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	<title>Second Life Wiki - User contributions [en]</title>
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	<updated>2026-07-28T17:00:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Server_Beta_User_Group&amp;diff=865673</id>
		<title>Server Beta User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Server_Beta_User_Group&amp;diff=865673"/>
		<updated>2010-04-15T21:17:37Z</updated>

		<summary type="html">&lt;p&gt;Huns Valen: /* Agenda */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the meeting tracking and progress page for the weekly Server BETA QA Meeting, moderated by Oskar Linden. Please contact him on AGNI for more information. You can join the &#039;&#039;&#039;Second Life Beta&#039;&#039;&#039; group for updates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The next meeting is Thursday, April 15th, 2010, 3PM PDT at {{SLurl|region=Morris|x=210|y=250|z=35|title=Morris}} on the preview grid, [[Preview_Grid | ADITI]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
** Join the email list&lt;br /&gt;
*** Sign up here: https://lists.secondlife.com/cgi-bin/mailman/listinfo/server-beta&lt;br /&gt;
&lt;br /&gt;
= Agenda =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please enter items here for discussion at the next meeting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Discuss resolution of previous open items.&lt;br /&gt;
* Updates&lt;br /&gt;
** 1.38 is in pilot roll now.&lt;br /&gt;
*** Are the bunnies doing ok?&lt;br /&gt;
** 1.40 info&lt;br /&gt;
** Havok 7 testing info.&lt;br /&gt;
*** Timeline for physical objects &amp;gt;32 prims? Was described as &amp;quot;post Havok 7.&amp;quot;&lt;br /&gt;
** Getting private regions into ADITI for 1.40 testing.&lt;br /&gt;
** 1.42 info&lt;br /&gt;
*** tcmalloc&lt;br /&gt;
* Releases&lt;br /&gt;
** 1.38.2 1st week in May&lt;br /&gt;
* Any other business&lt;br /&gt;
** what you want to talk about goes here.&lt;br /&gt;
&lt;br /&gt;
= Open Items =&lt;br /&gt;
* {{jira|SVC-4632}} - People getting past Estate and Land bans | Critical &amp;amp; 325 votes!&lt;br /&gt;
** Dante has commented on this issue and reopened it.&lt;br /&gt;
* {{jira|SVC-3044}} - [[DEBUG_CHANNEL|Debug channel]] and script error reporting needs a major rethink&lt;br /&gt;
** related to {{jira|vwr-199}} and {{jira|vwr-7062}}&lt;br /&gt;
** [15:17]  Roberto Salubrius: can we get that standarized pleaaaaaaaaaaaseeeeeeeeee so we can listen to the debug channel whenever there&#039;s a problem PLEAAAAAAAAAASEEEEEEE&lt;br /&gt;
** [15:17]  Roberto Salubrius: preeeeeeeetty pleaaseeeeee&lt;br /&gt;
* {{jira|svc-4196}} - &amp;quot;Avatar entering sim or rezzing object causes sim to freeze for up to 30 seconds - everything stops for everybody there&amp;quot;&lt;br /&gt;
** Babbage is working on it.&lt;br /&gt;
* Ability to edit the login page.&lt;br /&gt;
** Plans are in place for an update.&lt;br /&gt;
* Create a sims to add page for ADITI.&lt;br /&gt;
** Contact Oskar if you want your sim on ADITI&lt;br /&gt;
* wassup with {{jira|SVC-3895}}&lt;br /&gt;
* status on {{jira|SVC-3618}} - estate managers unable to freeze / eject&lt;br /&gt;
* status on {{jira|SVC-1253}} - users sitting on prims, which are set to phantom are not affected by damage. | 108 votes!&lt;br /&gt;
* status on {{jira|SVC-5404}} - Vehicles can no longer enter a region if no-object-entry flag is set&lt;br /&gt;
* What is going on with {{jira|SVC-421}} - Cannot delete contents from no-modify objects&lt;br /&gt;
&lt;br /&gt;
= Minutes from Previous Meetings =&lt;br /&gt;
* 2010&lt;br /&gt;
** April&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-04-08 | 2010-04-08]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-04-01 | 2010-04-01]]&lt;br /&gt;
** March&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-03-25 | 2010-03-25]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-03-18 | 2010-03-18]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-03-11 | 2010-03-11]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-03-04 | 2010-03-04]]&lt;br /&gt;
** February&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-02-25 | 2010-02-25]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-02-18 | 2010-02-18]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-02-11 | 2010-02-11]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-02-04 | 2010-02-04]]&lt;br /&gt;
** January&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-01-21 | 2010-01-21]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-01-14 | 2010-01-14]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2010-01-07 | 2010-01-07]]&lt;br /&gt;
* 2009&lt;br /&gt;
** December&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-12-17 | 2009-12-17]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-12-10 | 2009-12-10]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-12-04 | 2009-12-04]]&lt;br /&gt;
** November&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-11-26 | 2009-11-26]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-11-19 | 2009-11-19]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-11-12 | 2009-11-12]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-11-05 | 2009-11-05]]&lt;br /&gt;
** October&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-10-29 | 2009-10-29]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-10-22 | 2009-10-22]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-10-15 | 2009-10-15]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-10-08 | 2009-10-08]]&lt;br /&gt;
*** [[Beta_Server_Office_Hours/Minutes/2009-10-01 | 2009-10-01]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Beta Server Office Hours]]&lt;br /&gt;
[[Category:Issue Tracker]]&lt;br /&gt;
[[Category:Quality Assurance]]&lt;br /&gt;
[[Category:QA_Portal]]&lt;/div&gt;</summary>
		<author><name>Huns Valen</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=SL_Certification&amp;diff=18229</id>
		<title>SL Certification</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=SL_Certification&amp;diff=18229"/>
