or UUID attack ?
    27 KB (4,005 words) - 16:31, 3 May 2012
  • ...that contains some features to help with estate management. There is a new LSL function called llManageEstateAccess(). Estate Owner or Estate Managers can * New LSL function: integer [[llManageEstateAccess]](integer action, key id)
    38 KB (5,513 words) - 14:24, 27 October 2011
  • | style="white-space:normal;"|yeah I mean gadgets as in clientside code not LSL | style="white-space:normal;"|flexi prims with physics
    71 KB (9,294 words) - 18:49, 20 August 2009
  • ...lor=#5800b2><b>Vincent Nacon</b><nowiki>: but I noticed that we don't have LSL function for Gravity, Friction, Density, and Rep. yet... unless I missed th ...</b><nowiki>: Oh... back to SVC-7250... before I forget: the new collision physics have definitely affected some vehicles for the worse</nowiki></font>
    54 KB (8,372 words) - 07:52, 21 September 2011
  • ...color=#00b5b5><b>Liisa Runo</b><nowiki>: and delivery of damage, push, and physics bump ^^</nowiki></font> ...But I don't like being forced to work with a start point and end point, as LSL is all about working with normals, and provides that data a lot more readil
    56 KB (8,449 words) - 10:55, 10 January 2012
  • [12:16] <font color=#004400><b>Kelly Linden</b><nowiki>: Nearly all work in LSL is "clever" in one way or another.</nowiki></font> [12:20] <font color=#004400><b>Kelly Linden</b><nowiki> still sees LSL (or whatever is doing the AO) as the best solution for that.</nowiki></font
    50 KB (8,047 words) - 17:19, 12 July 2012
  • ...Linden</b><nowiki>: Originally these meetings were created for the Havok4 physics engine upgrade</nowiki></font> ...: Since kelly's was closed too, this is the only UG where we can ask about lsl related topics</nowiki></font>
    54 KB (8,403 words) - 19:10, 9 November 2012
  • ...server rolled out this morning, the main change was an update to the Havok physics engine</nowiki></font> ...the problem is related to using time periods that are not multiples of the physics step (1/45th of a second)</nowiki></font>
    44 KB (6,829 words) - 14:29, 15 November 2011
  • ** Physics changes. [15:30] Rex Cronon: what kind of lsl calls cause the most lag on tp/logout?
    34 KB (5,193 words) - 14:31, 23 June 2011
  • * Added three new LSL functions: ...tems cannot use the [[llTeleportAgent]] or [[llTeleportAgentGlobalCoords]] LSL functions.
    33 KB (4,873 words) - 17:18, 10 August 2012
  • [12:28] <font color=#6200c5><b>Kitto Flora</b><nowiki>: Script and physics load - thats Server(sim) side. Render load problems are in Clients.</nowiki ...fully this week, possibly early next) that will include the viewer reading LSL syntax & help from the simulator... would love to get people testing that</
    24 KB (3,739 words) - 09:56, 23 April 2014
  • ...drew Linden</b><nowiki>: Otherwise... I didn't get anything done on making LSL syntax file a server download, but it is still on my list of side projects [17:01] <font color=#5a00b5><b>Ardy Lay</b><nowiki>: Heh, show physics shapes crashed viewer</nowiki></font>
    27 KB (4,267 words) - 09:33, 19 June 2012
  • ...east 4 varying script types for bullets being used as well as two types of physics..maybe even 3 * [15:27] [[User:FireFox Bancroft|FireFox Bancroft]]: anything involving physics is fun to work with
    59 KB (8,659 words) - 21:08, 5 August 2010
  • |width=100% style="padding:0 6px;"|binding to the current physics bones is indeed possible, but is unlikely to be a comprehensive solution, a |width=100% style="padding:0 6px;"|Bring back nice pastel coloured hulls in physics preview.
