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	<id>https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dante+Tucker</id>
	<title>Second Life Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dante+Tucker"/>
	<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/wiki/Special:Contributions/Dante_Tucker"/>
	<updated>2026-07-26T17:49:23Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Dante_Tucker/IRC&amp;diff=475683</id>
		<title>User:Dante Tucker/IRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Dante_Tucker/IRC&amp;diff=475683"/>
		<updated>2009-08-31T06:16:14Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page servers to explain some of the first questions most emerald users ask when finding IRC in the client.&lt;br /&gt;
&lt;br /&gt;
== IRC in Emerald ==&lt;br /&gt;
&lt;br /&gt;
IRC is a chat system older then the internet itself (not really). IRC has been integrated into the client to replace LL&#039;s failing group chat system. Unlike group chat IRC is stable, fast and won&#039;t fail when SL is acting shitty.&lt;br /&gt;
&lt;br /&gt;
You can create arbitrary channels that others can join to chat in.&lt;br /&gt;
&lt;br /&gt;
== Using it ==&lt;br /&gt;
&lt;br /&gt;
=== Joining IRC ===&lt;br /&gt;
&lt;br /&gt;
In the IRC tab clicking &amp;quot;New&amp;quot; will bring up a window with a few options.&lt;br /&gt;
*Nick: This is the nickname you want.&lt;br /&gt;
*Server: This is the address and port the IRC server you want to connect to is running on. The default is run by the Emerald crew and is free for all to use.&lt;br /&gt;
*Password: This is the password needed to connect to the server. Usually this is blank.&lt;br /&gt;
*Channel: This is the channel on the server you want to chat in. Entering a non-existant one will create it with you as the owner.&lt;br /&gt;
*Settings Tag: This is the name your settings will appear as in the IRC tab.&lt;br /&gt;
&lt;br /&gt;
===  Common commands ===&lt;br /&gt;
Nickname commands:&lt;br /&gt;
* /nick &amp;lt;the nickname you want&amp;gt;: Will change your nickname&lt;br /&gt;
* /msg nickserv: nickserv provides nickname services, type &amp;quot;/msg nickserv help&amp;quot; for more info.&lt;br /&gt;
**/msg nickserv register &amp;lt;password&amp;gt; &amp;lt;email&amp;gt;: This registers your nickname with chosen password and email.&lt;br /&gt;
**/msg nickserv identify &amp;lt;password&amp;gt;: identifies you, needed when logging on with a protected nickname.&lt;br /&gt;
Channel commands:&lt;br /&gt;
*TODO: For now type &amp;quot;/msg chanserv help&amp;quot;&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Dante_Tucker/IRC&amp;diff=475673</id>
		<title>User:Dante Tucker/IRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Dante_Tucker/IRC&amp;diff=475673"/>
		<updated>2009-08-31T06:14:06Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: Created page with &amp;#039;This page servers to explain some of the first questions most emerald users ask when finding IRC in the client.  == IRC in Emerald ==  IRC is a chat system older then the interne...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page servers to explain some of the first questions most emerald users ask when finding IRC in the client.&lt;br /&gt;
&lt;br /&gt;
== IRC in Emerald ==&lt;br /&gt;
&lt;br /&gt;
IRC is a chat system older then the internet itself (not really). IRC has been integrated into the client to replace LL&#039;s failing group chat system. Unlike group chat IRC is stable, fast and won&#039;t fail when SL is acting shitty.&lt;br /&gt;
&lt;br /&gt;
You can create arbitrary channels that others can join to chat in.&lt;br /&gt;
&lt;br /&gt;
== Using it ==&lt;br /&gt;
&lt;br /&gt;
=== Joining IRC ===&lt;br /&gt;
&lt;br /&gt;
In the IRC tab clicking &amp;quot;New&amp;quot; will bring up a window with a few options.&lt;br /&gt;
*Nick: This is the nickname you want.&lt;br /&gt;
*Server: This is the address and port the IRC server you want to connect to is running on. The default is run by the Emerald crew and is free for all to use.&lt;br /&gt;
*Password: This is the password needed to connect to the server. Usually this is blank.&lt;br /&gt;
*Channel: This is the channel on the server you want to chat in. Entering a non-existant one will create it with you as the owner.&lt;br /&gt;
*Settings Tag: This is the name your settings will appear as in the IRC tab.&lt;br /&gt;
&lt;br /&gt;
===  Common commands ===&lt;br /&gt;
Nickname commands:&lt;br /&gt;
* /nick &amp;lt;the nickname you want&amp;gt;: Will change your nickname&lt;br /&gt;
* /msg nickserv: nickserv provides nickname services, type &amp;quot;/msg nickserv help&amp;quot; for more info.&lt;br /&gt;
**/msg nickserv register &amp;lt;password&amp;gt; &amp;lt;email&amp;gt;: This registers your nickname with chosen password and email.&lt;br /&gt;
**/msg nickserv identify &amp;lt;password&amp;gt;: identifies you, needed when logging on with a protected nickname.&lt;br /&gt;
Channel commands:&lt;br /&gt;
*TODO&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Advanced_menu/1.23&amp;diff=468753</id>
		<title>Talk:Advanced menu/1.23</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Advanced_menu/1.23&amp;diff=468753"/>
		<updated>2009-08-21T00:33:26Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I could use some help with this page, many of these items are obscure and known only to elite hackers and Linden programmers :-) [[User:DanielRavenNest Noe|DanielRavenNest Noe]] 22:05, 20 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I added some more options where I were sure what they did and sent a mail to the [[SLDev|SLDev mailing list]]. Let&#039;s cross fingers that some of them jump in :-) Otherwise, it might be good to poke [[User:Rand Linden|Rand Linden]] on this. He seems to be the right one.&lt;br /&gt;
:--[[File:Zai_signature.png|45px|link=User:Zai Lynch]] &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User talk:Zai Lynch|talk]]|[[Special:Contributions/Zai Lynch|contribs]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 23:26, 20 August 2009 (UTC)&lt;br /&gt;
::I saw your email to SLDev. I have added a few and once I jump on SL to brush up on a few more I should be able to get at least half of the rest as well. --[[User:Dante Tucker|Dante Tucker]] 00:33, 21 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Collar&amp;diff=468743</id>
		<title>Talk:Collar</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Collar&amp;diff=468743"/>
		<updated>2009-08-21T00:30:03Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Junk, delete it. ==&lt;br /&gt;
&lt;br /&gt;
Why does this page exist? It&#039;s only point for existence is inclusion in the Glossary, however it is not a SL specific term anymore then the word &amp;quot;car&amp;quot; is.&lt;br /&gt;
Not to mention how tiny it is in it&#039;s current state. [[User:Dante Tucker|Dante Tucker]] 21:50, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I agree that the version provided wasn&#039;t very helpful for anyone. I took the remark as a motivation to [https://wiki.secondlife.com/w/index.php?title=Collar&amp;amp;diff=416113&amp;amp;oldid=83661 rewrite the article]. I hope this version fits the cretaria for a SL wiki article and nullifies the request for deletion.&lt;br /&gt;
:--[[File:Zai_signature.png|45px|link=User:Zai Lynch]] &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User talk:Zai Lynch|talk]]|[[Special:Contributions/Zai Lynch|contribs]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 23:37, 28 June 2009 (UTC)&lt;br /&gt;
:: Just going through checking old comments. Yes this version is wonderful and definitely is much more relevant to second life. --[[User:Dante Tucker|Dante Tucker]] 00:30, 21 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=God_Mode&amp;diff=468733</id>
		<title>God Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=God_Mode&amp;diff=468733"/>
		<updated>2009-08-21T00:23:55Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: Grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Glossary=*}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;God Mode&amp;quot; is the term used to describe the enabling of administrative tools and features in the Second Life Viewer.&lt;br /&gt;
&lt;br /&gt;
Although the features and menus are compiled into the viewer, if an unauthorized user attempts to enable &amp;quot;God Mode&amp;quot; via {{KeyCombo|ctrl=*|alt=*|G}}, or the &#039;&#039;Advanced &amp;gt; Request Admin Powers&#039;&#039; menu option, a dialog is displayed informing the user that &amp;quot;&#039;&#039;&#039;Request for special powers failed. This request has been logged&#039;&#039;&#039;&amp;quot;. The options available to an authorized user can still be viewed via {{KeyCombo|ctrl=*|alt=*|V}} or the &#039;&#039;Advanced &amp;gt; View Admin Options&#039;&#039; menu option- although &amp;quot;God Mode&amp;quot; appears to be enabled, the server will not act upon any attempts to use them.&lt;br /&gt;
&lt;br /&gt;
== What it can do? ==&lt;br /&gt;
&lt;br /&gt;
In Linden-owned grids (such as [[Agni]]), &amp;quot;God Mode&amp;quot; enables [[:Category:Linden Lab Employees|Linden Lab employees]] to perform tasks entirely in the viewer, such as:&lt;br /&gt;
* edit land or region info&lt;br /&gt;
* kick or freeze avatars,&lt;br /&gt;
* claim land or objects to themselves&lt;br /&gt;
* Log everyone out of Second Life&lt;br /&gt;
&lt;br /&gt;
&amp;quot;God Mode&amp;quot; also allows parcel restrictions such as &amp;quot;no fly&amp;quot; to be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What do they use it for? ==&lt;br /&gt;
&lt;br /&gt;
Linden Lab employees may use &amp;quot;God Mode&amp;quot; for many reasons, including the privacy granted from being invisible to sensors{{footnote|Lindens in God Mode are only hidden from sensors, in case the sensor is in the same [[region]] as the Linden. See [[User talk:Soft Linden#sensor caveat]].}}, reclaiming abandoned land and dealing with griefers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== God Mode Levels ==&lt;br /&gt;
The [http://svn.secondlife.com/trac/linden/browser/trunk/indra/llcommon/indra_constants.h#L242 Viewer source code] shows that there are several levels of &amp;quot;God Mode&amp;quot; (each level has all the previous levels&#039; powers):&lt;br /&gt;
&lt;br /&gt;
=== GOD_NOT ===&lt;br /&gt;
Value: 0&lt;br /&gt;
Presumably the default &amp;quot;God Mode&amp;quot; status given to every logged-in user&lt;br /&gt;
&lt;br /&gt;
=== GOD_LIKE ===&lt;br /&gt;
Value: 1&lt;br /&gt;
* rename objects without modify permission&lt;br /&gt;
&lt;br /&gt;
=== GOD_CUSTOMER_SERVICE ===&lt;br /&gt;
Value: 100&lt;br /&gt;
* Toggle character geometry&lt;br /&gt;
* Take copy&lt;br /&gt;
* Owner To Me&lt;br /&gt;
* Set To Linden Content&lt;br /&gt;
* Claim Public Land&lt;br /&gt;
&lt;br /&gt;
=== GOD_LIAISON ===&lt;br /&gt;
Value: 150&lt;br /&gt;
* Enable land auction&lt;br /&gt;
&lt;br /&gt;
=== GOD_FULL ===&lt;br /&gt;
Value: 200&lt;br /&gt;
Difference from [[#GOD_LIAISON|GOD_LIAISON]] not apparent.&lt;br /&gt;
&lt;br /&gt;
=== GOD_MAINTENANCE ===&lt;br /&gt;
Value: 250&lt;br /&gt;
Difference from [[#GOD_FULL|GOD_FULL]] not apparent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Footnotes ==&lt;br /&gt;
{{footnotes}}&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
* [[:Category:LSL God Mode|God Mode LSL Functions]]&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Advanced_menu/1.23/1.23&amp;diff=468723</id>
		<title>Advanced menu/1.23/1.23</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Advanced_menu/1.23/1.23&amp;diff=468723"/>
		<updated>2009-08-21T00:20:38Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: Information on many options.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Viewer=*|Glossary=*}}&lt;br /&gt;
{|style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
|{{GettingStartedNav}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;__TOC__&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This page is part of the Second Life User&#039;s Manual, describing how the Viewer software works.  Please see the main [[User&#039;s Manual]] page as a starting point.&lt;br /&gt;
&lt;br /&gt;
The Advanced Menu contains many technical displays and functions not needed for new or basic Second Life users.  It is primarily aimed at specialized uses and debugging the software.  A few of the most useful items for general users are noted below.&lt;br /&gt;
&lt;br /&gt;
By default, the Second Life Viewer&#039;s Advanced menu is not visible.  To display it:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PC&#039;&#039;&#039; - {{KeyCombo|ctrl=*|alt=*|D}}&lt;br /&gt;
* &#039;&#039;&#039;Mac&#039;&#039;&#039; - {{KeyCombo|ctrl=*|opt=*|D}}&lt;br /&gt;
&lt;br /&gt;
On some operating systems, this shortcut is already taken by another application, so you will need to hold down {{KeyCombo|ctrl=*|alt=*|shift=*|D}} instead.&lt;br /&gt;
&lt;br /&gt;
Click the video player below to learn how to activate the menu and [http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=4338 &amp;lt;span title=&amp;quot;How do I open the Advanced menu? (Formerly known as the Client menu.)&amp;quot;&amp;gt;learn more in our Knowledge Base&amp;lt;/span&amp;gt;]:&lt;br /&gt;
&lt;br /&gt;