		<updated>2007-04-25T02:20:00Z</updated>

		<summary type="html">&lt;p&gt;Huns Valen: /* Resident Participants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overarching Goal==&lt;br /&gt;
* Create Second Life Certification as an in-world resource for Residents&lt;br /&gt;
==Immediate Goal==&lt;br /&gt;
* Develop certification criteria for modeling and scripting&lt;br /&gt;
** We are looking for members of the Developer, Instructor, and Volunteer communities to work with Lindens in creating the skills list and certification tasks for those skills in Modeling and in Scripting. &lt;br /&gt;
==Description==&lt;br /&gt;
Linden Lab is developing certification for the use of key Second Life tools. We’ll begin with in-world building tools and LSL. We believe this will benefit Residents, Developers, and anyone who wishes to use Second Life by clearly identifying both key skills and the holders of those skills. This will also enable the creation of training to build the skills required for certification.&lt;br /&gt;
It is Linden Lab&#039;s intent to work with an external certification provider to offer certification testing and maintain a list of those Residents who have been certified.&lt;br /&gt;
==Linden Participants==&lt;br /&gt;
* [[User:Glenn Linden|Glenn Linden]]&lt;br /&gt;
* [[User:Eric Linden|Eric Linden]]&lt;br /&gt;
* [[User:Blue Linden|Blue Linden]]&lt;br /&gt;
* [[User:Heretic Linden|Heretic Linden]]&lt;br /&gt;
&lt;br /&gt;
==Resident Participants==&lt;br /&gt;
If you are interested in participating, please add your name to the end of this list.&lt;br /&gt;
* [[User:Ceera Murakami|Ceera Murakami]] (Fox and Ground Construction Company) Texture Artist&lt;br /&gt;
* [[User:Elle74 Zaftig|Elle74 Zaftig]] (Bellissima!/Shoppe74) build/model/textures&lt;br /&gt;
* [[User:Keiki Lemieux|Keiki Lemieux]] (HUDDLES Games &amp;amp; Gadgets) Building, Scripting, Animations, Textures&lt;br /&gt;
* [[User:Tre Giles|Tre Giles]] (GiTech/Action Village Paintball) Building, Scripting, Animation, Photography&lt;br /&gt;
* [[User:Alexander Regent|Alexander Regent]] (MageTech LLC) Scripting, website integration, cellphone integration, in-world building&lt;br /&gt;
* [[User:Sitearm Madonna|Sitearm Madonna]] (Siterma): Sim Scale Project Planning and Management; Structural Builds and Simulator Performance Management; Social Builds and Community Growth Management; Modeling - Architecture, Terraforming, Waterscaping, Landscaping, Soundscaping&lt;br /&gt;
* [[User:Hugo Dalgleish|Hugo Dalgleish]]&lt;br /&gt;
* [[User:Kenn Nilsson|Kenn Nilsson]] (NDE)&lt;br /&gt;
* [[User:Ravanne Sullivan|Ravanne Sullivan]] (Ravanne&#039;s Dance Poles and Animations) Animations and Scripting&lt;br /&gt;
* [[User:Fox Diller|Fox Diller]] (Crystal Studio/Magrathean Technologies) Anything Second Life.&lt;br /&gt;
* [[User:MSo Lambert|MSo Lambert]]&lt;br /&gt;
* [[User:Rael Delcon|Rael Delcon]]&lt;br /&gt;
* [[User:Dytska Vieria|Dytska Vieria]] (residential design/builds)&lt;br /&gt;
* [[User:Skye McArdle|Skye McArdle]] - Modeling, Animation, Textures, AV Customization&lt;br /&gt;
* [[User:Eladon Galsworthy|Eladon Galsworthy]] (PondLife - building and scripting)&lt;br /&gt;
* [[User:Oz Spade|Oz Spade]]&lt;br /&gt;
* [[User:Max Case|Max Case]]&lt;br /&gt;
* [[User:Newfie Pendragon|Newfie Pendragon]] (Reality Check, LSL Scripting)&lt;br /&gt;
* [[User:Gigs Taggart|Gigs Taggart]]&lt;br /&gt;
* [[User:Peekay Semyorka|Peekay Semyorka]]&lt;br /&gt;
* [[User:Osgeld Barmy|Osgeld Barmy]]  (biulding textures lsl)&lt;br /&gt;
* [[User:Nargus Asturias|Nargus Asturias]] (Avatar building, animations, scripts)&lt;br /&gt;
* [[User:ForestMist Skjellerup|ForestMist Skjellerup]]&lt;br /&gt;
* [[User:Rraven Moonlight|Rraven Moonlight]] (Terraforming Raw files, Texture developer, Large Scale Architectural Builds)&lt;br /&gt;
* [[User:Xylo Quisling|Xylo Quisling]]&lt;br /&gt;
* [[User:Thunderclap Morgridge|Thunderclap Morgridge]] (Texture artist, and nascent builder)&lt;br /&gt;
* [[User:Hiro Pendragon|Hiro Pendragon]] (CTO, Infinite Vision Media) LSL scripting, modeling&lt;br /&gt;
* [[User:Ethan Therian|Ethan Therian]] (Creative Director, Infinite Vision Media) modeling, texturing&lt;br /&gt;
* [[User:Ciemaar Flintoff|Ciemaar Flintoff]] (associate, Infinite Vision Media) lsl scripting, web-to-SL-to-web scripting&lt;br /&gt;
* [[User:Nimrodina Wayne|Nimrodina Wayne]] (build, animate, machinima)&lt;br /&gt;
* [[User:Lias Leandros|Lias Leandros]] (VooDoo Corp.)Sim Scale Project Planning and Management; Social Builds and Community Growth Management&lt;br /&gt;
* [[User:Erin Talamasca|Erin Talamasca]]&lt;br /&gt;
* [[User:Till Stirling|Till Stirling]] (Scripter, Builder, Consultant)&lt;br /&gt;
* [[User:Kri Ayakashi|Kri Ayakashi]] (AyakashiTEC) - LSL Scripting, Web2.0 integration, distributed programming (C/C++/C#, Python), in-world building, consultancy&lt;br /&gt;
* [[User:Alison Wheels|Alison Wheels]] ([http://secondlife.creative.org.uk/ Creative Organisation]) Scripting, FL/SL Integration issues, construction, terraforming, design&lt;br /&gt;
* [[User:FlipperPA Peregrine|FlipperPA Peregrine]] (Peregrine Salon/ESC) - LSL Scripting, Web integration, lots of other stuff. Creator of SLBoutique.com and SLTrivia.com.&lt;br /&gt;
* [[User:Strife Onizuka|Strife Onizuka]] (Scripter, Builder, Consultant)&lt;br /&gt;
* [[User:Porky Gorky|Porky Gorky]] - Hydro Homes : Prefabricated &amp;amp; customised building &amp;amp; architectural design.&lt;br /&gt;
* [[User:Bru Yang|Bru Yang]]&lt;br /&gt;
* [[User:Dirk Talamasca|Dirk Talamasca]] (Building, Custom Textures, Land/Estate Management. Internet Abuse Remediation, Sim Scale Layout, Planning and Development)&lt;br /&gt;
* [[User:Aimee Weber|Aimee Weber]]&lt;br /&gt;
* [[User:Banana Stein|Banana Stein]] (SL Brand) Builder, Textures, Sim Scale Project&lt;br /&gt;
* [[User:Linnian Sugar|Linnian Sugar]] (*Lollipop Shop owner* Builder, Clothing and textures, scripting, animations)&lt;br /&gt;
* [[User:Siobhan Taylor|Siobhan Taylor]] Building, Scripting.&lt;br /&gt;