    225 KB (28,294 words) - 14:15, 13 August 2012
  • [2017/05/18 15:12] arton Rotaru: but changes to the physics engine do suck even more usually^^ [2017/05/18 15:21] Rex Cronon: u see mazidox how useful would new lsl functions be that would allow inventory access:)
    57 KB (7,737 words) - 16:32, 25 May 2017
  • ...bloated because he opted-in to the new accounting by changing some of the physics parameters - but not enough of them to optimize the content.</nowiki></font ...30] <font color=#808080><b>tehKellz (kelly.linden)</b><nowiki>: For legacy LSL - the events are registered in a unsigned-64 bit integer.</nowiki></font>
    52 KB (8,024 words) - 10:55, 10 January 2012
  • ...i>: I also did some viewer work recently for scripting that will paste the LSL tooltip into your scripts</nowiki></font> ...000f44><b>Simon Linden</b><nowiki>: The workflow goes liek this - type the lsl function name, double-click, hover the mouse until the tool tip appears, pr
    49 KB (7,674 words) - 19:10, 20 July 2012
  • * Three new LSL functions: * [15:38] Huseby Linden: so the other two LSL functions are llTeleportAgent and llTeleportAgentGlobalCoords
    32 KB (4,606 words) - 18:00, 31 May 2012
  • * [15:13] Oskar Linden: certain LSL calls will spin the region back up instantly will ...he other side of the spectrum, no worries on savvy scripters running those LSL calls to keep their objects running at speed?
    39 KB (5,948 words) - 19:42, 18 May 2012
  • [12:09] <font color=#5a00b5><b>Rex Cronon</b><nowiki>: there is no lsl function that tells u how many avatars are in a sim</nowiki></font> ...s that person who entered the region is on an old viewer that doesn't have physics</nowiki></font>
    46 KB (7,252 words) - 19:43, 14 February 2012
  • ...hese differences have been quantified by science. By mimicking real-world physics principles in the virtual world it allows for the creation of more immersiv ...ransform, please see [https://community.secondlife.com/forums/topic/507448-lsl-math-for-gltf-transformation/?do=findComment&comment=2678959 this forum thr
    50 KB (7,997 words) - 05:40, 30 April 2024
  • {{LSL Header|ml=*}} ...//realrestraint.blogspot.com RestrainedLove viewer]. It does not explain [[LSL]] concepts such as messages and events, nor universal concepts such as [[UU
    117 KB (18,221 words) - 01:16, 1 July 2021
  • ...4] [[User:Rex Cronon|Rex Cronon]]: implement our own physics engine using lsl:) ...Sigma Avro|Sigma Avro]]: by the way castray is anounced a new function in lsl wiki, but works only on Aditi
    34 KB (4,948 words) - 18:27, 17 March 2011
  • ...one sim combat, with a hub point for people to set homes. This way to test physics, failed tps, and various other things. ...er:SHAMUS Carter|SHAMUS Carter]]: when in doubt script your atachments in lsl ;P
    46 KB (6,756 words) - 08:05, 10 June 2010
  • ...with things like evasion, which uses the height of the capsule, and other physics interactions (raycasts, bullets, etc) ...tyle="padding:0 6px;"|It sounds like the answer is going to be "max avatar physics height"
    217 KB (27,225 words) - 19:16, 18 May 2012
  • ...imon Linden</b><nowiki>: Now, just theoretically speaking, how would a new LSL function sound?</nowiki></font> ...wiki>: The 10m movement limit goes waaaaaaay back to the very beginning of LSL... we were worried about scripted objects being too powerful/fast to deal w
    55 KB (8,639 words) - 12:16, 13 December 2011
  • ...08] [[User:Oskar Linden|Oskar Linden]]: I was having fun with some of the LSL for that the other dau * [15:24] [[User:Kelly Linden|Kelly Linden]]: Upgrading the LSL mono engine to Mono 2.6.7
    46 KB (6,867 words) - 14:54, 4 November 2010
  • ...nowiki>: I think that these are maybe not objects, but it happens when the lsl vm is in a bad state, but I could be wrong, Whirly</nowiki></font> ...1] <font color=#440044><b>Andrew Linden</b><nowiki>: hrm... it sounds like LSL and collision sounds might have some "low hanging fruit" (features that are
    49 KB (7,741 words) - 13:13, 29 October 2013
  • [16:25] <font color=#004c99><b>Liisa Runo</b><nowiki>: ability to LSL a joint(hand) to be locked to object rezzed in-world, For example to always ...#0058b2><b>Draconis Neurocam</b><nowiki>: anything to five more control to lsl to deal with them</nowiki></font>
    53 KB (8,195 words) - 09:24, 10 March 2011
  • ...LSL affected Display Names: https://wiki.secondlife.com/wiki/Display_Names/LSL * [15:10] [[User:Oskar Linden|Oskar Linden]]: with a physics fix
    70 KB (10,003 words) - 16:57, 19 August 2010
  • ...0><b>Rex Cronon</b><nowiki>: simon. it would be even better if there was a lsl function that did that:)</nowiki></font> [12:52] <font color=#26c500><b>Lucia Nightfire</b><nowiki>: its nice that physics timing is down grid wide thanks to the PF fix, but net timing still can sti
    52 KB (8,374 words) - 09:18, 25 April 2013
  • *** New LSL calls have been added to create/update/delete character behavior. ...a LSL script (changing object position, shape parameters, scale, rotation, physics shape type, and linking/unlinking is generally blocked)
    36 KB (5,261 words) - 17:21, 10 August 2012
  • ** New LSL [[llGetAgentList|llGetRegionAgents]]() function returns a list of all agent ...en having ALOT of griefing lately with some "new" simcrasher... said to be physics related... you guys know anything about such a "tool" ?