Find more information about specific menu items below, and in the [[:Category:Advanced menu]] wiki page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;IrndvDk-pzY&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Useful Items for General Users ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Res Snapshot&#039;&#039;&#039; - doubles pixel size of snapshots saved to disk&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Character &amp;gt; Character Tests &amp;gt; Go Away/AFK When Idle&#039;&#039;&#039; - disables inactivity timers for showing (Away) (5 minutes), and auto-logout (30 minutes)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Character &amp;gt; Rebake Textures&#039;&#039;&#039; - Forces your computer to redo and send your avatar skin + clothing again.  Sometimes this does not happen correctly the first time, and other users will see your avatar as a persistent cloud (avatar did not load at all), grey (shape loaded but not textures), or parts look wrong (some textures did not load properly).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Debug Settings&#039;&#039;&#039; - Enter &amp;quot;RenderFarClip&amp;quot; to set draw distance to non-standard values.  Values below normal 64m minimum are useful to reduce lag. &#039;&#039;&#039;Caution:&#039;&#039;&#039; randomly messing with debug settings can totally mess up your viewer program.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== All Advanced Menu Items ===&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Advanced Menu.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Consoles Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Displays fixed windows with technical information about the viewer program:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Frame Console&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Texture Console&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Debug Console&#039;&#039;&#039;&#039;&#039; - Shows a console window that displays technical information about the client&#039;s actions as it does them&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Fast Timers&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Notifications Console&#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Region Info to Debug Console&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Group Info to Debug Console&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Capabilities Info to Debug Console&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reload personal setting overrides&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;HUD Info Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Displays fixed overlay on the 3D view with the following choices:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Velocity&#039;&#039;&#039;&#039;&#039; - Shows a scale with current avatar velocity in m/s&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Camera&#039;&#039;&#039;&#039;&#039; - Shows avatar and camera positions in grid coordinates&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Wind&#039;&#039;&#039;&#039;&#039; - Shows wind speed and direction&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;FOV&#039;&#039;&#039;&#039;&#039; - Shows camera field of view&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High-res Snapshot&#039;&#039;&#039; - When set, makes a snapshot double the screen size instead of equal to the screen size.  &lt;br /&gt;
* &#039;&#039;&#039;Quiet Snapshots to Disk&#039;&#039;&#039; - When set snapshot sound and animation are not played.&lt;br /&gt;
* &#039;&#039;&#039;Show Mouselook Crosshairs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Debug Permissions&#039;&#039;&#039; - Shows detailed information about object permissions in the edit menu.&lt;br /&gt;
* &#039;&#039;&#039;Clear Group Cache&#039;&#039;&#039; - Clears the cached groupmembers lists.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Rendering Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Controls many aspects of how the graphics card or chip displays the 3D view&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Types&#039;&#039;&#039;&#039;&#039; &amp;gt; - The items below are displayed when checked &lt;br /&gt;
&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Simple&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Alpha&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Tree&#039;&#039;&#039;&#039;&#039; - Toggles rendering of Linden plants.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Character&#039;&#039;&#039;&#039;&#039; - Toggles rendering of the avatar mesh.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;SurfacePatch&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Sky&#039;&#039;&#039;&#039;&#039; - Toggles rendering of the sky box.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Water&#039;&#039;&#039;&#039;&#039; - Toggles rendering of water.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Ground&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Volume&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Grass&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Clouds&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Particles&#039;&#039;&#039;&#039;&#039; - Toggles rendering of particles.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Bump&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Features&#039;&#039;&#039;&#039;&#039; &amp;gt; -&lt;br /&gt;
&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;UI&#039;&#039;&#039;&#039;&#039; - Toggle rendering of the User Interface. Make sure to remember the key shortcut, as once you disable this the menus will disappear.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Selected&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Highlighted&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Dynamic Textures&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Foot Shadows&#039;&#039;&#039;&#039;&#039; - Toggles rendering of the small shadows that appear at any avatar&#039;s feet.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Fog&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Test FRInfo&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Flexible Object&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Info Displays&#039;&#039;&#039;&#039;&#039; &amp;gt; -&lt;br /&gt;
&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Verify &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;BBoxes &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Points &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Octree &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Shadow Frusta &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Occlusion &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Render Batches &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Animated Textures &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Texture Priority &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Avatar Rendering Cost &#039;&#039;&#039;&#039;&#039; - Shows a score above each avatar, indicating, how &#039;&#039;expensive&#039;&#039; it is to render. A higher score will lag the viewer more than a low score. Read [[Avatar Rendering Cost]] for more details.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Texture Area (sqrt(A)) &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Face Area (sqrt(A)) &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Lights &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Particles &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Composition &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Glow &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Raycasting &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Sculpt &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Vectorize Perf Test&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Render Tests&#039;&#039;&#039;&#039;&#039; &amp;gt; -&lt;br /&gt;
&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Camera Offset&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Randomize Framerate&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Periodic Slow Frame&#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Frame Test&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Axes&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Hide Selected&#039;&#039;&#039;&#039;&#039; - Stops rendering of any selected object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Tangent Basis&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Selected Texture Info&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Wireframe&#039;&#039;&#039;&#039;&#039; - Shows the world in [[Wireframe]] mode.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Object-Object Occlusion&#039;&#039;&#039;&#039;&#039; - Skips rendering of objects that are out of view.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Debug GL&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Debug Pipeline&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Fast Alpha&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Animate Textures&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Disable Textures&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Run Multiple Threads&#039;&#039;&#039;&#039;&#039; &amp;gt; - Improves performance by allowing threads to run in the background while rendering.  You should enable this option!&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Cheesy Beacon&#039;&#039;&#039;&#039;&#039; - Changes the default tracking beacon to an animated &amp;quot;pulsing&amp;quot; beacon.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Attached Lights&#039;&#039;&#039;&#039;&#039; - Disables attached lightsources when unticked.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Attached Particles&#039;&#039;&#039;&#039;&#039; - Disables attached particlesources when unticked.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;World Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;UI Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;XUI Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Character Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Network Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Recorder Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Show Updates&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compress Images&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Limit Select Distance&#039;&#039;&#039; - Limits the distance in which you&#039;re allowed to select and edit objects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disable Camera Constraints&#039;&#039;&#039; - Your camera movement is constrained in a maximum distance to your avatar. Ticking this option will allow you to move the camera further away.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mouse Smoothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Console Window&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Output Debug Minidump&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Debug Settings]]&#039;&#039;&#039; - Opens the &amp;quot;Debug Settings&amp;quot; floating window.  Allows manually setting essentially every Viewer setting.  &#039;&#039;&#039;Warning:&#039;&#039;&#039; randomly playing with these settings can make the viewer program unusable.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;View Admin Options&#039;&#039;&#039; - Makes the client act as if it has owner permissions on all objects and land. Any action the user does not have permission for will generate an error message. Also toggles visibility of the &amp;quot;Admin&amp;quot; dropdown menu on the top menu bar.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Request Admin Status&#039;&#039;&#039; - Also known as &amp;quot;[[God Mode]]&amp;quot;.  Enables administrative functions.  This only works for Linden Staff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leave Admin Status&#039;&#039;&#039; - Ends Admin Status or &amp;quot;[[God Mode]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Admin Menu ===&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Admin Menu.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
Note: This menu is off by default, and the functions only work for Linden Lab staff.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Object Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
==== &#039;&#039;&#039;Parcel Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
==== &#039;&#039;&#039;Region Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;God Tools...&#039;&#039;&#039; - Opens &amp;quot;God Tools&amp;quot; floating window&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Save Region State&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced menu]]&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Inventory_loss&amp;diff=442412</id>
		<title>Talk:Inventory loss</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Inventory_loss&amp;diff=442412"/>
		<updated>2009-07-28T14:56:21Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a reason for this page to be empty, yet linked to via the Status page?&lt;br /&gt;
I was gonna add some content, basic content but thought it is best not to. : )&lt;br /&gt;
[[User:Meghan Dench|Meghan Dench]] 15:06, 24 July 2008 (PDT)&lt;br /&gt;
:I redirected the page to [[Inventory Recovery Steps]] and moved this talkpage here... I guess someone just placed a wrong link.&lt;br /&gt;
:--[[Image:Zai_signature.png|45px]] &#039;&#039;&#039;[[User:Zai Lynch|Lynch]]&#039;&#039;&#039; &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User talk:Zai Lynch|talk]]|[[Special:Contributions/Zai Lynch|contribs]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:15, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
In the section COMMON CAUSES OF INVENTORY LOSS &amp;gt;&amp;gt; Land owned by a Resident, it states that Land Owners can delete other persons objects on there land. This is not true. The &amp;quot;Delete&amp;quot; option is pickable, however it actually just returns the object when chosen. &lt;br /&gt;