* [[User:Taco Rubio|Taco Rubio]] (Media Management) &lt;br /&gt;
* [[User:RobbyRacoon Olmstead|RobbyRacoon Olmstead]] (Scripting, Building, C:SI Developer)&lt;br /&gt;
* [[User:Dnali Anabuki|Dnali Anabuki]] (Structure,Process,Organizing of Cert) Satorifilmservices.com&lt;br /&gt;
* [[User:Detect Surface|Detect Surface]] - (**D&amp;amp;D Creative Lab/The Brain Game/City of Abaddon** Building, Texturing, Skins, Texture-Mapping/Zoning, AV Design, Clothing, Sim Design and Construction, Architecture, Weapons, Vehicles, Furniture, Animation, Graphic Design, Artist and Pretty Flower Arranging.)&lt;br /&gt;
* [[User:Meade Paravane|Meade Paravane]] (Script monkey, Builder)&lt;br /&gt;
* [[User:Richie Waves|Richie Waves]] (Builder, Textures)&lt;br /&gt;
* [[User:Orange Montagne|Orange Montagne]]&lt;br /&gt;
* [[User:Joshua Nightshade|Joshua Nightshade]] (Builder, avatar design - primarily smaller-than-normal avatars)&lt;br /&gt;
* [[User:Zorena Deckard|Zorena Deckard]] (builder,textures,modeling)&lt;br /&gt;
* [[User:Bartiloux Desmoulins|Bartiloux Desmoulins]] (Scripting, modeling and animations)&lt;br /&gt;
* [[User:Ravenelle Zugzwang|Ravenelle Zugzwang]]&lt;br /&gt;
* [[User:Little Penguin|Little Penguin]] Building, Scripting&lt;br /&gt;
* [[User:Pol Tabla|Pol Tabla]]&lt;br /&gt;
* [[User:Jade Opel|Jade Opel]] (Brides &amp;amp; Blooms by Jade Opel)  Building, terra-forming, textures, particles, modeling&lt;br /&gt;
* [[User:Auron Havercamp|Auron Havercamp]] ([http://www.kenthavercamp.com/ Kent-Havercamp Enterprises, Ltd.]) - Scripting, Web Interaction, Data Storage&lt;br /&gt;
* [[User:Schuyler Kent|Schuyler Kent]] ([http://www.kenthavercamp.com/ Kent-Havercamp Enterprises, Ltd.]) - Building, Scripting, Consulting&lt;br /&gt;
* [[User:Vincent Nacon|Vincent Nacon]] (all above)&lt;br /&gt;
* [[User:Aradia Aridian|Aradia Aridian]] (Modeling, Land/Estate Management, Business Management, Marketing to the Virtual Customer)&lt;br /&gt;
* [[User:Scarlet Singer|Scarlet Singer]] (Textures/Graphics) &amp;lt;3&lt;br /&gt;
* [[User:Will Webb|Will Webb]]&lt;br /&gt;
* [[Cocoanut Koala]]  (Coco&#039;s Cottages) Builder&lt;br /&gt;
* Illya Sullivan&lt;br /&gt;
*[[User:Frans Charming|Frans Charming]] ([http://www.thevesuviusgroup.com The Vesuvius Group])Project Planning and Management, 3D Modeling/Building, Scripting, Texturing, etc&lt;br /&gt;
* [[User:Nomasha Syaka|Nomasha Syaka]] build/model/textures&lt;br /&gt;
*[[User:Rhiannon Chatnoir|Rhiannon Chatnoir]] ([http://www.thevesuviusgroup.com The Vesuvius Group])Creative Director of The Vesuvius Group (Project Management, Planning, Textures, Terraforming, machinima), also SL and web dev for Global Kids, Inc. and a RL professional graphic designer.&lt;br /&gt;
* [[User:Shockwave Yareach|Shockwave Yareach]] (Textures/Scripting/Building)&lt;br /&gt;
* [[User:Rebel Television|Rebel Television]] ([http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=147428 Airfoil]) Scripting, Animation, Vehicles, Avatars, Building, In-world RSS Feed Displays&lt;br /&gt;
* [[User:Storm Thunders|Storm Thunders]]&lt;br /&gt;
* [[Rocky Merosi]] (Objects, Furnishings/Interior Design, Weapons and Vehicles, Asset Managment, Movement, Attachments, Setting Properties, Communications)&lt;br /&gt;
*[[User:Moriz Gupte|Moriz Gupte]] ([http://www.play2train.org Play2Train])Producer, Scripter, Builder SL educator&lt;br /&gt;
*([http://homepage.mac.com/salazarjack/ Salazar Jack]) - Kahruvel Design - Environments, Landscapes, Forest Preservation, Terraforming, Architecture, Archeological Restoration, Furnishings/Interior Design, Objects, Textures&lt;br /&gt;
*[[User:Raven Pennyfeather|Raven Pennyfeather]] Owner/operator for House of RFyre LLC,clothing and avatar development, textures building, business analyst, gragphic design.&lt;br /&gt;
*[[User:Thraxis Epsilon|Thraxis Epsilon]] (Resume in Profile)&lt;br /&gt;
*[[User:Angelica Puff|Angelica Puff]] (Communications, External &amp;lt;-&amp;gt; Inworld data, Asset Management)&lt;br /&gt;
*[[User:Jeff Kelley|Jeff Kelley]] (Communications, Networking, Display, Data storage &amp;amp; access)&lt;br /&gt;
*[[User:Ace Albion|Ace Albion]] (Ace&#039;s Spaces)  prefab builder&lt;br /&gt;
*[[User:SunShine Kukulcan|SunShine Kukulcan]] (Mercury Dev Studios - Music and Media Services, Sim planning)&lt;br /&gt;
*[[User:Klink Epsilon|Klink Epsilon]] (Mercury Dev Studios - Builder, Custom Textures, Sim Design and planning, Media Services)&lt;br /&gt;
*[[User:Parker McTeague|Parker McTeague]] (BLIP) building, textures&lt;br /&gt;
*[[Demian Caldera]] Architecture, Furnishings/Interior Design, Objects, Landscaping, Terra Forming, Event Organizing, Event Set Building.&lt;br /&gt;
*[[User:Rainbow Drake|Rainbow Drake]] Director of Education - [http://raindancer.ca/NCI New Citizens Incorporated]&lt;br /&gt;
*[[User:Kamael Xevious|Kamael Xevious]] - Radio Babylonia/Batak Island Traders - Architecture, Furnishings and Interior Design, Media, Community Development and Region Construction, Education.&lt;br /&gt;
*[[User:Pipe Hesse|Pipe Hesse]] Scripting, Building&lt;br /&gt;
* [[User:Abramelin Wolfe|Abramelin Wolfe]] (Abramelin Studios Ltd / Abranimations) script/build/texture/animation/mocap/web integration&lt;br /&gt;
* [[User:katykiwi Moonflower|katykiwi Moonflower]] interior design/furnishings/building/texturing/terraforming&lt;br /&gt;
*[[User:Jade Jensen|Jade Jensen]] (Jaded Visions) Clothing Design, Avatar Creation/Design, Texturing, Graphics Design&lt;br /&gt;
*[[Darien Caldwell]] Builder/Scripter&lt;br /&gt;
*[[User:Azrazael Dhara|Azrazael Dhara]] Building, Terraforming, Sim Design, Landscaping, Instructing, Photography&lt;br /&gt;
*[[User:Andreas Isachenko|Andreas Isachenko]] Building, Scripting, DB access&lt;br /&gt;
*[[User:Jason Keegan|Jason Keegan]] (K-tech) Scripting&lt;br /&gt;
*[[User:Gaius Goodliffe|Gaius Goodliffe]] (Second Skies) Vehicles, scripting, back-end server/website integration&lt;br /&gt;
*[[User:Pericat Aquitaine|Pericat Aquitaine]] (Elf Harbour Boatyard) Vehicles, scripting, terraforming, general building&lt;br /&gt;