    27 KB (3,805 words) - 16:15, 26 April 2012
  • ...r Bogomil|Kaiser Bogomil]]: I would also like to be able to do client side physics ...k, already the first viewer prototype (the old rexviewer) does client side physics
    106 KB (15,905 words) - 12:06, 2 March 2010
  • [12:32] <font color=#5a00b5><b>Tiberious Neruda</b><nowiki>: ...does the physics engine support objects having their own 'gravity'?</nowiki></font> ..."action" that is created by the script has a bit of code that runs *every physics timestep*</nowiki></font>
    52 KB (8,232 words) - 17:41, 25 September 2012
  • <key>lsl instructions per second</key><real>0</real> <key>sim physics ms</key><real>0.04323055</real>
    24 KB (3,553 words) - 18:59, 29 March 2023
  • |width=100% style=" padding:0 3px;"|like? "soft body" physics? ...en you'll have a hard time explaining to them why we'll never add the boob physics or OTR ;p
    86 KB (10,875 words) - 15:16, 1 June 2010
  • ...Kitto Flora</b><nowiki>: But its a standard ghost - not visible but its in physics - so you can collide with it</nowiki></font> [12:26] <font color=#c55800><b>Lucia Nightfire</b><nowiki>: and this is an lsl db, heh, hard capped at 80000 capacity</nowiki></font>
    52 KB (8,556 words) - 19:26, 17 December 2013
  • * [15:17] [[User:Eddi Decosta|Eddi Decosta]]: with lsl code in my back ...|JB Hancroft]]: Oskar - if you have a wish list of tests we could do from LSL as residents to exercise certain things, please post the list and I'm sure
    48 KB (6,846 words) - 19:33, 9 September 2010
  • ...think that's true. Unless you link a normal prim to a mesh, or change its physics type, it still counts as just 1. |width=100% style="padding:0 6px;"|Will even physics time count, until you add the bow tie?
    143 KB (18,113 words) - 13:58, 15 September 2011
  • ...t just vehicles) however it became particularly bad for vehicles after the physics engine upgrade to Havok4 in 2008.04. ...lve this problem correctly in Havok7 a config parameter was tweaked in the physics engine. Also, the aforementioned workaround for vehicles has been removed,
    281 KB (34,813 words) - 11:59, 28 April 2011
  • [16:16] <font color=#00b5b5><b>Ardy Lay</b><nowiki>: "Show Physics Shape" crashes the viewer.</nowiki></font> ...r: when waitin for that compile to finish I should be working on providing LSL syntax as a service.</nowiki></font>
    33 KB (5,356 words) - 17:40, 8 June 2012
  • ...ocam</b><nowiki>: he also said something about crashing a sim with the new physics properties, like friction and so on</nowiki></font> ...some load off the LL servers and/or do clever things which are just beyond LSL's ability to do either at all or cleanly</nowiki></font>
    56 KB (8,674 words) - 11:01, 5 April 2011
  • ...bout 3 minutes to realize it was not possible to do what I wanted to do in LSL so it will be a really boring class as I'm already back to mucking in the s ...06] <font color=#b55a00><b>TankMaster Finesmith</b><nowiki>: any word on a physics stub for phath finding?</nowiki></font>
    35 KB (5,572 words) - 18:22, 1 June 2012
  • ...<nowiki>: we dont want some silly viewer function for return, we want trye LSL that is 1000000x better than any client poop</nowiki></font> [16:47] <font color=#00b200><b>Rex Cronon</b><nowiki>: rigth liisa. a lsl function for return.</nowiki></font>
    46 KB (7,225 words) - 17:09, 23 September 2011