This should be edited, as it could create needless confusion and panic.[[User:Dante Tucker|Dante Tucker]] 14:55, 28 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Inventory_loss&amp;diff=442392</id>
		<title>Talk:Inventory loss</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Inventory_loss&amp;diff=442392"/>
		<updated>2009-07-28T14:55:10Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a reason for this page to be empty, yet linked to via the Status page?&lt;br /&gt;
I was gonna add some content, basic content but thought it is best not to. : )&lt;br /&gt;
[[User:Meghan Dench|Meghan Dench]] 15:06, 24 July 2008 (PDT)&lt;br /&gt;
:I redirected the page to [[Inventory Recovery Steps]] and moved this talkpage here... I guess someone just placed a wrong link.&lt;br /&gt;
:--[[Image:Zai_signature.png|45px]] &#039;&#039;&#039;[[User:Zai Lynch|Lynch]]&#039;&#039;&#039; &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User talk:Zai Lynch|talk]]|[[Special:Contributions/Zai Lynch|contribs]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:15, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
In the section COMMON CAUSES OF INVENTORY LOSS &amp;gt;&amp;gt; Land owned by a Resident, it states that Land Owners can delete other persons objects on there land. This is not true. The &amp;quot;Delete&amp;quot; option is pickable, however it actually just returns the object when chosen. [[User:Dante Tucker|Dante Tucker]] 14:55, 28 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Collar&amp;diff=416063</id>
		<title>Talk:Collar</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Collar&amp;diff=416063"/>
		<updated>2009-06-28T21:50:10Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: /* Junk, delete it. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Junk, delete it. ==&lt;br /&gt;
&lt;br /&gt;
Why does this page exist? It&#039;s only point for existence is inclusion in the Glossary, however it is not a SL specific term anymore then the word &amp;quot;car&amp;quot; is.&lt;br /&gt;
Not to mention how tiny it is in it&#039;s current state. [[User:Dante Tucker|Dante Tucker]] 21:50, 28 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Collar&amp;diff=416053</id>
		<title>Talk:Collar</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Collar&amp;diff=416053"/>
		<updated>2009-06-28T21:49:31Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: Junk, delete it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Junk, delete it. ==&lt;br /&gt;
&lt;br /&gt;
Why does this page exist? It&#039;s only point for existence is inclusion in the Glossary, however it is not a SL specific term anymore then the word &amp;quot;car&amp;quot; is.&lt;br /&gt;
Not to mention how tiny it is in it&#039;s current state.&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Limits&amp;diff=136892</id>
		<title>Limits</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Limits&amp;diff=136892"/>
		<updated>2008-11-11T07:50:01Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: Undo revision 136872 by Dante Tucker (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help&lt;br /&gt;
|BugFixes=&lt;br /&gt;
|Avatar=&lt;br /&gt;
|Object=&lt;br /&gt;
|Land=&lt;br /&gt;
|Community=&lt;br /&gt;
|Viewer=&lt;br /&gt;
|Communication=&lt;br /&gt;
|Multimedia=&lt;br /&gt;
|Navigation=&lt;br /&gt;
|Misc=*&lt;br /&gt;
|Description=&lt;br /&gt;
|Wiki=&lt;br /&gt;
|Glossary=*&lt;br /&gt;
}}&lt;br /&gt;
{{RightToc}}&lt;br /&gt;
This page is an easy reference to common queries about &#039;&#039;&#039;Second Life limits&#039;&#039;&#039;. Some of these will almost definitely change over time, so if you spot something incorrect/outdated, please take a moment to update it. Also see the  [http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=5480 Knowledge Base counterpart of this article].&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
* &#039;&#039;&#039;Max. prim dimensions (non-megaprim)&#039;&#039;&#039; - 10x10x10 m&lt;br /&gt;
* &#039;&#039;&#039;Min. prim dimensions&#039;&#039;&#039; - 0.01x0.01x0.01 m&lt;br /&gt;
* &#039;&#039;&#039;Max. # of prims in a linkset&#039;&#039;&#039; - 255&lt;br /&gt;
* &#039;&#039;&#039;Max. link distance&#039;&#039;&#039; - See [[Linkability Rules]].&lt;br /&gt;
* &#039;&#039;&#039;Max. # of prims in a physical object&#039;&#039;&#039; - 32&lt;br /&gt;
** If you try to link more, it&#039;ll either say &amp;quot;Can&#039;t enable physics for objects with more than 32 primitives&amp;quot; or &amp;quot;Object has too many primitives -- its dynamics have been disabled.&amp;quot;.&lt;br /&gt;
** Note that this limit includes the driver and passengers of physics-enabled vehicles, e.g. if you are making a car to sit 4 people, 28 prims are available for the car itself.&lt;br /&gt;
* &#039;&#039;&#039;Max. build height&#039;&#039;&#039; - 4,096 m (SL 1.20.x or later required)&lt;br /&gt;
** This is 768 m for viewers prior to SL 1.20.x&lt;br /&gt;
* &#039;&#039;&#039;Max. prim name length&#039;&#039;&#039; - 63 bytes UTF8 [[string]]&lt;br /&gt;
* &#039;&#039;&#039;Max. prim description length&#039;&#039;&#039; - 127 bytes UTF8 [[string]]&lt;br /&gt;
&lt;br /&gt;
== Avatar ==&lt;br /&gt;
* &#039;&#039;&#039;Max. # of attachment points&#039;&#039;&#039; - 30 for avatar, 8 for HUD.&lt;br /&gt;
** They can be viewed in Edit menu &amp;gt; Detach Object.&lt;br /&gt;
* &#039;&#039;&#039;Max. unassisted fly height&#039;&#039;&#039; - Stable hover almost 150 m above the ground (terrain mesh).&lt;br /&gt;
** While an improvement over the previous limit of 50 m, Torley thinks this limit is ridiculous because Second Life is 3D. You can easily acquire a flight attachment to fly up to seemingly infinite heights.&lt;br /&gt;
* &#039;&#039;&#039;Common shoe sizes&#039;&#039;&#039; - Most women&#039;s shoes are designed for a size 0 (zero) foot. Men&#039;s generally scale up to 14. You can check this by going to Edit menu &amp;gt; Appearance and clicking on the Shape &amp;gt; Legs tab.&lt;br /&gt;
* &#039;&#039;&#039;Max. length of avatar name&#039;&#039;&#039; - 31 for first name, 31 for last name, 63 for total (including the space).&lt;br /&gt;
&lt;br /&gt;
== Chat (text) ==&lt;br /&gt;
* &#039;&#039;&#039;Whisper distance (done via scripting objects)&#039;&#039;&#039; - 10 m&lt;br /&gt;
* &#039;&#039;&#039;Chat distance&#039;&#039;&#039; - 20 m&lt;br /&gt;
* &#039;&#039;&#039;Shout distance&#039;&#039;&#039; - 100 m&lt;br /&gt;
** Rule of thumb: when you&#039;re at default zoom (View menu &amp;gt; Reset View), if you can see another other person&#039;s nametag, they can see your chat. If they&#039;re far enough away that you don&#039;t see a nametag, they won&#039;t &amp;quot;hear&amp;quot; you unless you shout.&lt;br /&gt;
* &#039;&#039;&#039;Max. length of a chat message&#039;&#039;&#039; - 1023 bytes/single-byte characters&lt;br /&gt;
** The same holds true for an IM&amp;lt;-&amp;gt;email replies.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
*&#039;&#039;&#039;2nd Life tab&#039;s About field&#039;&#039;&#039; - 500 characters&lt;br /&gt;
*&#039;&#039;&#039;Picks tab&#039;&#039;&#039; - 10 picks with 1023 characters each&lt;br /&gt;
*&#039;&#039;&#039;1st Life tab&#039;s Info field&#039;&#039;&#039; - 250 characters&lt;br /&gt;
*&#039;&#039;&#039;My Notes&#039;&#039;&#039; - 1022 characters&lt;br /&gt;
&lt;br /&gt;
== Groups ==&lt;br /&gt;
* &#039;&#039;&#039;Max. # of groups you can belong to&#039;&#039;&#039; - 25&lt;br /&gt;
** Roles within groups are sort of like sub-groups. In many cases, you can use them instead of creating new groups.&lt;br /&gt;
* &#039;&#039;&#039;Min. # of members in a group&#039;&#039;&#039; - 2&lt;br /&gt;
** A group with only 1 person for 48 hours will be disbanded (cancelled).&lt;br /&gt;
* &#039;&#039;&#039;Max. # of roles allowed in a group&#039;&#039;&#039; - 10 (including &amp;quot;Owners&amp;quot; and &amp;quot;Everyone&amp;quot;, which can&#039;t be deleted)&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
* &#039;&#039;&#039;Max. # of inventory items that can be sent in a folder&#039;&#039;&#039; - 42&lt;br /&gt;
** Folders count as items too. This has more to do with packet size limits than cheeky Douglas Adams references. ;)&lt;br /&gt;
* &#039;&#039;&#039;Max. notecard size&#039;&#039;&#039; - 65,536 bytes&lt;br /&gt;
&lt;br /&gt;
== Land ==&lt;br /&gt;
* &#039;&#039;&#039;Max. parcel size&#039;&#039;&#039; - 65,536 m2&lt;br /&gt;
** Covering a whole region, or square on the World Map.&lt;br /&gt;
* &#039;&#039;&#039;Min. parcel size&#039;&#039;&#039; - 16 m2&lt;br /&gt;
* &#039;&#039;&#039;Max. &amp;quot;NO ENTRY&amp;quot; ban line height&#039;&#039;&#039; - 768 m above the terrain mesh.&lt;br /&gt;
** This is if you&#039;re explicitly banned from a parcel. If the parcel is simply not public access or restricted to certain Residents/a group, then the access lines go up to 50 m above the terrain mesh.&lt;br /&gt;
* &#039;&#039;&#039;Max. prims in a region&#039;&#039;&#039; - 15,000 (3,750 prims for an [http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=4235 Openspace] region) &amp;lt;== (July 6, 2008) This limit for openspace sims is an intended limit, however due to a bug in the object bonus option the limit is currently unlimited. Using more than 3750prim on an openspace is still unadvisable because the sim performance decreases rapidly with the extra prims.  Some openspace sims have been reported to hold 18000+ prims momentarily before crashing.&lt;br /&gt;
* &#039;&#039;&#039;Max. Autoreturn value&#039;&#039;&#039; - besides &amp;quot;0&amp;quot; (which means: &#039;&#039;never&#039;&#039;), 999,999 minutes is the biggest autoreturn value.&lt;br /&gt;
* &#039;&#039;&#039;Terraforming limits&#039;&#039;&#039; - Almost all mainland can be raised/lowered by +/-4 m. Estate (private island) terraformability is settable to a max of +/-100 m by the estate owner or managers. Bay City regions cannot be terraformed, and there may be others.--[[User:Shadoe Landman|Shadoe Landman]] 13:07, 6 July 2008 (PDT)&lt;br /&gt;
** A few, very old regions like Da Boom have a terraform range of +/-40 m.&lt;br /&gt;
* &#039;&#039;&#039;Max. water height&#039;&#039;&#039; - 100 m&lt;br /&gt;
** Region water height is usually 20 m, and adjacent regions should have the same water height, or else they&#039;ll look discontinuous.&lt;br /&gt;
* &#039;&#039;&#039;Misc. estate limits&#039;&#039;&#039; - You can have a max. of 10 estate managers, 500 allowed Residents, 63 allowed groups, and 500 banned Residents.&lt;br /&gt;
** See World menu &amp;gt; Region/Estate &amp;gt; Estate tab.&lt;br /&gt;
* &#039;&#039;&#039;Mainland max. # of agents&#039;&#039;&#039; - 40 avatars/region&lt;br /&gt;
* &#039;&#039;&#039;Island max. # of agents&#039;&#039;&#039; - 100 avatars/region&lt;br /&gt;
* &#039;&#039;&#039;Freeze Time&#039;&#039;&#039; - Land owners can [[freeze]] other Residents for up to 30 seconds.&lt;br /&gt;
&lt;br /&gt;
== Performance ==&lt;br /&gt;
* &#039;&#039;&#039;Healthy Viewer FPS&#039;&#039;&#039; - Generally, FPS above 15 is good. The higher it gets, the smoother. You can check via Help menu &amp;gt; Lag Meter, or for more advanced usage, see View menu &amp;gt; Statistics Bar.&lt;br /&gt;
* &#039;&#039;&#039;Avatar Rendering Cost scores&#039;&#039;&#039; - [http://blog.secondlife.com/2008/05/01/who-me-yes-you-couldnt-be-then-who-introducing-avatar-rendering-cost/ Learn all about it!]&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
For specific scripting limits, lookup calls in the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
* &#039;&#039;&#039;Aspect ratios&#039;&#039;&#039; of profile, place, etc. pictures — all of these were measured at UI size = 1.000:&lt;br /&gt;
** &#039;&#039;&#039;Search &amp;gt; All for &amp;quot;Classifieds&amp;quot;, &amp;quot;People&amp;quot;, and &amp;quot;Places&amp;quot;&#039;&#039;&#039; - 4:3 (256x192 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Search &amp;gt; Places and Classified tabs&#039;&#039;&#039; - ~7:5 (398x282 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Search &amp;gt; Land tab&#039;&#039;&#039; - ~7:5 (358x252 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Profile &amp;gt; 2nd Life tab&#039;&#039;&#039; - ~4:3 (178x133 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Profile &amp;gt; Picks tab&#039;&#039;&#039; - ~16:9 (288x162 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Profile &amp;gt; 1st Life tab&#039;&#039;&#039; - 1:1 (133x133 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Profile &amp;gt; Classifieds tab&#039;&#039;&#039; - ~3:2 (206x137 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Profile &amp;gt; Web tab&#039;&#039;&#039; - 1:1 (400x400 pixels) Note Scrollbars will eat 15 pixels&lt;br /&gt;
** &#039;&#039;&#039;About Land &amp;gt; Options tab&#039;&#039;&#039; - ~3:2 (178x117 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Group Information &amp;gt; General tab&#039;s &amp;quot;Group Insignia&amp;quot;&#039;&#039;&#039; - 1:1 (126x126 pixels)&lt;br /&gt;
*** Some of these textures are shared (for example, Search &amp;gt; All place pages, Search &amp;gt; Places, and About Land &amp;gt; Options use the same image), so you should pick a well-balanced ratio and size.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Maximum texture size&#039;&#039;&#039; - 1024x1024 pixels&lt;br /&gt;
** We strongly recommend you use as small textures as possible because larger ones consume more memory and take substantially longer to load. See also [[Avatar Rendering Cost]].&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
*&#039;&#039;&#039;[http://secondlife.com/currency/describe-limits.php Billing and Trading Limits]&#039;&#039;&#039; - Look at the linked page for [http://secondlife.com/whatis/economy-market.php LindeX] currency exchange limits.&lt;br /&gt;