*[[User:Karsten Rutledge|Karsten Rutledge]] (Play2Train/K.R. Engineering) Scripting, building.&lt;br /&gt;
*[[User:Bubba Biberman|Bubba Biberman]] Building, textures, machinima&lt;br /&gt;
*[[User:Kerian Bunin|Kerian Bunin]] Building, Scripting&lt;br /&gt;
*[[User:Tsukasa Keiko|Tsukasa Keiko]] Building, Scripting&lt;br /&gt;
*[[User:Morph Wollongong|Morph Wollongong]] Gadgets, Scripting&lt;br /&gt;
*[[User:Ordinal Malaprop|Ordinal Malaprop]] - scripting, some building&lt;br /&gt;
*[[User:Donnagh McDonnagh|Donnagh McDonnagh]] - Undergraduate education (School of Communication), machinima, scripting, general building, avatar skins/clothes, 3d textures, animation, web integration, vehicles, huds, event management, orientation, inworld collaboration&lt;br /&gt;
*[[User:Able Whitman|Able Whitman]] - scripting, some building&lt;br /&gt;
*[[User:Adri Saarinen|Adri Saarinen]] - ([http://www.metaversatility.com Metaversatility]) scripting, building, presence development&lt;br /&gt;
*[[User:Curious Rousselot|Curious Rousselot]] - Scripting, Building&lt;br /&gt;
*[[User:otakup0pe Neumann|otakup0pe Neumann]] - Pleiades Consulting &amp;amp; libsecondlife. Rich Educational Content, tech integration, libsl powered services&lt;br /&gt;
*[[User:Damek Tretiak|Damek Tretiak]] - ([http://www.tretiakmedia.com Tretiak Media])/([http://www.slquery.com SLQuery.com]) scripting, building, project management&lt;br /&gt;
* [[User:Jacques Groshomme|Jacques Groshomme]] - Building/Scripting&lt;br /&gt;
* [[User:Iris Bourdeille|Iris Bourdeille]] - Building/Scripting/Texturing/Animation&lt;br /&gt;
* [[User:Fallon Winnfield|Fallon Winnfield]] - ([http://www.centric.com Centric])/([http://www.secondtalk.com Second Talk]) - Business development, building, scripting&lt;br /&gt;
* [[User:Adam Rakosi|Adam Rakosi]] - ([http://www.centric.com Centric])/([http://www.secondtalk.com Second Talk]) - Building/Scripting&lt;br /&gt;
* [[User:Neko Longduk|Neko Longduk]] - ([http://www.centric.com Centric])/([http://www.secondtalk.com Second Talk]) - Business Development, scripting&lt;br /&gt;
* [[User:Weasel Gough|Weasel Gough]] - ([http://www.centric.com Centric])/([http://www.secondtalk.com Second Talk]) - Building/Scripting/Texturing/Animation&lt;br /&gt;
* [[User:Chime Bellman|Chime Bellman]] strategy/build/model/promote&lt;br /&gt;
*[[User:Sage Duncan|Sage Duncan]] - animation/machinima/motion/media management/live performance&lt;br /&gt;
* [[User:Economic Mip|Economic Mip]] -imagine/dream&lt;br /&gt;
* [[User:Talarus Luan|Talarus Luan]] - Archaean Designs / Council of Wyrms - Scripting, Building, Consulting&lt;br /&gt;
* [[User:Dustin Widget|Dustin Widget]] Builder/Scripter/Mentor/Lots More&lt;br /&gt;
* [[User:Tab Scott|Tab Scott]] - Terry Beaubois, Montana State University - College of Art &amp;amp; Architecture - Art, Music, Architecture, Film - Sustainable Community Design&lt;br /&gt;
* [[User:Hiro Market|Hiro Market]] - ([http://www.slicr.net Slicr]) Slicr - Scripting, Consulting&lt;br /&gt;
* [[User:Scorpio Galatea|Scorpio Galatea]] - Builder (Phoenix), Texture Creator&lt;br /&gt;
* [[User:Sylvia Trilling|Sylvia Trilling]] - Modeling, Scripting, Animating, Texturing&lt;br /&gt;
* [[User:Earnest Candour|Earnest Candour]] - ([http://www.metaverseenterprises.com Metaverse Enterprises])&lt;br /&gt;
* [[User:Carl Metropolitan|Carl Metropolitan]] - Building, Site Developement, Project Management, Marketing, Graphic Design, Event Hosting, Terraforming, Teaching&lt;br /&gt;
* [[User:Lecktor Hannibal|Lecktor Hannibal]] - (Landscaping, Estate Management, Modeling, Media Streaming, Event Management)&lt;br /&gt;
* [[User:Destiny Niles|Destiny Niles]] - Scripter/Mentor&lt;br /&gt;
*[[User:Kim Anubis|Kim Anubis]], ([http://www.themagicians.us The Magicians])&lt;br /&gt;
* [[User:Bobble Bertone|Bobble Bertone]] - ([http://www.coolbananas.com.au Cool Bananas Ventures]) - Building, Scripting, Terra forming, Project management, Networking with RL businesses.&lt;br /&gt;
* [[User:Logan Bauer|Logan Bauer]] - Building/Texturing/Scripting/Ect.&lt;br /&gt;
* [[User:In Kenzo|In Kenzo]] ([http://www.amoration.org Amoration]) Design, Building, Machinima, Events, Immersive Experiences for nonprofits and education&lt;br /&gt;
* [[User:Gearsawe Stonecutter|Gearsawe Stonecutter]] - Scripting, HUDs, Building, complex prim transformations, single script simplification&lt;br /&gt;
* [[User:Apollo Case|Apollo Case]] - (Armory Island and Armory Xtreme)- Virtual Weapons, Combat Items and Gadgets - Conceptualization, Testing, Marketing, Communication, Distribution, and Retailing - Combat Sim Owner and Developer&lt;br /&gt;
* Sindy Tsure (Scripting, Buidling)&lt;br /&gt;
* Huns Valen - ([http://valenheavy.com Valen Heavy Industries]) - Aircraft physics &amp;amp; avionics. Efficient interprocess communication. Remote business logic. Heuristic algorithms. Cryptography. User interfaces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add yourself above this line, starting the line with an &amp;quot;*&amp;quot;. DO NOT DELETE THIS LINE!&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Target Date==	 &lt;br /&gt;
Ready to launch by fall, 2007&lt;br /&gt;
&lt;br /&gt;
==Certification Categories==&lt;br /&gt;
Initially, we plan to develop certification for Modeling and Scripting.  If these two categories are successful, we will develop, in accordance with your feedback, future areas including but not limited to: Avatar Customization, Terrain/Land Editing, and Land/Estate Management. &lt;br /&gt;
&lt;br /&gt;
===[[Modeling Certification|Modeling]]===&lt;br /&gt;
&lt;br /&gt;
* Architecture&lt;br /&gt;
* Furnishings/Interior Design&lt;br /&gt;
* Objects&lt;br /&gt;
* Weapons and Vehicles&lt;br /&gt;
Note: Includes using scripts to animate objects and textures but no writing of scripts&lt;br /&gt;
&lt;br /&gt;
===[[Scripting Certification|Scripting]]===&lt;br /&gt;
&lt;br /&gt;
* Animation&lt;br /&gt;
** Note: Animation includes object animation, texture animation and particle systems&lt;br /&gt;
* Attachments &lt;br /&gt;