  • ...r=#330026><b>Andrew Linden</b><nowiki>: Gooden, are you saying that legacy LSL scripts scale better with large number of avatars?</nowiki></font> ...oole</b><nowiki>: Well I'm going to say it, Kudos all round on getting the PHYSICS fix out quickly.</nowiki></font>
    54 KB (8,227 words) - 17:15, 30 September 2011
  • | its the avatar physics stuff | lsl isnt always fun, it is a lot of the time
    58 KB (8,122 words) - 06:36, 18 April 2011
  • # For information - The physics weight issue I crashed out on last week is now in a jira - BUG 1080. I mana ...as for the llAttachToAvatarTemp request, I'm not on the team that works on LSL (that's better suited to the server developer's usergroup), but I believe t
    106 KB (13,521 words) - 13:52, 20 December 2012
  • # Can we have both physics and streaming cost displayed somewhere in the edit window? It was useful t ...padding:0 6px;"|the linkset is limited by one of three costs: server cost, physics cost, and streaming/download cost
    235 KB (30,020 words) - 14:15, 1 August 2011
  • ...d Scripting Library] from 2003 to 2009.''' See the [[:Category:LSL Library|LSL Library]] here on the wiki for newer contributions (or add your own!). Most ...a mangled '''<code>;</code>'''. If you see other unexpected formatting, an LSL list expression like <code><nowiki>[url]</nowiki></code> was probably mista
    107 KB (13,179 words) - 14:41, 7 September 2012
  • * Improved performance for the following functions in LSL scripts compiled to Mono: ** Fixed 1 simulator crash related to the physics engine
    31 KB (4,669 words) - 17:18, 9 February 2012
  • ** Physics Activity (*) ...without forcing a rewrite of the CMS authentication logic specifically for LSL.
    21 KB (3,223 words) - 12:37, 3 February 2011
  • [12:19] <font color=#c5b100><b>Honza Noyes</b><nowiki>: Will there be any new LSL functions related to groups?</nowiki></font> [12:20] <font color=#a50063><b>Qie Niangao</b><nowiki>: with LSL interface to it, many of those special-case features could be implemented e
    65 KB (10,576 words) - 17:15, 1 July 2013
  • ...44><b>Andrew Linden</b><nowiki>: well, of cource it would require some new LSL call... llChat() or something</nowiki></font> ...b>Motor Loon</b><nowiki>: Making a chat-.repeating is hardly a big deal in LSL</nowiki></font>
    52 KB (8,121 words) - 17:21, 21 September 2012
  • ...44><b>Andrew Linden</b><nowiki>: well, of cource it would require some new LSL call... llChat() or something</nowiki></font> ...b>Motor Loon</b><nowiki>: Making a chat-.repeating is hardly a big deal in LSL</nowiki></font>
    52 KB (8,121 words) - 17:41, 25 September 2012
  • [12:10] <font color=#b200b2><b>Pauline Darkfury</b><nowiki>: Physics Other, you said you'd probably got that one identified, not sure if we got ...den</b><nowiki>: Kelly, when things get slow these meetings transform into LSL wishlists and brainstorms.</nowiki></font>
    89 KB (13,790 words) - 15:04, 18 March 2011
  • ...any clues on why some sims have periods of inflated net time and very low physics frame rates sometimes?</nowiki></font> ...ter</b><nowiki>: I got a question for Kelly: could llLink* versions of the LSL functions for sound be added? I think it's one of the last things for which
    38 KB (6,055 words) - 09:41, 6 February 2013
  • ** Als je er meer probeerd te linken krijg de de melding "Can't enable physics for objects with more than 32 primitives" of "Object has too many primitive * For specific scripting limits, lookup calls in the '''[[LSL Portal]]'''.