*&#039;&#039;&#039;Contacts in Communication &amp;gt; Friends tab &#039;&#039;&#039; - A maximum of 20 simultaneous contacts can be selected to change permissions, remove, or invite for a conference chat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creation]] [[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Limits&amp;diff=136872</id>
		<title>Limits</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Limits&amp;diff=136872"/>
		<updated>2008-11-11T07:29:27Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: 96 meters is shout range, not 100&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help&lt;br /&gt;
|BugFixes=&lt;br /&gt;
|Avatar=&lt;br /&gt;
|Object=&lt;br /&gt;
|Land=&lt;br /&gt;
|Community=&lt;br /&gt;
|Viewer=&lt;br /&gt;
|Communication=&lt;br /&gt;
|Multimedia=&lt;br /&gt;
|Navigation=&lt;br /&gt;
|Misc=*&lt;br /&gt;
|Description=&lt;br /&gt;
|Wiki=&lt;br /&gt;
|Glossary=*&lt;br /&gt;
}}&lt;br /&gt;
{{RightToc}}&lt;br /&gt;
This page is an easy reference to common queries about &#039;&#039;&#039;Second Life limits&#039;&#039;&#039;. Some of these will almost definitely change over time, so if you spot something incorrect/outdated, please take a moment to update it. Also see the  [http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=5480 Knowledge Base counterpart of this article].&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
* &#039;&#039;&#039;Max. prim dimensions (non-megaprim)&#039;&#039;&#039; - 10x10x10 m&lt;br /&gt;
* &#039;&#039;&#039;Min. prim dimensions&#039;&#039;&#039; - 0.01x0.01x0.01 m&lt;br /&gt;
* &#039;&#039;&#039;Max. # of prims in a linkset&#039;&#039;&#039; - 255&lt;br /&gt;
* &#039;&#039;&#039;Max. link distance&#039;&#039;&#039; - See [[Linkability Rules]].&lt;br /&gt;
* &#039;&#039;&#039;Max. # of prims in a physical object&#039;&#039;&#039; - 32&lt;br /&gt;
** If you try to link more, it&#039;ll either say &amp;quot;Can&#039;t enable physics for objects with more than 32 primitives&amp;quot; or &amp;quot;Object has too many primitives -- its dynamics have been disabled.&amp;quot;.&lt;br /&gt;
** Note that this limit includes the driver and passengers of physics-enabled vehicles, e.g. if you are making a car to sit 4 people, 28 prims are available for the car itself.&lt;br /&gt;
* &#039;&#039;&#039;Max. build height&#039;&#039;&#039; - 4,096 m (SL 1.20.x or later required)&lt;br /&gt;
** This is 768 m for viewers prior to SL 1.20.x&lt;br /&gt;
* &#039;&#039;&#039;Max. prim name length&#039;&#039;&#039; - 63 bytes UTF8 [[string]]&lt;br /&gt;
* &#039;&#039;&#039;Max. prim description length&#039;&#039;&#039; - 127 bytes UTF8 [[string]]&lt;br /&gt;
&lt;br /&gt;
== Avatar ==&lt;br /&gt;
* &#039;&#039;&#039;Max. # of attachment points&#039;&#039;&#039; - 30 for avatar, 8 for HUD.&lt;br /&gt;
** They can be viewed in Edit menu &amp;gt; Detach Object.&lt;br /&gt;
* &#039;&#039;&#039;Max. unassisted fly height&#039;&#039;&#039; - Stable hover almost 150 m above the ground (terrain mesh).&lt;br /&gt;
** While an improvement over the previous limit of 50 m, Torley thinks this limit is ridiculous because Second Life is 3D. You can easily acquire a flight attachment to fly up to seemingly infinite heights.&lt;br /&gt;
* &#039;&#039;&#039;Common shoe sizes&#039;&#039;&#039; - Most women&#039;s shoes are designed for a size 0 (zero) foot. Men&#039;s generally scale up to 14. You can check this by going to Edit menu &amp;gt; Appearance and clicking on the Shape &amp;gt; Legs tab.&lt;br /&gt;
* &#039;&#039;&#039;Max. length of avatar name&#039;&#039;&#039; - 31 for first name, 31 for last name, 63 for total (including the space).&lt;br /&gt;
&lt;br /&gt;
== Chat (text) ==&lt;br /&gt;
* &#039;&#039;&#039;Whisper distance (done via scripting objects)&#039;&#039;&#039; - 10 m&lt;br /&gt;
* &#039;&#039;&#039;Chat distance&#039;&#039;&#039; - 20 m&lt;br /&gt;
* &#039;&#039;&#039;Shout distance&#039;&#039;&#039; - 96 m&lt;br /&gt;
** Rule of thumb: when you&#039;re at default zoom (View menu &amp;gt; Reset View), if you can see another other person&#039;s nametag, they can see your chat. If they&#039;re far enough away that you don&#039;t see a nametag, they won&#039;t &amp;quot;hear&amp;quot; you unless you shout.&lt;br /&gt;
* &#039;&#039;&#039;Max. length of a chat message&#039;&#039;&#039; - 1023 bytes/single-byte characters&lt;br /&gt;
** The same holds true for an IM&amp;lt;-&amp;gt;email replies.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
*&#039;&#039;&#039;2nd Life tab&#039;s About field&#039;&#039;&#039; - 500 characters&lt;br /&gt;
*&#039;&#039;&#039;Picks tab&#039;&#039;&#039; - 10 picks with 1023 characters each&lt;br /&gt;
*&#039;&#039;&#039;1st Life tab&#039;s Info field&#039;&#039;&#039; - 250 characters&lt;br /&gt;
*&#039;&#039;&#039;My Notes&#039;&#039;&#039; - 1022 characters&lt;br /&gt;
&lt;br /&gt;
== Groups ==&lt;br /&gt;
* &#039;&#039;&#039;Max. # of groups you can belong to&#039;&#039;&#039; - 25&lt;br /&gt;
** Roles within groups are sort of like sub-groups. In many cases, you can use them instead of creating new groups.&lt;br /&gt;
* &#039;&#039;&#039;Min. # of members in a group&#039;&#039;&#039; - 2&lt;br /&gt;
** A group with only 1 person for 48 hours will be disbanded (cancelled).&lt;br /&gt;
* &#039;&#039;&#039;Max. # of roles allowed in a group&#039;&#039;&#039; - 10 (including &amp;quot;Owners&amp;quot; and &amp;quot;Everyone&amp;quot;, which can&#039;t be deleted)&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
* &#039;&#039;&#039;Max. # of inventory items that can be sent in a folder&#039;&#039;&#039; - 42&lt;br /&gt;
** Folders count as items too. This has more to do with packet size limits than cheeky Douglas Adams references. ;)&lt;br /&gt;
* &#039;&#039;&#039;Max. notecard size&#039;&#039;&#039; - 65,536 bytes&lt;br /&gt;
&lt;br /&gt;
== Land ==&lt;br /&gt;
* &#039;&#039;&#039;Max. parcel size&#039;&#039;&#039; - 65,536 m2&lt;br /&gt;
** Covering a whole region, or square on the World Map.&lt;br /&gt;
* &#039;&#039;&#039;Min. parcel size&#039;&#039;&#039; - 16 m2&lt;br /&gt;
* &#039;&#039;&#039;Max. &amp;quot;NO ENTRY&amp;quot; ban line height&#039;&#039;&#039; - 768 m above the terrain mesh.&lt;br /&gt;
** This is if you&#039;re explicitly banned from a parcel. If the parcel is simply not public access or restricted to certain Residents/a group, then the access lines go up to 50 m above the terrain mesh.&lt;br /&gt;
* &#039;&#039;&#039;Max. prims in a region&#039;&#039;&#039; - 15,000 (3,750 prims for an [http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=4235 Openspace] region) &amp;lt;== (July 6, 2008) This limit for openspace sims is an intended limit, however due to a bug in the object bonus option the limit is currently unlimited. Using more than 3750prim on an openspace is still unadvisable because the sim performance decreases rapidly with the extra prims.  Some openspace sims have been reported to hold 18000+ prims momentarily before crashing.&lt;br /&gt;
* &#039;&#039;&#039;Max. Autoreturn value&#039;&#039;&#039; - besides &amp;quot;0&amp;quot; (which means: &#039;&#039;never&#039;&#039;), 999,999 minutes is the biggest autoreturn value.&lt;br /&gt;
* &#039;&#039;&#039;Terraforming limits&#039;&#039;&#039; - Almost all mainland can be raised/lowered by +/-4 m. Estate (private island) terraformability is settable to a max of +/-100 m by the estate owner or managers. Bay City regions cannot be terraformed, and there may be others.--[[User:Shadoe Landman|Shadoe Landman]] 13:07, 6 July 2008 (PDT)&lt;br /&gt;
** A few, very old regions like Da Boom have a terraform range of +/-40 m.&lt;br /&gt;
* &#039;&#039;&#039;Max. water height&#039;&#039;&#039; - 100 m&lt;br /&gt;
** Region water height is usually 20 m, and adjacent regions should have the same water height, or else they&#039;ll look discontinuous.&lt;br /&gt;
* &#039;&#039;&#039;Misc. estate limits&#039;&#039;&#039; - You can have a max. of 10 estate managers, 500 allowed Residents, 63 allowed groups, and 500 banned Residents.&lt;br /&gt;
** See World menu &amp;gt; Region/Estate &amp;gt; Estate tab.&lt;br /&gt;
* &#039;&#039;&#039;Mainland max. # of agents&#039;&#039;&#039; - 40 avatars/region&lt;br /&gt;
* &#039;&#039;&#039;Island max. # of agents&#039;&#039;&#039; - 100 avatars/region&lt;br /&gt;
* &#039;&#039;&#039;Freeze Time&#039;&#039;&#039; - Land owners can [[freeze]] other Residents for up to 30 seconds.&lt;br /&gt;
&lt;br /&gt;
== Performance ==&lt;br /&gt;
* &#039;&#039;&#039;Healthy Viewer FPS&#039;&#039;&#039; - Generally, FPS above 15 is good. The higher it gets, the smoother. You can check via Help menu &amp;gt; Lag Meter, or for more advanced usage, see View menu &amp;gt; Statistics Bar.&lt;br /&gt;
* &#039;&#039;&#039;Avatar Rendering Cost scores&#039;&#039;&#039; - [http://blog.secondlife.com/2008/05/01/who-me-yes-you-couldnt-be-then-who-introducing-avatar-rendering-cost/ Learn all about it!]&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
For specific scripting limits, lookup calls in the [[LSL Portal]].&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
* &#039;&#039;&#039;Aspect ratios&#039;&#039;&#039; of profile, place, etc. pictures — all of these were measured at UI size = 1.000:&lt;br /&gt;
** &#039;&#039;&#039;Search &amp;gt; All for &amp;quot;Classifieds&amp;quot;, &amp;quot;People&amp;quot;, and &amp;quot;Places&amp;quot;&#039;&#039;&#039; - 4:3 (256x192 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Search &amp;gt; Places and Classified tabs&#039;&#039;&#039; - ~7:5 (398x282 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Search &amp;gt; Land tab&#039;&#039;&#039; - ~7:5 (358x252 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Profile &amp;gt; 2nd Life tab&#039;&#039;&#039; - ~4:3 (178x133 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Profile &amp;gt; Picks tab&#039;&#039;&#039; - ~16:9 (288x162 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Profile &amp;gt; 1st Life tab&#039;&#039;&#039; - 1:1 (133x133 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Profile &amp;gt; Classifieds tab&#039;&#039;&#039; - ~3:2 (206x137 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Profile &amp;gt; Web tab&#039;&#039;&#039; - 1:1 (400x400 pixels) Note Scrollbars will eat 15 pixels&lt;br /&gt;
** &#039;&#039;&#039;About Land &amp;gt; Options tab&#039;&#039;&#039; - ~3:2 (178x117 pixels)&lt;br /&gt;
** &#039;&#039;&#039;Group Information &amp;gt; General tab&#039;s &amp;quot;Group Insignia&amp;quot;&#039;&#039;&#039; - 1:1 (126x126 pixels)&lt;br /&gt;
*** Some of these textures are shared (for example, Search &amp;gt; All place pages, Search &amp;gt; Places, and About Land &amp;gt; Options use the same image), so you should pick a well-balanced ratio and size.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Maximum texture size&#039;&#039;&#039; - 1024x1024 pixels&lt;br /&gt;
** We strongly recommend you use as small textures as possible because larger ones consume more memory and take substantially longer to load. See also [[Avatar Rendering Cost]].&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
*&#039;&#039;&#039;[http://secondlife.com/currency/describe-limits.php Billing and Trading Limits]&#039;&#039;&#039; - Look at the linked page for [http://secondlife.com/whatis/economy-market.php LindeX] currency exchange limits.&lt;br /&gt;
*&#039;&#039;&#039;Contacts in Communication &amp;gt; Friends tab &#039;&#039;&#039; - A maximum of 20 simultaneous contacts can be selected to change permissions, remove, or invite for a conference chat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creation]] [[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Glossary&amp;diff=83006</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Glossary&amp;diff=83006"/>
		<updated>2008-08-05T22:11:07Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: Some definitions made it look as if they only applied to TSL due to an inconsistent use of &amp;quot;Second Life&amp;quot; and &amp;quot;Teen Second Life&amp;quot; throughout the article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Multi-lang}}&lt;br /&gt;
&lt;br /&gt;
For non-technical, everyday Second Life lingo, please see the Second Life Wiki:&lt;br /&gt;
  [http://secondlife.wikia.com/index.php/Category:Glossary Second Life Wiki Glossary]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right:0.5em; font-size:90%;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{OSWikiLearnBox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Account Premium ====&lt;br /&gt;
Allows a resident to enjoy all aspects of the world. Basic: has minor limitations &lt;br /&gt;
&lt;br /&gt;
==== Aditi ====&lt;br /&gt;
The Beta Test grid used to test SL software with Non-Linden users before rolling it out on the main grid. &lt;br /&gt;
&lt;br /&gt;
==== Agent ==== &lt;br /&gt;
The data representation of the current user. In general, the code uses “agent” to mean you and “avatar” to mean someone else. Identified by a UUID, usually called “agent_id” in the code. &lt;br /&gt;
&lt;br /&gt;
==== Agni ====&lt;br /&gt;
The primary SL grid to which users connect. &lt;br /&gt;
&lt;br /&gt;
==== Animation ====&lt;br /&gt;
A file or in-world inventory item that moves or animates your avatar. You can use animations to make your avatar clap their hands, dance, blow someone a kiss, and much more. &lt;br /&gt;
&lt;br /&gt;
==== Animation Override ====&lt;br /&gt;
An Animation Override (&amp;quot;AO&amp;quot;) is a scripted object that is worn as an attachment. &lt;br /&gt;
&lt;br /&gt;
==== Allowance ====&lt;br /&gt;
Another name for stipend &lt;br /&gt;
&lt;br /&gt;
==== Alternate Account ==== &lt;br /&gt;