* Movement &lt;br /&gt;
* Physics &amp;amp; Collisions &lt;br /&gt;
* Detection &amp;amp; Sensing &lt;br /&gt;
* Asset Management &lt;br /&gt;
* Setting Properties &lt;br /&gt;
* Communications&lt;br /&gt;
* Interacting with external data stores &amp;amp; web content &lt;br /&gt;
* Media Management&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
* What is the value of Certification?&lt;br /&gt;
&lt;br /&gt;
The primary value of certification is to those hiring people to create content for them in SL. Certification is one indication that someone has at least a minimum set of skills. Certification is only one of many ways of demonstrating competency. Certification also clarifies skills and helps instructors develop instruction. &lt;br /&gt;
&lt;br /&gt;
Certification also provides a set of skills against which anyone in Second Life, whether they build for fun or for hire, can measure their accomplishments.&lt;br /&gt;
&lt;br /&gt;
By more clearly defining skills related to Second Life tools, certification may improve the quality of construction in Second Life, and may encourage a broader range of instruction about the Second Life tools.&lt;br /&gt;
&lt;br /&gt;
* Portfolios already show if someone is competent; why do we need certification?&lt;br /&gt;
&lt;br /&gt;
Portfolios have a valuable role in demonstrating accomplishment, both in RL and SL. In Second Life, many projects are done collaboratively.  Builds can incorporate content that is bought and created, and many people can be involved. It can be hard to look at a project and understand what a particular person has contributed. Certification provides one method of demonstrating your own skill set. It should be only one of many potential ways to evaluate a candidate.&lt;br /&gt;
&lt;br /&gt;
* Is Linden Lab mandating certification?&lt;br /&gt;
&lt;br /&gt;
You can chose to be certified if you want, or not. Linden Lab has no intent to monitor or mandate that Second Life content be created only by Residents with certification, or to mandate certification in any way. Nor will Certification (or non-certification) be tied by Linden Lab in any way to land ownership, group membership, membership level, or any other attribute of a Second Life account. While Linden Lab may provide a way for those listed in the Developer Directory to identify certification, it will not require it for the Developer Directory, Classifieds, Events, or any other Linden Lab-operated listing service.  &lt;br /&gt;
&lt;br /&gt;
* Is Linden Lab mandating content of certification?&lt;br /&gt;
&lt;br /&gt;
Linden Lab has engaged the Residents in defining the skills involved in competency, and in developing the appropriate demonstration of those skills. Linden Lab is not defining the skills nor the demonstration of them, it is simply supporting the process. &lt;br /&gt;
&lt;br /&gt;
* Will it cost money?  Does Linden Lab intend to profit by Certification?&lt;br /&gt;
&lt;br /&gt;
Linden Lab was looking to have a third party organization manage certification; we don&#039;t want the administrative hassle of doing it, nor the potential for anyone to claim that we would have influence on who gets certified. We intend making certification as widely available as possible. We will work with Residents, Instructors and Developers to find the best way to enable certification.&lt;br /&gt;
&lt;br /&gt;
* Who will be providing the Certification service?&lt;br /&gt;
&lt;br /&gt;
At this time, the only answer we can give is &amp;quot;Not Linden Lab.&amp;quot; We will work with the Residents who participate in developing certification to find the best provider - whether a Resident, an external third party, or some other provider. Ironically, our original reason for only considering an external provider was to prevent any concern that one group of Residents might use Certification against other Residents. Linden Lab has no intent of operating the Certification service - we don&#039;t have the expertise or resources, nor do we want the inevitable accusations of bias.&lt;br /&gt;
&lt;br /&gt;
* Certification will make it harder to become competent in using Second Life tools?&lt;br /&gt;
&lt;br /&gt;
Certification is a way to more clearly communicate skills. Without certification, everyone has their own idea of what competency is.  Some classes will teach one set of skills, others another, and outcomes aren&#039;t comparable. That&#039;s why we&#039;re involving SL instructors in this project.&lt;br /&gt;
&lt;br /&gt;
==Usage and Notes==&lt;br /&gt;
[[Category:Certification]]&lt;/div&gt;</summary>
		<author><name>Huns Valen</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:SignpostMarv_Martin/Archive/Implementing_new_features&amp;diff=5863</id>
		<title>User:SignpostMarv Martin/Archive/Implementing new features</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:SignpostMarv_Martin/Archive/Implementing_new_features&amp;diff=5863"/>
		<updated>2007-01-19T07:49:00Z</updated>

		<summary type="html">&lt;p&gt;Huns Valen: /* Barriers to Implementation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OSWikiContribBox}}&lt;br /&gt;
&lt;br /&gt;
Of course, a really valuable way to contribute is to add a new feature. Try to work with the community and with Linden Lab in planning the feature before running off and implementing new things. Though we appreciate your hard work, we can&#039;t accept every new feature, since maintaining new features comes with a cost. Try thinking of ways to use APIs to make plugins, or perhaps propose new APIs to make the viewer more extensible, before adding new things to the core viewer.&lt;br /&gt;
&lt;br /&gt;
== Ideas for new Features ==&lt;br /&gt;
If you have an idea for a new feature you&#039;d like to see in the client, consider adding it to this list.&lt;br /&gt;
&lt;br /&gt;
Discussion on each topic can be found in this article&#039;s [[Talk:{{PAGENAME}}|Talk page]]&lt;br /&gt;
&lt;br /&gt;
=== Alternate Rendering Engines ===&lt;br /&gt;