    17 KB (2,466 words) - 13:25, 4 July 2012
  • ...al;"|viewer/SL communication: a way to have the viewer talk to an in-world LSL script, bidirectionally ...yle="white-space:normal;"|For example, by allowing other languages besides LSL. And providing functions to give greater control to the region owners
    73 KB (9,310 words) - 18:23, 22 April 2010
  • ...ndrew Linden</b><nowiki>: or does it mean per-resource-type restrictions? (physics, rendering, scripts)</nowiki></font> ...actual parcel rules. It's sometimes better if we made data available to LSL, and then you can program your own response to someone with too many attach
    55 KB (8,753 words) - 16:19, 28 August 2013
  • Elle Pollack: Cyber, that would be something to bug the physics people about, particaruly those working on Havok 4 ^,^<br> Tao Takashi: LSL access might also be cool<br>
    41 KB (7,031 words) - 11:15, 6 May 2019
  • * [15:16] [[User:Gooden Uggla|Gooden Uggla]]: maestro, i test physics by jumping sim lines in 5th gear! *smiles* ...ke 20 or more prims, link them, unlink them, and make them physical, their physics will stop working after a few seconds
    63 KB (9,231 words) - 19:21, 13 January 2011
  • {{LSL Header|ml=*|[[Category:RestrainedLove]]}} ...aint.blogspot.com RestrainedLove viewer] zu nutzen. Es erklärt weder die [[LSL]] Konzepte wie "messages" oder "events", noch universelle Konzepte wie [[UU
    119 KB (17,689 words) - 06:56, 12 November 2017
  • [2013/05/09 15:17]  Baker Linden: HE does a lot fo the pathfinding / physics maint stuff [2013/05/09 15:48]  Lucia Nightfire: less lsl overhead
    34 KB (4,301 words) - 16:26, 9 May 2013
  • [16:27] <font color=#0000b5><b>Sahkolihaa Contepomi</b><nowiki>: Yeah, physics still easily crash the sims.</nowiki></font> ...ont color=#8d008d><b>Ashiri Sands</b><nowiki>: That may well apply for the lsl teleport function</nowiki></font>
    54 KB (8,484 words) - 17:24, 13 April 2012
  • |width=100% style="padding:0 6px;"|especially not the lsl anti autoreturn bug has been patched ;) ...er than prim count if it's got any mesh objects linked to it... OR if the "physics type" (new thing) is set to anything besides "prim".
    98 KB (12,490 words) - 14:04, 13 October 2011
  • [12:15] <font color=#8d0046><b>Leonel Iceghost</b><nowiki>: if a sim has physics lag and everything stops, other sims in the same server are able to keep co [12:48] <font color=#004400><b>Kelly Linden</b><nowiki>: LSL calls should require no special viewer.</nowiki></font>
    49 KB (7,685 words) - 09:54, 9 November 2011
  • ** New LSL [[llGetAgentList|llGetRegionAgents]]() function returns a list of all agent * [15:47] Maestro Linden: Then the region will have higher physics time
    33 KB (4,921 words) - 16:35, 11 May 2012
  • ..."|1) I'm going to be making a couple "breaking" changes to the pathfinding lsl API in the next couple days. Just two minors ones |width=100% style="padding:0 6px;"|trijin: well, we'd use the physics height
    232 KB (29,006 words) - 17:09, 3 May 2012
  • ...or=#c50076><b>Tonya Souther</b><nowiki>: Is that the one that's caused the physics memory leak that's been hammering some homesteads?</nowiki></font> ...as a different topic, and sence kelly is here, would LL be interested in a LSL preprocessor? </nowiki>http://wiki.phoenixviewer.com/fs_preprocessor</font>
    117 KB (18,749 words) - 17:46, 11 December 2012
  • * [15:57] [[User:Ash Qin|Ash Qin]]: Latif, you're not using the LSL bridge in phoenix? ...vin]]: Actually in many opensims I have problems staying on the ground... physics doesn't work so good there. :-)
    45 KB (6,528 words) - 19:35, 10 February 2011
  • ...echwolf Lupindo|Techwolf Lupindo]]: My movelock is by chimera industries. LSL script bug? ...r:Bug Triage|Bug Triage]]: https://jira.secondlife.com/browse/SVC-2048 - physics weapons no longer seem to work in smoky or baileya, due to recent havok4 ro
    53 KB (7,536 words) - 11:47, 1 September 2009
  • | Enable avatar physics. | Path to program used to edit LSL scripts and XUI files, e.g.: /usr/bin/gedit --new-window "%s"
    164 KB (20,965 words) - 14:33, 1 April 2024