An alternate account (or &amp;quot;alt&amp;quot; for short) is an account used by a resident for something other than their usual activity or to do things in privacy (such as building or scripting). &lt;br /&gt;
&lt;br /&gt;
==== AO Animation Overrider ====&lt;br /&gt;
A scripted device that contains replacements for the default walking, sitting, flying, and standing animations of your avatar. &lt;br /&gt;
&lt;br /&gt;
==== Asset ====&lt;br /&gt;
A data resource such as an image, sound, script, object, etc. Assets can be downloaded to the viewer or uploaded into a central asset store. Assets are identified by UUID and type. Types are in llassettype.h. &lt;br /&gt;
&lt;br /&gt;
==== Asset Server ==== &lt;br /&gt;
The database that tracks all Second Life objects in-world and in inventory. Overloaded asset servers can cause search, inventory, rez, teleport, and Friends list failures. &lt;br /&gt;
&lt;br /&gt;
==== Attach ====&lt;br /&gt;
To take an item from inventory and cause it to be fixed to a certain part of your avatar’s body. &lt;br /&gt;
&lt;br /&gt;
==== Attachment ====&lt;br /&gt;
An object (clothing, weapons, jewelry, shoes, etc) that can be attached to an avatar at a specific location. Usually location is set by the creator of the object. &lt;br /&gt;
&lt;br /&gt;
==== Auto-return ====&lt;br /&gt;
Auto-Return to a specified number of minutes so that the foreign objects will be returned to the objects&#039; owners after those minutes have expired. Land owners can also set this value to zero (0), which will never return objects to their owners, and will remain on the parcel until the land owner manually returns them. &lt;br /&gt;
&lt;br /&gt;
==== Avatar ====&lt;br /&gt;
The graphical representation of a user. Implemented in the class LLVOAvatar on the viewer. &lt;br /&gt;
&lt;br /&gt;
==== Baked ==== &lt;br /&gt;
Freshly donned clothing will often look clear and sharply defined and then, a short time later, become fuzzy and clear again. &lt;br /&gt;
&lt;br /&gt;
==== Ban ====&lt;br /&gt;
Forbidding entry to a land parcel, to add someone to your ban list and thus eject them from your land, permanent removal of someone from Second Life (which can only be done by Linden Lab). &lt;br /&gt;
&lt;br /&gt;
==== Banlines ====&lt;br /&gt;
Lines of floating red letters spelling out “no entry” that appear on the boundaries of a land parcel that your Avatar is not allowed into by the owner. &lt;br /&gt;
&lt;br /&gt;
==== Banlist ====&lt;br /&gt;
The list of those banned from an area, by use of a script, or by Landban that otherwise allows visitors. &lt;br /&gt;
&lt;br /&gt;
==== Blog ====&lt;br /&gt;
They often act like a user&#039;s diary. Many Second Life residents,including some Lindens have blogs. Other users may have websites that offer more information besides, or in addition to, a blog. Blogs are often used for announcements and to get feed back by groups, companies or organizations. &lt;br /&gt;
&lt;br /&gt;
==== Blogger ====&lt;br /&gt;
Bloggers are known for creating community around conversations through linking and comments on each other&#039;s blogs. &lt;br /&gt;
&lt;br /&gt;
==== Bondage ====&lt;br /&gt;
Bondage in the context of second life means restraint of an avatar by some means, generally in the context of slsex roleplay. This can include use of scripted objects or builds, as well as animations. Bondage is related to fetish and BDSM activities in general. &lt;br /&gt;
&lt;br /&gt;
==== Bling ====&lt;br /&gt;
Jewelry and attachments scripted, particle based shimmering “bling” effects. &lt;br /&gt;
&lt;br /&gt;
==== Body Part ====&lt;br /&gt;
A component of an Avatar; shape, skin, hair, eyes, and/or prim attachments are Body Parts that combine to create an Avatar’s form. Different body parts can be created and saved to a user’s inventor &lt;br /&gt;
&lt;br /&gt;
==== BRB ====&lt;br /&gt;
Be Right Back, shorthand meant to imply that the speaker is away from the keyboard for a moment, but will return very shortly. &lt;br /&gt;
&lt;br /&gt;
==== BTW ====&lt;br /&gt;
By the Way. &lt;br /&gt;
&lt;br /&gt;
==== Build ====&lt;br /&gt;
To create/make something out of primitives in Second Life. &lt;br /&gt;
&lt;br /&gt;
==== Busy Mode ====&lt;br /&gt;
Where your Avatar does not hear nearby chat, where IMs receive the “busy mode” response, and all inventory and teleport offers are automatically declined. &lt;br /&gt;
&lt;br /&gt;
==== Cage ====&lt;br /&gt;
To trap an avatar in place by rezzing trap object which surrounds them from moving. &lt;br /&gt;
&lt;br /&gt;
==== Campies ====&lt;br /&gt;
A campie is an item gained by staying in a location. &lt;br /&gt;
&lt;br /&gt;
==== Camera ====&lt;br /&gt;
Viewpoint from which you see the Second Life world. &lt;br /&gt;
&lt;br /&gt;
==== Child ====&lt;br /&gt;
Child refers to an object or agent connected to or associated with another asset. While it is often technically part of the asset, it is not in itself the asset. Prims sub-linked to other prims are an example of a child. An avatar standing in a sim next to the one you are in would be a &amp;quot;child agent&amp;quot; of the sim you are standing in. Similarly, an asset attached to your avatar would also be a child. &lt;br /&gt;
&lt;br /&gt;
==== Client ====&lt;br /&gt;
To load SL/TSL &lt;br /&gt;
&lt;br /&gt;
==== Client Lag ==== &lt;br /&gt;
Client Lag is lag caused by a high load on the user side client.This can include prim clutter, particles, llTargetOmega, large numbers of avatars or highly interactive games. &lt;br /&gt;
&lt;br /&gt;
==== Collar ====&lt;br /&gt;
In second life the word collar can be used as a verb or a noun. &lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
Collision usually refers to the scripting calls related to collision events. A collision will occur when an object or avatar collides with something. &lt;br /&gt;
&lt;br /&gt;
==== Conference ====&lt;br /&gt;
A conference could be created by dragging a resident&#039;s calling card into an IM window. &lt;br /&gt;
&lt;br /&gt;
==== Continent ====&lt;br /&gt;
A large landmass usually referred to as the mainland. &lt;br /&gt;
&lt;br /&gt;
==== Coordinate ====&lt;br /&gt;
A coordinate is a position in 3D space represented in the form of a vector (x, y, z). The current coordinates of a resident&#039;s avatar in-world are usually visible at the top of the screen next to the name of the parcel they are on. These coordinates are the position in the sim (&amp;quot;sim-local&amp;quot;, not &amp;quot;global&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
==== Copy ====&lt;br /&gt;
Copy is a permission. &lt;br /&gt;
&lt;br /&gt;
==== Clear Cache ====&lt;br /&gt;
Often problems with slow-loading textures or objects can be fixed by clearing your cache. Clearing your cache can also make missing inventory items reappear. &lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
A parcel that has &amp;quot;Damage&amp;quot;/&amp;quot;Not Safe&amp;quot; enabled, which means residents can be harmed on that parcel. &lt;br /&gt;
&lt;br /&gt;
==== Drama ====&lt;br /&gt;
Drama is when emotionalism or grudges infect a relationship. &lt;br /&gt;
&lt;br /&gt;
==== Death ====&lt;br /&gt;
When your avatar is in an area that allows damage to occur, shown by a heart top of your screen. &lt;br /&gt;
&lt;br /&gt;
==== Deed ====&lt;br /&gt;
To give a parcel of land to a group, to give an object to a group. The object becomes the property of the group. &lt;br /&gt;
&lt;br /&gt;
==== Detach ====&lt;br /&gt;
To remove an item that has been attached to a specific part of the avatar’s body and return it to inventory. &lt;br /&gt;
&lt;br /&gt;
==== Draw Distance ====&lt;br /&gt;
The distance you can see in the far distance - Edit &amp;gt; Preferences Menu &lt;br /&gt;
&lt;br /&gt;
==== Drop ====&lt;br /&gt;
To remove an attached item from your avatar and drop it on the ground, instead of returning it to your inventory. &lt;br /&gt;
&lt;br /&gt;
==== Emote ====&lt;br /&gt;
An emote is a way to express a resident&#039;s emotions/feelings via chat. &lt;br /&gt;
&lt;br /&gt;
==== Estate ====&lt;br /&gt;
A collection of regions with a particular set of rules, such as banned users, sun position, etc. Each estate has an owner, either a user or “Governor Linden”. Most privately owned regions are in their own estates. Estates have integer identifiers. The “mainland” is estate id 1. &lt;br /&gt;
&lt;br /&gt;
==== Event ====&lt;br /&gt;
A group activity, led by a host, that starts and ends at specific times, and can be legitimately listed on the Search/Events calendar. &lt;br /&gt;
&lt;br /&gt;
==== First Land ====&lt;br /&gt;
Land First Land was a program Governor Linden introduced to help new residents acquire land at reasonable prices. &lt;br /&gt;
&lt;br /&gt;
==== First Look ====  &lt;br /&gt;
Residents can often use the Second Life First Look software and try out new features. &lt;br /&gt;
&lt;br /&gt;
==== Flexi ====&lt;br /&gt;
These features force the object to move with the Second Life wind vector pressures and/or movement of the avatar to which the object is attached. &lt;br /&gt;
&lt;br /&gt;
==== Flexible ====&lt;br /&gt;
Flexible is a property that can be set on a prim through the edit window or via script. Setting a prim to flexible will cause it to &amp;quot;flex&amp;quot; either with movement or by being blown by the wind. &lt;br /&gt;
&lt;br /&gt;
==== Forums ====&lt;br /&gt;
Refers to the &amp;quot;official&amp;quot; forums on the Second Life website. &lt;br /&gt;
&lt;br /&gt;
==== Freebie ====&lt;br /&gt;
An item/object made available at no cost &lt;br /&gt;
&lt;br /&gt;
==== Freeze ====&lt;br /&gt;
A function used by landowners to bring a havoc-wreaking resident under control. Once frozen, an avatar stops flying, falls to the ground, and is unable to move. &lt;br /&gt;
&lt;br /&gt;
==== Full ====&lt;br /&gt;
Perms An object set so it can be freely copied, modified, and transferred. &lt;br /&gt;
&lt;br /&gt;
==== Furry ==== &lt;br /&gt;
Resident using anthropomorphic animal avatars. &lt;br /&gt;
&lt;br /&gt;
==== Floater ====&lt;br /&gt;
A dialog or window appearing in the user interface. Implemented in classes titled “LLFloater*” &lt;br /&gt;
&lt;br /&gt;
==== Fly ====&lt;br /&gt;
Avatars in Second Life can fly by pressing the Fly button on their screens &lt;br /&gt;
&lt;br /&gt;
==== FMOD ====&lt;br /&gt;
Cross-platform audio library. Used to play decompressed sound effects and stream MP3 music to users on particular parcels. See FMOD.org. &lt;br /&gt;
&lt;br /&gt;
==== Gadget ====&lt;br /&gt;
Particular form of scripted item; usually one that is a) worn by its user; and b) focuses on providing that user with extra functions, as opposed to doing anything externally visible. HUDs and AOs are common Gadgets. &lt;br /&gt;
&lt;br /&gt;
==== Grid ====&lt;br /&gt;
A collection of sims (e.g. MG &amp;amp; TG). Linden Lab runs several grids for internal and external testing. &lt;br /&gt;
&lt;br /&gt;
==== Gesture ====&lt;br /&gt;
Gestures are unique combination of sound, animation, and chat that can be preconfigured to go off with a command or a specific phrase, (for example, you can have your avatar clap his or her hands and play the sound of applause whenever you type: /clap). &lt;br /&gt;
&lt;br /&gt;
==== Global ====&lt;br /&gt;
Coordinates or conditions related to the entire grid such as global coordinates &lt;br /&gt;
&lt;br /&gt;
==== God Mode ====&lt;br /&gt;
A special mode of Second Life which only Linden staff members can access. A Linden in God Mode is invisible to sensors, cannot be pushed or damaged, has unlimited L$ and has full permissions access to every object on the grid. All actions that Lindens engage in while using God Mode are logged and inspected; any use of these powers for other than testing and legitimate administration purposes will usually lead to them getting fired. &lt;br /&gt;
&lt;br /&gt;
==== Grey Goo ====&lt;br /&gt;
An object which continuously makes copies of itself. Can be produced by accident, but is generally considered a form of Grid Attack. &lt;br /&gt;
&lt;br /&gt;
==== Grid Address ====&lt;br /&gt;
(also Grid Coordinates) - the name of a region combined with three numbers between 0 and 255 for the X &amp;amp; Y (north-south &amp;amp; east-west) coordinates, and from 0 to 760 for the Z (up-down) coordinate. &lt;br /&gt;
&lt;br /&gt;
==== Grid Attack ====&lt;br /&gt;
A coordinated attempt by griefers to crash Second Life as a whole, or multiple servers within it. Attempting a grid attack is grounds for instant and permanent banning from Second Life. &lt;br /&gt;
&lt;br /&gt;
==== Grid Monkey ====&lt;br /&gt;
A Linden (which varies at any given time) assigned to care for the grid and resolve hardware and software issues. There usually is a grid-monkey on-call at all hours of the day/night, making sure someone is ready to take care of any issues at all times. &lt;br /&gt;
&lt;br /&gt;
==== Griefer ====&lt;br /&gt;
A person whose primary purpose is to harass others and destroy their enjoyment of Second Life. Griefers should be Abuse Reported through the Help Menu. &lt;br /&gt;
&lt;br /&gt;
==== Griefing ====&lt;br /&gt;
Griefing is a term which applies to activities designed to make another player&#039;s life or experience in Second Life unpleasant. &lt;br /&gt;
&lt;br /&gt;
==== Group ====&lt;br /&gt;
Many members who are part of something interesting e.g. FurryNation, TSL Welcomers etc &lt;br /&gt;
&lt;br /&gt;
==== Group Title ====&lt;br /&gt;
The labels designated for officers and members of a group. Group Titles appear over an avatar’s name when that group is active. &lt;br /&gt;
&lt;br /&gt;
==== Havok4 ====&lt;br /&gt;
The physics engine for the Second Life that handles real-time interaction between objects or other characters. &lt;br /&gt;