[[User:Fox Diller|Fox Diller]]&lt;br /&gt;
&lt;br /&gt;
* older hardware support, etc...&lt;br /&gt;
* [http://www.google.ca/search?q=Open+Source+3D+Engine (&#039;&#039;Open Source 3D Engine&#039;&#039;)]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Out of sight, out of mind ===&lt;br /&gt;
[[User:Lee Ponzu|Lee Ponzu]] 13:56, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Sometimes a neighbor puts up an annoying sign or other object.&lt;br /&gt;
&lt;br /&gt;
Let the user select the sign, and mark it invisible.  This tells the client viewer to stop rendering it, making it effectively invisible.&lt;br /&gt;
&lt;br /&gt;
Of course, this could be applied to any type of object.&lt;br /&gt;
&lt;br /&gt;
=== Better Sound Support ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* Preload status&lt;br /&gt;
* playback control, etc...&lt;br /&gt;
** Quote: &#039;&#039;llKelly: eightltr: yes, that idea has been suggested in the past. (&#039;&#039;&#039;L$1 per 1sec audio&#039;&#039;&#039;)  I think we would rather improve the methods of linking to externally hosted sounds.&#039;&#039;&lt;br /&gt;
* MIDI Support - maybe with some nice clientside Wavetables&lt;br /&gt;
* MOD, XM, ect. Support&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removing Texture Loading ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* so SL can run on less powerful Systems (say the N800/N770)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Patching it so that llLoadURL opens the F1 Help Browser ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* Adding keyword replacement in llLoadURL, Streaming media support, and other external links&lt;br /&gt;
** For instance, to provide an icecast stream with a agent UUID, &amp;lt;nowiki&amp;gt;http://&#039;&#039;&#039;agentkey&#039;&#039;&#039;:apassword@icecast.somehost.com:8000&amp;lt;/nowiki&amp;gt; as a parcel URL&lt;br /&gt;
* To provide an external website with a SL User Name, &amp;lt;nowiki&amp;gt; http://www.somesite.com/somephp.php?query=stuff&amp;amp;slname=&#039;&#039;agentname&#039;&#039;&amp;amp;action=buy&amp;amp;deliveryto=&#039;&#039;agentkey&#039;&#039;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Unless the LSL2 VM starts supporting optional parameters, you risk breaking thousands of scripts&lt;br /&gt;
** &#039;&#039;&#039;Workaround:&#039;&#039;&#039; Prefix urls with ubrowser:, e.g. &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;ubrowser:http://example.com&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;, which will result in the dialog box indicating that the url will open inside the client.&lt;br /&gt;
** &#039;&#039;&#039;Alternative Workaround:&#039;&#039;&#039; Clientside rewriting only, for connecting to media URLs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding a Avatar Local Stream Channel ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* that has a Range of X Meters around an Avatar&lt;br /&gt;
* This would be used for Local Audio Streaming &lt;br /&gt;
** Or Local VoIP chat &lt;br /&gt;
** Teamspeak...&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Peer to Peer Voice over IP using above idea, improved ===&lt;br /&gt;
[[User:Kamilion Schnook|Kamilion Schnook]]&lt;br /&gt;
&lt;br /&gt;
* Capible clients advertise themselves via below CTCP-style protocol&lt;br /&gt;
* Clients use multicast packets to broadcast to a list of addresses the server manages of clients in range.&lt;br /&gt;
* In effect, this would give each avatar two unidirectional shoutcast-style stream impliments, or one bidirectional impliment.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Pseudo-Voice ===&lt;br /&gt;
[[User:Lee Ponzu|Lee Ponzu]] 13:49, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Most of our computers have local, client-side voice synthesis.  Yes, it sounds like a robot, but it is still voice.  Real voice, ala Skype, is fine.  But just like we use Avatars to hide our real selves, we need a way to hide our real voice. &lt;br /&gt;
&lt;br /&gt;
A huge advantage is that we could get voice without adding to the bandwidth.  The text is coming anyway. &lt;br /&gt;
&lt;br /&gt;
*The simplest idea is that one could mark one or more Avatars, and their Chat would be rendered as voice, as well.&lt;br /&gt;
&lt;br /&gt;
*Slightly fancier---One could set the voice characteristics (male, female, pitch, etc.) for each other Avatar.&lt;br /&gt;
&lt;br /&gt;
*Fanciest---Each user can set ones voice characteristics using Appearance, and those setings would be used on each local client.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
I can&#039;t think of any.  Sounds petty easy to me.&lt;br /&gt;
&lt;br /&gt;
[[User:SignpostMarv Martin|SignpostMarv Martin]] (15:46, 12 January 2007 (PST)):&lt;br /&gt;
&lt;br /&gt;
===== Distributed Processing =====&lt;br /&gt;
* Processing the audio on the local client and streaming it in-world would require Peer-to-Peer streaming audio.&lt;br /&gt;
&lt;br /&gt;
===== Local Processing =====&lt;br /&gt;
* Distributing text-to-speech preferences would require modifications to the server-side code, using 3rd party servers, or Peer-to-Peer protocols.&lt;br /&gt;
* Allowing for the ability to add processing the data for up to 400 avatars (100 avatars per sim, within shout distance of region corner) at once would add significant processing overhead.&lt;br /&gt;
&lt;br /&gt;
While distributed processing would probably mean less CPU-intensive code, local processing would have the distinct advantage of allowing users&#039; preferences to be overridden, allowing people to do such things as cap voice pitch, preventing annoying chipmunk-speak from occuring.&lt;br /&gt;
&lt;br /&gt;
=== More efficient local cache ===&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [http://en.wikipedia.org/wiki/Client-To-Client_Protocol CTCP] protocol layered on IM system ===&lt;br /&gt;
[[User:Kex Godel|Kex Godel]]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