&lt;br /&gt;
==== Help Island ====&lt;br /&gt;
[[Help Island]] is an optional post-Orientation Island new resident learning area. To handle the large number of people joining Second Life - Currently not in action on the Teen Grid - Hopefully soon it will be open &lt;br /&gt;
&lt;br /&gt;
==== HIP ====&lt;br /&gt;
[[Help Island Public]]&lt;br /&gt;
&lt;br /&gt;
==== Home ====&lt;br /&gt;
The location that you teleport to when you choose the menu item “Teleport Home” or when you “die.” You can set this location with a menu command. Home may be set to land that you own, land that a group you are a member of owns, or Linden Land that is set to allow home to be set (such as TG Welcome Areas or InfoHubs). &lt;br /&gt;
&lt;br /&gt;
==== Host ====&lt;br /&gt;
Any server computer, but usually a sim. &lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
(Heads up Display) A control panel for an AO or other device that appears on screen. &lt;br /&gt;
&lt;br /&gt;
==== IM ====&lt;br /&gt;
(Instant Message) The chat window that allows two players to speak privately, to instant message another resident. &lt;br /&gt;
&lt;br /&gt;
==== Infohub ====&lt;br /&gt;
A Linden Lab-owned information and social area. Infohubs are located at some of the former Telehub locations and are built and managed by residents or resident groups. Some new players first spawn at Infohubs after leaving Orientation Island or Help Island. &lt;br /&gt;
&lt;br /&gt;
==== Indra ====&lt;br /&gt;
The internal code name for the software project comprising the Second Life Servers (Userserver, Spaceserver, Dataserver, Simulator, and Backbone) and Viewer (the client) &lt;br /&gt;
&lt;br /&gt;
==== Inventory ====&lt;br /&gt;
The window that contains everything you possess that isn’t manifest in the world. Your inventory is the collection of clothing, objects, textures, etc. that your avatar possesses. Your inventory travels with you, and you can use any of it at any time. &lt;br /&gt;
&lt;br /&gt;
==== In-World ====&lt;br /&gt;
Being connected to the Second Life servers and present in the Second Life world (also: online), anything that takes place within the virtual environment of Second Life. &amp;quot;In-world&amp;quot; is a compound modifier and is often misspelled (usually by Lindens) as &amp;quot;inworld&amp;quot; (no hyphen). &lt;br /&gt;
&lt;br /&gt;
==== Island ====&lt;br /&gt;
A Sim or group of Sims that are detached from the Linden Lab owned Mainland and only accessible by teleportation. &lt;br /&gt;
&lt;br /&gt;
==== Issue Tracker ====&lt;br /&gt;
The [[JIRA]] public issue tracker, located at http://jira.secondlife.com, is a searchable database used to organize issues (i.e. bugs and feature requests) submitted by the Second Life community. &lt;br /&gt;
&lt;br /&gt;
==== JPEG2000 ====&lt;br /&gt;
Wavelet based image compression format. Inherently progressive, so images can be displayed with only partial data available, without increases in file size. &lt;br /&gt;
&lt;br /&gt;
==== Kakadu ====&lt;br /&gt;
Cross-platform high-performance JPEG2000 library. Linden Lab does not have redistribution rights to Kakadu so the open source viewer ships with OpenJPEG &lt;br /&gt;
&lt;br /&gt;
==== Kick ====&lt;br /&gt;
The forced log-off of a resident from Second Life by an administrator. &lt;br /&gt;
&lt;br /&gt;
==== KK ====&lt;br /&gt;
Equivalent to “OK” &lt;br /&gt;
&lt;br /&gt;
==== Lag ====&lt;br /&gt;
The condition of running slowly. This can be caused by the server, your internet connection, or the objects, scripts and activities of the players around you. &lt;br /&gt;
&lt;br /&gt;
==== LSL Linden Scripting Language ====&lt;br /&gt;
A C-like language used for server-side scripting of objects. &lt;br /&gt;
&lt;br /&gt;
==== Land ====&lt;br /&gt;
Land in Second Life is much the same as it is in the real world, reaching to all ends of the world. Land is also sometimes called &amp;quot;ground&amp;quot; or &amp;quot;terrain&amp;quot;. Land can be edited (or &amp;quot;terraformed&amp;quot;) in many ways: flattened, smoothed, raised, roughened, etc &lt;br /&gt;
&lt;br /&gt;
==== Land Baron ====&lt;br /&gt;
A resident who makes profit in-world by buying and selling land, or by developing and selling land on Private Estates. &lt;br /&gt;
&lt;br /&gt;
==== Landmark ====&lt;br /&gt;
[[Landmark]]s are shortcuts to places in Second Life &amp;gt; World &amp;gt; Create Landmark here, landmarks are stored in your Inventory for later viewing. &lt;br /&gt;
&lt;br /&gt;
==== Liaison ====&lt;br /&gt;
A Linden who work as front-line technical support or serve as an in-world representative. &lt;br /&gt;
&lt;br /&gt;
==== Linden ====&lt;br /&gt;
An employee of Linden Labs. Linden employees are referred to as “Lindens” because all of them have that last name when in the game. &lt;br /&gt;
&lt;br /&gt;
==== Linden Scripting Language ====&lt;br /&gt;
Linden Scripting Language (LSL) is the programming language used by players in Second Life. LSL scripts can control the behavior of in-world objects. LSL has a syntax similar to C... &lt;br /&gt;
&lt;br /&gt;
==== Linden Dollar ====&lt;br /&gt;
The unit of currency for all monetary transactions in Second Life. Lindens are a microcurrency and can be traded for real world currencies on the Lindex and on other third party exchanges. &lt;br /&gt;
&lt;br /&gt;
==== Linden Lab ====&lt;br /&gt;
The creators of Second Life and Teen Second Life. &lt;br /&gt;
&lt;br /&gt;
==== Link ====&lt;br /&gt;
When building, multiple prims may be linked together with a menu command. When linked, they can be moved as one unit. &lt;br /&gt;
&lt;br /&gt;
==== Limits ====&lt;br /&gt;
Limits of Second Life include Building, Avatar, Chat, Groups, Inventory, Land, Performance, Scripting and Textures. &lt;br /&gt;
&lt;br /&gt;
==== Lock ====&lt;br /&gt;
To set the lock flag for an item, making it un-modifiable. &lt;br /&gt;
&lt;br /&gt;
==== Log ====&lt;br /&gt;
A transcript of chat, or of computer activities. &lt;br /&gt;
&lt;br /&gt;
==== LOL ====&lt;br /&gt;
Laughing Out Loud. &lt;br /&gt;
&lt;br /&gt;
==== Lucky Chair ====&lt;br /&gt;
Scripted chairs that give out prizes when you sit on one that is displaying the first letter of your first name. &lt;br /&gt;
&lt;br /&gt;
==== Machinima ====&lt;br /&gt;
&amp;quot;Machinima&amp;quot; is a neologism based on the phrase machine cinema. The term is used to distinguish between traditional animation techniques (which use specialized 3D animation software) and animation projects that record the action in real-time interactive 3D environments, such as single-player video games or Second Life. &lt;br /&gt;
&lt;br /&gt;
==== Mainland ====&lt;br /&gt;
The largest masses of non-island linked simulators in the Second Life grid that refer to Linden-designed continents. &lt;br /&gt;
&lt;br /&gt;
==== Mainlanders ====&lt;br /&gt;
&amp;quot;Mainlanders&amp;quot; is a term for SL residents who live on one of the Linden owned mainland continents. &lt;br /&gt;
&lt;br /&gt;
==== [[Map]] ====&lt;br /&gt;
The window that displays the map. It can be used to find locations, individuals, and specific coordinates. &lt;br /&gt;
&lt;br /&gt;
==== Message Template ==== &lt;br /&gt;
The protocol description for UDP packet communication between the viewer and servers. Described in the text file app_settings/message_template.msg. &lt;br /&gt;
&lt;br /&gt;
==== Message of the Day ====&lt;br /&gt;
A message that shows up when you are logging into Second Life&lt;br /&gt;
&lt;br /&gt;
==== Mentor ====&lt;br /&gt;
A resident volunteer working with Linden Lab of Second Life and Teen Second Life who teaches and guides newcomers into the world. &lt;br /&gt;
&lt;br /&gt;
==== Modify ====&lt;br /&gt;
Modify (modification) is a permission. An avatar or object can be modified in many ways. &lt;br /&gt;
&lt;br /&gt;
==== Mouseview ==== &lt;br /&gt;
(also Mouselook) Typing the letter “m” will change the main window to a first-person camera view that will change according to mouse motions. This is the usual view for weapons fire. It is also useful for flying in some circumstances. Hit the Escape key to exit Mouseview. &lt;br /&gt;
&lt;br /&gt;
==== Mute ====&lt;br /&gt;
Choosing the option that prevents you from seeing the chat from another player. &lt;br /&gt;
&lt;br /&gt;
====Newbie ==== &lt;br /&gt;
A newcomer to Second Life or Teen Second Life; a resident who has joined for a relatively short period of time and/or is not familiar or comfortable with Second Life’s culture, interface etc. The newbie cut-off point is generally considered to be at around 90 days. &lt;br /&gt;
&lt;br /&gt;
==== Noob ==== &lt;br /&gt;
Means the same as Newbie. &lt;br /&gt;
&lt;br /&gt;
==== No-Copy ====&lt;br /&gt;
Any object whose permissions do not permit the current owner to make additional copies of the object. These objects have (no-copy) in their name in the inventory. &lt;br /&gt;
&lt;br /&gt;
==== No-Fly ====&lt;br /&gt;
Any land parcel that does not permit flying. You can fly through no-fly parcels, but as soon as you touch down and stop flying, you’ll be unable to fly again until you exit the no-fly parcel. If you get really stuck, teleport somewhere else. &lt;br /&gt;
&lt;br /&gt;
==== No-Modify ====&lt;br /&gt;
Any object whose permissions do not permit the current owner to make changes of the object. These objects have (no-modify) in their name in the Inventory. &lt;br /&gt;
&lt;br /&gt;
==== Non Physical ====&lt;br /&gt;
An object may be &amp;quot;physical&amp;quot;, in which case it can be affected by wind, gravity, and collisions with other objects.  Or it may be a normal object; solid, but not affected by physics.  Or, it can be nonphysical.  Nonphysical objects appear to be there, but avatars and other objects can pass through them.  Avatars may also become nonphysical, and do so when seated on objects.  This renders the avatar immune from being bumped or pushed, and can be an effective defense.&lt;br /&gt;
&lt;br /&gt;
==== Notecard ====&lt;br /&gt;
An inventory item containing text and/or embedded textures, snapshots, objects, or other notecards. Items embedded in notecards must have copy/modify/transfer permissions. &lt;br /&gt;
&lt;br /&gt;
==== No-Transfer ====&lt;br /&gt;
Any object whose permissions do not permit the current owner to resell or give away the object. These objects have (no-transfer) in their name in the Inventory. &lt;br /&gt;
&lt;br /&gt;
==== Occlusion ====&lt;br /&gt;
3D graphics rendering technique that ensures that the computer does not spend time attempting to draw things that are not visible (typically because they remain hidden behind something else). &lt;br /&gt;
&lt;br /&gt;
==== [[Office Hours]] ====&lt;br /&gt;
Sheduled times where specific Lindens are available to take questions and comments from residents on their specific areas in Teen Second Life or Second Life. &lt;br /&gt;
&lt;br /&gt;
==== Offline ====&lt;br /&gt;
The state of being disconnected from the Second Life servers and absent from the Second Life world. &lt;br /&gt;
&lt;br /&gt;
==== Off-world ====&lt;br /&gt;
Off-world is when an object or avatar is sent out of the bounds of the grid. &lt;br /&gt;
&lt;br /&gt;
==== Officer ====&lt;br /&gt;
An officer is a resident who is a member of a group and can edit various options for that group through the group window. &lt;br /&gt;
&lt;br /&gt;
==== Ogg ====&lt;br /&gt;
Vorbis Open source audio compression library. Sound effects are stored as .ogg files in the asset system. &lt;br /&gt;
&lt;br /&gt;
==== OI ====&lt;br /&gt;
[[Orientation Island]] &lt;br /&gt;
&lt;br /&gt;
==== OIP ====&lt;br /&gt;
[[Orientation Island Public]]&lt;br /&gt;
&lt;br /&gt;
==== OMG ====&lt;br /&gt;
“Oh My God!” &lt;br /&gt;
&lt;br /&gt;
==== Online ==== &lt;br /&gt;
The state of being connected to the Second Life servers and present in the Second Life world. Also: in-world. &lt;br /&gt;
&lt;br /&gt;
==== Orbiter ====&lt;br /&gt;
Orbiters send their victims so far into the sky that it would take hours for them to fall back down in the normal way and/or their coordinates no longer fit within SL’s world model. Normally, teleporting away or–in extreme cases–relogging will fix being orbited. &lt;br /&gt;
&lt;br /&gt;
==== Orientation Island ====&lt;br /&gt;
The first area all users of Second Life visit when they first log into the world. &lt;br /&gt;
&lt;br /&gt;
====Parcel ====&lt;br /&gt;
An area of land owned by a single user or group. Parcels are composed of square blocks measuring 4×4 meters, but the blocks do not have to be contiguous. Parcels have both an integer local id and a global UUID. &lt;br /&gt;
&lt;br /&gt;
==== Pick ====&lt;br /&gt;
A pick is a location in a resident&#039;s profile that they have chosen to display. Some residents have used picks to display things other than locations, such as favorite snapshots. Each resident can create up to 10 picks in their profile. &lt;br /&gt;
&lt;br /&gt;
==== Pole Dancing ====&lt;br /&gt;
Pole Dancing refers to using a scripted object to play animations while soliciting Linden Dollars from avatars watching, often in a highly sexualized context such as a club. &lt;br /&gt;
&lt;br /&gt;
==== Position ====&lt;br /&gt;
Position is the location of something that can move. In Second Life, position usually refers to a prim or avatar (but can be other things too) in a simulator and is represented in a script as a vector. &lt;br /&gt;
&lt;br /&gt;
==== Popular Places ==== &lt;br /&gt;
Popular places is a search category which lists the the 20 parcels with the most traffic on the previous day. It does not differentiate between bots, campers and active residents. &lt;br /&gt;
&lt;br /&gt;
==== Prim ====&lt;br /&gt;
Abbreviation for primitive. &lt;br /&gt;
&lt;br /&gt;
==== Primitive ====&lt;br /&gt;
A basic geometric shape, such as a cube or sphere, which may be cut, twisted, or shaped in various ways. All objects in Second Life are made of one or more primitives.  Each prim is represented by a set of parameters, including position, scale, rotation, shape, cut, hollow, etc. Prims can be linked together into link sets. They can also be attached to avatars, but this process is separate from linking. Primitives are implemented in LLPrimitive, with vertex generation performed in LLVolume and rendering in LLVOVolume.&lt;br /&gt;
&lt;br /&gt;
==== Profile ====&lt;br /&gt;
A profile is used to display various information about a resident in the profile window. A profile will always contain the resident&#039;s name, &amp;quot;born&amp;quot; date, account type and partner. Other information can be left blank by the resident. &lt;br /&gt;
&lt;br /&gt;
==== Quaternion ====&lt;br /&gt;
Representation of a rotation. SL uses unit quaternions represented in four floats. This allows only three floats to be transmitted and the remaining value reconstructed on the viewer. &lt;br /&gt;
&lt;br /&gt;
==== Region ====&lt;br /&gt;
Data set for a region of the world, like “Orientation Island”. A region can be run by any simulator process, and regions move from sim to sim as the hosts are shut down, crash, etc. &lt;br /&gt;
&lt;br /&gt;
==== Rez ==== &lt;br /&gt;
Rez in Second Life means to create or to make an object appear. Rezzing an object/prim can be done by dragging it from a resident&#039;s inventory or by creating a new one via the edit window. &lt;br /&gt;
&lt;br /&gt;
==== Resident ====&lt;br /&gt;
A user in Second Life is typically called a resident. This term is used by Linden Lab and may be meant to give users a feeling of &amp;quot;belonging&amp;quot; and ownership of the virtual world. &amp;quot;Resident&amp;quot; is also used throughout most of SL&#039;s UI in place of &amp;quot;user&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Ruth ====&lt;br /&gt;
This is the name given to the Second Life default avatar. When a simulator renders your avatar initially, it is sometimes unable to acquire all the information on your mesh, clothing, textures. In extreme cases, the sim has to render you with no info whatsoever, so it has a default, a female figure dubbed &amp;quot;Ruth&amp;quot;. SL residents typically refer to logging in and appearing as the default as &amp;quot;being Ruthed&amp;quot;. In viewer release 1.20 and following the default avatar becomes instead a glowing white particle cloud (&amp;quot;lumorphous blob&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==== Scripted Object ====&lt;br /&gt;
A scripted object is an object that has one or more scripts attached. Scripted objects can be made visible as a beacon through the View Menu. &lt;br /&gt;
&lt;br /&gt;
==== Showcase ====&lt;br /&gt;
Editorially-controlled area that highlights some of the best inworld venues and locations that might be of interest to new and existing Residents. This is the place to go to explore and discover some of the exciting user-created locations in Second Life.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
A texture image that replaces the default skin of your avatar. Cannot (usually) be adjusted by the appearance sliders, but looks much better than the default skin.&lt;br /&gt;
&lt;br /&gt;
In 1.20 and later, skin can also refer to the theme your viewer is using. As of 1.20 the themes include Default (the grey and purple classic look of the viewer) and Silver (a lighter, blue look formerly known by the internal code name Dazzle).&lt;br /&gt;
&lt;br /&gt;
==== Sim ==== &lt;br /&gt;
Short for simulator.  In common usage, a Second Life region, a square of land 256x256 meters.  &amp;quot;Sim&amp;quot; may also refer to the server host machine, for example sim1234.agni.lindenlab.com. The SL server grid consists of over 5000 servers.  Each server hosts several simulator processes (regions, or &amp;quot;sims&amp;quot;), of which there are over 22,000 (as of July 2008).&lt;br /&gt;
&lt;br /&gt;
==== Simulator ====&lt;br /&gt;
The primary SL server process. Each simulator process simulates one 256×256 meter region. As the viewer moves through the world it is handled off from one simulator to another. Multiple simulator processes run on each server host, currently 2 to 16. &lt;br /&gt;
&lt;br /&gt;
==== Snapshot ====&lt;br /&gt;
A button in the UI that will open up the snapshot preview window (Ctrl-Shift-S) with a screenshot of your current view ( ` will save the snapshot directly to your hard drive). &lt;br /&gt;
&lt;br /&gt;
==== Slave ====&lt;br /&gt;
In Second Life a slave refers to an individual who has accepted a submissive role in a D/s relationship that is centered around roleplaying ownership and devotion to the Master/Mistress. &lt;br /&gt;
&lt;br /&gt;
==== Slebrity ====&lt;br /&gt;
Slebrity is a portmanteau of SL for Second Life and celebrity. It refers to an avatar who has become notable in second life media, though not necessarily in the wider world. &lt;br /&gt;
&lt;br /&gt;
==== Spam ====&lt;br /&gt;
An unsolicited instant message, notecard, texture, group invite, animate request, or object sent to multiple people. This can be sent by another player, or by an object containing a script. &lt;br /&gt;
&lt;br /&gt;
==== Slide ====&lt;br /&gt;
A slider is a UI element such as in the avatar appearance menu. The slide llSetTextureAnim parameter. A collision effect when something slides over something else. &lt;br /&gt;
&lt;br /&gt;
==== SL Exchange ====&lt;br /&gt;
&amp;quot;Sells objects, clothes and others things used in the game.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==== SLURL ====&lt;br /&gt;
A [[SLURL]] is a type of weblink that launches the Second Life client and teleports you to the location indicated via the slurl.com website. &lt;br /&gt;
&lt;br /&gt;
==== Slsex ====&lt;br /&gt;
Use of animations, chat, instant messages, voice and scripted objects (e.g. attachments, poseballs and sex beds) to simulate sex inside of Second Life. Also called &amp;quot;cyber,&amp;quot; short for cybersex, if it involves chat and not voice. &lt;br /&gt;
&lt;br /&gt;
==== SLT ====&lt;br /&gt;
“Second Life Time.” The time zone corresponding to the local time at the Linden Lab offices at San Francisco. Linden Lab now refersto Pacific Daylight Time (PDT) and Pacific Standard Time (PST), but the term SLT is commonly used in-world by residents. &lt;br /&gt;
&lt;br /&gt;
==== Sliders ====&lt;br /&gt;
Controls for customizing Avatar appearance and clothing. These sliding settings levers in appearance mode (right-click on Avatar &amp;amp; select “appearance” to access) change values for avatar and clothing mesh. As an example, foot size can be altered from tiny to large on one slider, rounded to pointy toes on another, thin to thick platforms on another. &lt;br /&gt;
&lt;br /&gt;
==== Skybox ====&lt;br /&gt;
Buildings located in the sky &lt;br /&gt;
&lt;br /&gt;
==== State ====&lt;br /&gt;
An object has different states: &amp;quot;normal&amp;quot;, locked, physical, temporary, phantom, and combinations of these (except when flexible which limits object states). &lt;br /&gt;
&lt;br /&gt;
==== Streaming Music/Video ==== &lt;br /&gt;
Music and video that may be heard and viewed on a parcel. Each parcel may have one video and one audio stream set at any one time. Streams are specified as URLs to files or streaming servers on the Internet. With the proper permissions, an avatar can manually specify the URL of the streaming audio and video in the Media tab of Preferences. &lt;br /&gt;
&lt;br /&gt;
==== SL ====&lt;br /&gt;
Second Life &lt;br /&gt;
&lt;br /&gt;
==== Statistics ====&lt;br /&gt;
Bar A window of detailed performance data that appears on the upper right corner of the user’s screen, enabled with Ctrl-Shift-1 or View -&amp;gt; Statistics Bar. The data can help identify the source of performance problems in the client or simulator. &lt;br /&gt;
&lt;br /&gt;
==== Stipend ====&lt;br /&gt;
Stipends are a certain allowance of money paid weekly (on Tuesday) to residents in L$. Premium accounts receive Stipends (300L$/week)etc , though some older accounts have been grandfathered in under previous stipend programs. &lt;br /&gt;
&lt;br /&gt;
==== Task ====&lt;br /&gt;
Server-side representation of a primitive or link set. Since primitives can contain scripts or be physically simulated each task adds load to the server process. The agent is also represented as a task on the server, but has extensive additional processing. &lt;br /&gt;
&lt;br /&gt;
==== Texture ====&lt;br /&gt;
A texture is an image which can be used to cover the faces of a prim as a visual representation of the material and look of an object or be used to make clothing or other tatoos or be put in a notecard. &lt;br /&gt;
&lt;br /&gt;
==== TSL ====&lt;br /&gt;
Teen Second Life for 13 - 17 years to play, when they turn 18 they get transfered to the MG of Second Life. &lt;br /&gt;
&lt;br /&gt;
==== TG ====&lt;br /&gt;
Teen Grid same as TSL or TSL &lt;br /&gt;
&lt;br /&gt;
==== TY ====&lt;br /&gt;
“Thank You!” &lt;br /&gt;
&lt;br /&gt;
==== TP ====&lt;br /&gt;
Teleport to other locations &lt;br /&gt;
&lt;br /&gt;
==== Town Hall ====&lt;br /&gt;
A meeting where a senior Linden addresses and takes questions from residents. Town Halls are usually conducted via voice. (Not doing them anymore). &lt;br /&gt;
&lt;br /&gt;
==== TSLB/SLB ==== &lt;br /&gt;
Second Life Birthday/Teen Second Life Birthday&lt;br /&gt;
&lt;br /&gt;
==== TOS ==== &lt;br /&gt;
Terms of Service&lt;br /&gt;
&lt;br /&gt;
==== Tiny Prim ====&lt;br /&gt;
Micro Prim&lt;br /&gt;
&lt;br /&gt;
==== Tiny ====&lt;br /&gt;
An extremely small Avatar, usually a furry, designed to resemble an animated stuffed animal. &lt;br /&gt;
&lt;br /&gt;
==== Time ====&lt;br /&gt;
SL&#039;s timezone is called SLT. It is equivalent to PST/PDT (Pacific Standard Time)/Pacific Daylight Time), the real world timezone of Linden Lab. &lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
The monthly land “tax” you pay to either Linden Lab (on the mainland) or to a private island owner to own land. The more land you own, the higher your monthly Tier fees. &lt;br /&gt;
&lt;br /&gt;
==== Texture ====&lt;br /&gt;
An image or graphic uploaded to Second Life for application to the surface of an object or to clothing. Textures can be purchased or found for free in-world, or created in third-party graphics programs and uploaded to Second Life for L$10 per image. &lt;br /&gt;
&lt;br /&gt;
==== Terraform ====&lt;br /&gt;
To change the shape and elevation of land. Most Mainland sims are limited to ± 4 meters terraformability. Land on Private Estates can be terraformed up to ± 100 meters. &lt;br /&gt;
&lt;br /&gt;
==== Terms of Service ====&lt;br /&gt;
The set of rules that all residents agree to follow while using Linden Lab services or products, and the consequences of violating those rules. Abbreviated TOS. Also see Community Standards. &lt;br /&gt;
&lt;br /&gt;
==== TTYL ====&lt;br /&gt;
“Talk To You Later” &lt;br /&gt;
&lt;br /&gt;
==== Traffic ====&lt;br /&gt;
A Linden Lab generated measure of how many avatars frequent a parcel of land and how long they stay. Higher traffic results in a higher placement in the “Popular Places” found by selecting Search. &lt;br /&gt;
&lt;br /&gt;
==== Transfer ====&lt;br /&gt;
When a Teen Transfers from Teen Grid to Main Grid. &lt;br /&gt;
&lt;br /&gt;
==== Texture ====&lt;br /&gt;
An image applied to the surface of an object. &lt;br /&gt;
&lt;br /&gt;
==== UUID ====&lt;br /&gt;
Globally unique identifier, a 128-bit number represented as a 16-byte binary value or 36-byte hexadecimal string. UUIDs can be generated by any part of the system and are guaranteed to be unique. &lt;br /&gt;
&lt;br /&gt;
==== User Interface ====&lt;br /&gt;
A user interface (UI or GUI: graphical user interface) is how a user interfaces with (uses) a software application. &lt;br /&gt;
&lt;br /&gt;
==== Vector ====&lt;br /&gt;
An array of floating point values used to represent positions, colors, etc. Implemented in LLVector3, LLVector4, LLColor4, etc. &lt;br /&gt;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
A scripted object whose movement you can control. Typically, a resident will sit on/in the vehicle and use it as a form of transportation. Vehicles include cars, airplanes, hoverboards, boats, UFOs, and much more. &lt;br /&gt;
&lt;br /&gt;
==== Vendor ====&lt;br /&gt;
A scripted object that designed to sell objects, clothing, or other items to residents. Many brands of vendors are networked and operate of a central server. &lt;br /&gt;
&lt;br /&gt;
==== Viewer ====&lt;br /&gt;
Client software, written in C++, that runs on the user’s Windows, Macintosh, or Linux computer. The process is named “newview” for historical reasons. You may specify Client parameters to it to alter its default behaviour. &lt;br /&gt;
&lt;br /&gt;
==== Video ====&lt;br /&gt;
Video Tutorials that get filmed in Second Life or Teen Second Life often (machinimas). &lt;br /&gt;
&lt;br /&gt;
==== Windlight ====&lt;br /&gt;
Sky and atmospheric and lighting effects for Second Life, developed by Windward Mark Interactive, which was purchased by Linden Lab for their technology. &lt;br /&gt;
&lt;br /&gt;
==== Whisper Speech ====&lt;br /&gt;
(usually by objects containing scripts) that is audible only within a 10 meter radius from the object. Compare with regular chat (20m radius), shouting (100m radius) and Region Say (sim-wide). &lt;br /&gt;
&lt;br /&gt;
==== Wire Frame ====&lt;br /&gt;
A mode of viewing the world by seeing only the edges that connect the vertices of objects, avatars, and terrain. The client wire frame mode can be toggled on and off with Ctrl-Shift-R. &lt;br /&gt;