Establishing a circuit between two clients will probably require server side assistance, since circuits are UDP based, and most clients will be behind NAT&#039;s and firewalls. CTCP will require a clientside listening socket either implemented via [http://www.faqs.org/rfcs/rfc3489.html RFC 3489] or some sort of UPnP code using a TCP direct connection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Command Line Interface Improvements ===&lt;br /&gt;
[[User:Kex Godel|Kex Godel]]&lt;br /&gt;
&lt;br /&gt;
* for changing preferences sending an IM, teleporting, etc&lt;br /&gt;
** for example: &amp;quot;/set drawdist 96&amp;quot;, &amp;quot;/set sound off&amp;quot;, &amp;quot;/tp ahern&amp;quot;, or &amp;quot;/im kex godel hello&amp;quot;&lt;br /&gt;
** would need an escape system which doesn&#039;t conflict with script command gestures (or a reserved words like how /me is)&lt;br /&gt;
** Or better yet, the Ctrl-G Gesture management window could be improved to allow this, and even allow rebinding /commands&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Implementing an escape system which doesn&#039;t conflict with script command gestures (or a reserved words like how /me is)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More sophisticated IM  features ===&lt;br /&gt;
* muting/filtering/autoresponse options&lt;br /&gt;
** mute or do not alert on IMs by started by a group, agent, or group-agent&lt;br /&gt;
** Autoreply to IMs received while (Away)&lt;br /&gt;
** Sidebar Userlist of Active Users who are currently participating in a Group IM Session. &lt;br /&gt;
*** When a user says something, they&#039;re added. When a user leaves the session, they&#039;re removed from the list.&lt;br /&gt;
* More control over filtering specific objects/textures/sounds/agents/etc&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Anything that requires server-side modification [[User:SignpostMarv Martin|SignpostMarv Martin]] 11:11, 11 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
=== Shortcut/Link/Alias function in Inventory ===&lt;br /&gt;
*Add a &amp;quot;link&amp;quot; (&amp;quot;alias&amp;quot;, &amp;quot;shortcut&amp;quot;) facility to the inventory, that would not break Permissions. For instance, I have one nice set of prim dress shoes that are no-copy, and four tuxedos. I cannot make complete separate outfits, because I have only one copy of the shoes. However, using a &amp;quot;link&amp;quot;, I could create an outfit folder with the tux and a link to the no-copy shoes. Still means I would only have the one set, but it would make changing clothes much much easier. [[User:Buckaroo Mu|Buckaroo Mu]] 09:23, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Potential Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== DirectX3D Hardware Acceleration ===&lt;br /&gt;
*A DirectX3D-driven version of the viewer, allowing those with ATi or Intel hardware accelerated cards to take advantage of the processing power. The system could allow selection as a preference of OpenGL or DirectX3D, as many Windows-only games currently do. Conditional build statements would keep the option from appearing in the non-DirectX3D capable builds. [[User:Buckaroo Mu|Buckaroo Mu]] 09:28, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GPGPU Support ===&lt;br /&gt;
*A method of offloading some of the [http://www.gpgpu.org/ graphics processing to the GPU] might help increase framerate. [[User:Buckaroo Mu|Buckaroo Mu]] 09:37, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiple Monitor Support ===&lt;br /&gt;
*Support for detachable sub-windows, allowing the inventory, chat history, IM, etc. windows to be moved to a second monitor (if available). This is a very highly-desired feature (by those that have dual-monitor systems). [[User:Buckaroo Mu|Buckaroo Mu]] 09:37, 9 January 2007 (PST)&lt;br /&gt;
* This could potentially be done using an external program, if SL had some way of exposing this data in a crossplatform way. (Does NT support named pipes?) Some libsecondlife projects such as SLeek are already exposing this. [[User:Kamilion Schnook|Kamilion Schnook]] 20:39 Jan 9 2007&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Embedded scripting language for client-side plugins ===&lt;br /&gt;
[[User:Heather Goodliffe|Heather Goodliffe]], [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
&lt;br /&gt;
* Make the client more powerful and plugable &lt;br /&gt;
* Embed a scripting language, such as LUA or Python, within Second Life to enable client plug-ins to be written in a modular fashion.  Client plugins would be distributed via Second Life itself; hopefully LL would eventually agree to create a new object type for these, but for testing purposes notecards would probably suffice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Known Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nude patch ===&lt;br /&gt;
[[User:Carnildo Greenacre|Carnildo Greenacre]]&lt;br /&gt;
&lt;br /&gt;
*Modify the client to not render any avatar clothes or attachments.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
===== Steps to how Linden Lab could &#039;disable&#039; a &#039;nude patch&#039; =====&lt;br /&gt;
&lt;br /&gt;
# Run a check on clothing textures including alpha information&lt;br /&gt;
#* Check for alpha information around the genitalia, refuse upload if check returns positive&lt;br /&gt;
# Composite clothing textures server-side when avatars are:&lt;br /&gt;
#* In PG regions&lt;br /&gt;
#* Viewable from PG regions&lt;br /&gt;
&lt;br /&gt;
A &#039;nude patch&#039; would function by:&lt;br /&gt;
* somehow submitting full alpha textures on all clothes no matter what was worn (prevented by LL as described above)&lt;br /&gt;
* ignoring what the server says regarding skins&lt;br /&gt;
** Could use procedurally generated textures based on avatar shape, and primitar type to prevent &#039;&#039;&#039;&#039;Attack&amp;amp;nbsp;of&amp;amp;nbsp;the&amp;amp;nbsp;&#039;&#039;(nude)&#039;&#039;&amp;amp;nbsp;Clones&#039;&#039;&#039;&#039;&lt;br /&gt;
:[[User:SignpostMarv Martin|SignpostMarv Martin]] 01:02, 11 January 2007 (PST)&lt;br /&gt;