&lt;br /&gt;
==== Welcome Area ==== &lt;br /&gt;
A Linden Lab-owned and designed information and social area for new residents. &lt;br /&gt;
&lt;br /&gt;
==== Wiki ====&lt;br /&gt;
Second Life Wiki - Information about Volunteers, Windlight, Video Tutorials, Orientation Guides, Projects &lt;br /&gt;
&lt;br /&gt;
==== X-Axis ====&lt;br /&gt;
The East-West axis of the in-world coordinate system. When editing objects, it is represented by a red arrow that passes through the center of the object.&lt;br /&gt;
&lt;br /&gt;
==== Y-Axis ====&lt;br /&gt;
The North-South axis of the in-world coordinate system. When editing objects, it is represented by a green arrow that passes through the center of the object.&lt;br /&gt;
&lt;br /&gt;
==== Z-Axis ====&lt;br /&gt;
The up-down axis of the in-world coordinate system. When editing objects, it is represented by a blue arrow that passes through the center of the object.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary| Glossary]] [[Category:Help/Community]]&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Viewer_Memory_Manager&amp;diff=78162</id>
		<title>Viewer Memory Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Viewer_Memory_Manager&amp;diff=78162"/>
		<updated>2008-07-14T00:51:46Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: more grammar edits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Linden Lab Projects]]&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
Currently the Second Life Viewer uses default memory allocators on OSX and Linux, and SmartHeap on Windows. None of these solutions provide run time memory profiling. When last investigated, Windows saw approximately a 15% overall framerate improvement when using SmartHeap. We need to find a cross platform solution that preserves as much of this performance optimization as possible while providing hooks for run time memory profiling.&lt;br /&gt;
= Objectives =&lt;br /&gt;
* Replace SmartHeap on Windows with a memory allocation library that is cross-platform and open source &lt;br /&gt;
** It needs to allow us to track memory allocations at run time. This could be a command line option if there is a performance overhead, but the overhead needs to be low enough to continue to run real time.&lt;br /&gt;
** Performance must remain comparable to SmartHeap on Windows&lt;br /&gt;
** The ability to dump a detailed memory profile would enable residents to submit memory leak / bloat information to Linden Lab and the OS community&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[Viewer Roadmap]]&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Viewer_Memory_Manager&amp;diff=78161</id>
		<title>Viewer Memory Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Viewer_Memory_Manager&amp;diff=78161"/>
		<updated>2008-07-14T00:50:16Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: Minor grammar fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Linden Lab Projects]]&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
Currently the Second Life Viewer uses default memory allocators on OSX and Linux, and SmartHeap on Windows. None of these solutions provide run time memory profiling. When last investigated, Windows saw approximately a 15% overall framerate improvement when using SmartHeap. We need to find a cross platform solution that preserves as much of this performance optimization as possible while providing hooks for run time memory profiling.&lt;br /&gt;
= Objectives =&lt;br /&gt;
* Replace SmartHeap on Windows with a memory allocation library that is cross-platform and open source &lt;br /&gt;
** It needs to allow us to track memory allocations run time. This could be a command line option if there is a performance overhead, but the overhead needs to be low enough to continue to run real time.&lt;br /&gt;
** Performance must remain comparable to SmartHeap on Windows&lt;br /&gt;
** The ability to dump a detailed memory profile would enable residents to and submit memory leak / bloat information to Linden Lab and the OS community&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[Viewer Roadmap]]&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=SLDEV_Discussion_-_Texture_Cache_Plan_of_Attack&amp;diff=72098</id>
		<title>SLDEV Discussion - Texture Cache Plan of Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=SLDEV_Discussion_-_Texture_Cache_Plan_of_Attack&amp;diff=72098"/>
		<updated>2008-06-15T01:28:13Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: Minor typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ViewerArchNav|parent=Image System}}&lt;br /&gt;
&lt;br /&gt;
Discussion is underway in the SLDev Mailing List regarding options to overhaul the texture cache. Mostly the plan involves storing decompressed textures, rather than the JPG2000 compressed versions, which allows the Texture Fetch operations to skip the decode, which is currently the major bottleneck in the cache system. This article is for summarizing, planning, and status of this project. Please discuss via the SLDev mailing list.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
=== Current Implementation ===&lt;br /&gt;
Currently, the client will download uncached JPG2000 textures from the region/asset servers, progressively decode and apply them to the faces rendered in whatever quality level is currently available. As more data is downloaded, it is further decoded, and the quality rendered goes up. Textures are cached in a three-part system sharing space with the [[VFS]], described in the [[Texture Cache]] article. &lt;br /&gt;
&lt;br /&gt;
=== New Plan ===&lt;br /&gt;
The discussion on the SLDev list has been very helpful in nailing down ways to improve the cache. The biggest change will be caching of textures in an un-compressed format - TGA or Raw - while preserving the existing obfuscation technique to prevent direct ripping of the cached images. In addition, the cache settings will be split into two separate caches - the VFS for objects that use it currently, and a completely new layer of cache exclusively for textures.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
=== Rework Cache to store multiple formats ===&lt;br /&gt;
Currently, the texture cache can read TGA and JPG2000 files from the cache. However, it has no way to &#039;&#039;write&#039;&#039; TGA to the cache. The interface between llTextureFetch and llTextureCache will need to be refactored to support storing and retrieving in a format-agnostic way, allowing JPG2000, TGA, and Raw to exist simultaneously in the cache, with the possibility of adding others down the line if needed relatively easily.&lt;br /&gt;
&lt;br /&gt;
In short, the calls from llTextureFetch to llTextureCache, and the return data, should include a Format Identifier, a block of data for the image itself (in whatever format is indicated by the Format Identifier), and any other details that may be required such as data size, image dimensions, and (if necessary) color depth. llTexureCache should be able to store and retrieve this data in a format-agnostic way, ideally returning decoded data to llTextureFetch as a llRawImage object. Metadata would be stored in the cache index, discussed below, with the bulk of the data stored in the manner it is done now - subfolders with filenames equivalent to the UUID of the texture.&lt;br /&gt;
&lt;br /&gt;
=== Rework Cache Index for Greater Storage ===&lt;br /&gt;
Currently, the Texture Cache shares space with the VFS, and is limited to 800MB - 80% of the maximum total &amp;quot;cache size&amp;quot;, the other 20% of which is reserved for the VFS. With the cache capable of storing uncompressed files, it could grow much faster; and with the cost of disk space these days, limiting the cache to 1GB is ludicrously inadequate. A separate slider in the &amp;quot;Network&amp;quot; preferences tab should allow the individual specification of max VFS (&amp;quot;Object Cache&amp;quot;) and max Texture caches. In discussion, many commenters stated that they would allocate as much as 100GB to a texture cache. Aside from the speed benefit garnered from a larger cache, it also will dramatically reduce the amount of textures that would need to be re-downloaded due to a lower cache discard rate.&lt;br /&gt;
&lt;br /&gt;
The Cache Index would store Metadata about the texture - the Format ID, the dimensions, file size, and color depth (if necessary), and, like the current cache index, would also have the first (arbitrary number of) bytes of the actual data - primarily for obfuscation purposes, to prevent the casual ripping of textures from the cache. Multiple copies of the same texture could be stored in the cache, in different formats - for example, stored as JPG2000 while progressively downloading, then stored in uncompressed format once complete. The Texture Fetcher would simply request a texture, and the cache would respond with the cached version available with the lowest CPU-overhead - Raw first, then TGA, then JPG2000, with the network fetch as the fail-through option. Ideally, once a texture has been downloaded completely and decoded, it would be stored as a Raw image, and the JPG2000 version would be marked as &amp;quot;expired&amp;quot; or otherwise scheduled for purging from the cache. The bulk of the texture data, stored in the UUID-named file in the subfolders of the cache, will need to have an extension added to it that signifies the Format ID to allow co-existence of multiple encodings of the same texture.&lt;br /&gt;
&lt;br /&gt;
Some discussion was brought up about XORing the raw texture data with a hard-coded key, or perhaps one based on the Hardware Hash of each individual machine - in effect a fast but low-quality encryption. This has been largely disregarded in the interest of attaining the best speed - although it remains an option if the community demands more obfuscation than currently exists in the texture cache.&lt;br /&gt;
&lt;br /&gt;
=== Cache Discard Optimization ===&lt;br /&gt;
There is discussion on the [[Texture Cache]] page regarding further optimization or replacement of the Cache Discard algorithms, which should probably be moved here - however, this portion is not a part of the current ongoing discussion in SLDev. I will leave it to someone else to take the initiative on this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Design Discussions]]&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Test_Grid&amp;diff=60389</id>
		<title>Talk:Test Grid</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Test_Grid&amp;diff=60389"/>
		<updated>2008-03-28T21:13:36Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can anyone say if this test grid is like the beta? Do money events count as actual?&lt;br /&gt;
&lt;br /&gt;
This grid does not seem to be functional anymore.&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Dante_Tucker&amp;diff=60209</id>
		<title>User:Dante Tucker</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Dante_Tucker&amp;diff=60209"/>
		<updated>2008-03-27T12:34:56Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, excuse the stub user page, I have not had time to fill this in.&lt;br /&gt;
&lt;br /&gt;
I am a Second Life Mentor, amature builder, experienced scripter, Land owner, and Estate manager. I consider SL to be more then just a hobby and am very dedicated to improving the SL experience for everyone.&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Dante_Tucker&amp;diff=41426</id>
		<title>User:Dante Tucker</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Dante_Tucker&amp;diff=41426"/>
		<updated>2007-11-24T18:35:00Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, excuse the stub user page, I have not had time to fill this in.&lt;br /&gt;
&lt;br /&gt;
I am a Second Life Mentor, a experienced scripter and amature builder. I consider SL to be more then just a hobby and am very dedicated to improving the SL experience for everyone.&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Voice&amp;diff=19989</id>
		<title>Voice</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Voice&amp;diff=19989"/>
		<updated>2007-05-07T17:37:42Z</updated>

		<summary type="html">&lt;p&gt;Dante Tucker: add other main group, needs details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Voice&#039;&#039;&#039; is a feature that made its debut on its own grid and beta viewer in March of 2007[http://news.cnet.co.uk/gamesgear/0,39029682,49289943,00.htm].&lt;br /&gt;
&lt;br /&gt;
==Recent developments==&lt;br /&gt;
&lt;br /&gt;
It was recently (May 2007) rolled in to the main beta grid, and Linden Labs has put out May 15 as the day that the main viewer with voice will be completed.  Whether this means that voice will be added to the main grid is unclear.&lt;br /&gt;
&lt;br /&gt;
==System-wide Rollout==&lt;br /&gt;
&lt;br /&gt;
Voice will be available free for landowners during the beta. Owners of mainland and island properties will be able to use the new feature for free[http://news.cnet.co.uk/gamesgear/0,39029682,49288048,00.htm].&lt;br /&gt;
However, owners of older islands who pay fees lower than the current $US295 per month may have to upgrade to be able to use voice.&lt;br /&gt;
&lt;br /&gt;
==Controversy==&lt;br /&gt;
&lt;br /&gt;
While many believe that voice in SL will be beneficial, some users are against the addition of voice to the main grid.&lt;br /&gt;
&lt;br /&gt;
==Groups==&lt;br /&gt;
&lt;br /&gt;
The [[Voice Mentors|Voice Mentors group]] is the main advocacy and help group for users having problems adjusting to the new system.&lt;br /&gt;
&lt;br /&gt;
[[Voice in SL: A Community Forum]]&lt;/div&gt;</summary>
		<author><name>Dante Tucker</name></author>
	</entry>
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