** I don&#039;t think a nude patch could work anyway - the skin and clothing textures are combined on the wearer&#039;s client, then the combined texture is uploaded to the server as the single texture that appears on the avatar.  That&#039;s why &amp;quot;rebaking&amp;quot; your textures on your client affects how other people see you.  You could possibly just apply the same skin to everyone but you might just as well leave everyone unrezzed then ;)  - Yumi Murakami&lt;br /&gt;
&lt;br /&gt;
=== Two Tier Search ===&lt;br /&gt;
Yumi Murakami&lt;br /&gt;
&lt;br /&gt;
* Server performs a possibly less-effective search which is database efficient, such as the current fulltext search.  The client then performs its own search, refining the results.  Should allow extra flexibility and take some load off LL&#039;s database.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== User Interface Improvements ===&lt;br /&gt;
Yumi Murakami&lt;br /&gt;
&lt;br /&gt;
* General improvements to the user interface.  Maybe move to a seperate article: [[User Interface Improvements]]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== More Text for Abuse and Bug Reports ===&lt;br /&gt;
[[User:Anders Nordberg|Anders Nordberg]]&lt;br /&gt;
&lt;br /&gt;
* Bug Reports as well as Abuse Reports are currently very limited in the amount to text you can enter. Very difficult sometimes to describe a bug in just 2 or 3 sentences...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: A lengthy bug report that would benefit from additional material such as videos or photos could possibly be submitted to [https://jira.secondlife.com Jira] --[[User:SignpostMarv Martin|SignpostMarv Martin]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Attachments registering as additional limbs for animation ===&lt;br /&gt;
[[User:Alderic LeShelle|Alderic LeShelle]]&lt;br /&gt;
&lt;br /&gt;
* Attachments with distinct object names (like wings, tails, extra limbs...) may register themselves in the skeletal structure of the avatar, so that a BVH animation might animate them as well.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Much Longer Land Draw Distance ===&lt;br /&gt;
[[User:Huns Valen]]&lt;br /&gt;
&lt;br /&gt;
* The idea is to have a separate slider for land draw distance. It must be greater than or equal to the &amp;quot;master&amp;quot; draw distance. As drawing land is much less resource-intensive than drawing objects and avatars, it should be possible to have a land draw distance measured in kilometers, not meters.&lt;br /&gt;
* Could possibly use colored map textures (from the world map, not from the viewer-generated local map) as terrain patch, rather than the supplied patch, although this might not look great for closer-in terrain.&lt;br /&gt;
** Perhaps all terrain within 512 meters could be drawn using the sim-supplied textures, and anything further could be drawn using the world map textures.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
* Would require child connections to more simulators to render &amp;quot;sorta near&amp;quot; terrain (that is, beyond the draw distance for objects and avatars, but within the usual &amp;quot;far clip.&amp;quot;) The simulators would have to JUST send land, not objects/avs/etc. as that would defeat the purpose of having a lower draw distance. (Terrain beyond the usual far clip would all be done as world map textures.)&lt;br /&gt;
* Colored map textures may not be available in suitable resolution for it to look really good. However, it should be acceptable to many residents in lieu of the &amp;quot;version 2&amp;quot; graphics engine we were shown previews of in 2005 (and which subsequently was cancelled.)&lt;br /&gt;
* If this works well as a proof of concept, LL might be persuaded to make higher-resolution world map textures available, and work on some server-side optimizations.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
Linden Lab is considering offering bounties for especially desirable features in the viewer.&lt;br /&gt;
&lt;br /&gt;
* [[Linden Lab Bounties]]&lt;br /&gt;
* [[Community Bounties]]&lt;br /&gt;
* [[:Category:Bounties]]&lt;/div&gt;</summary>
		<author><name>Huns Valen</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:SignpostMarv_Martin/Archive/Implementing_new_features&amp;diff=5862</id>
		<title>User:SignpostMarv Martin/Archive/Implementing new features</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:SignpostMarv_Martin/Archive/Implementing_new_features&amp;diff=5862"/>
		<updated>2007-01-19T07:47:59Z</updated>

		<summary type="html">&lt;p&gt;Huns Valen: /* Much Longer Land Draw Distance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OSWikiContribBox}}&lt;br /&gt;
&lt;br /&gt;
Of course, a really valuable way to contribute is to add a new feature. Try to work with the community and with Linden Lab in planning the feature before running off and implementing new things. Though we appreciate your hard work, we can&#039;t accept every new feature, since maintaining new features comes with a cost. Try thinking of ways to use APIs to make plugins, or perhaps propose new APIs to make the viewer more extensible, before adding new things to the core viewer.&lt;br /&gt;
&lt;br /&gt;
== Ideas for new Features ==&lt;br /&gt;
If you have an idea for a new feature you&#039;d like to see in the client, consider adding it to this list.&lt;br /&gt;
&lt;br /&gt;
Discussion on each topic can be found in this article&#039;s [[Talk:{{PAGENAME}}|Talk page]]&lt;br /&gt;
&lt;br /&gt;
=== Alternate Rendering Engines ===&lt;br /&gt;
[[User:Fox Diller|Fox Diller]]&lt;br /&gt;
&lt;br /&gt;
* older hardware support, etc...&lt;br /&gt;
* [http://www.google.ca/search?q=Open+Source+3D+Engine (&#039;&#039;Open Source 3D Engine&#039;&#039;)]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Out of sight, out of mind ===&lt;br /&gt;
[[User:Lee Ponzu|Lee Ponzu]] 13:56, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Sometimes a neighbor puts up an annoying sign or other object.&lt;br /&gt;
&lt;br /&gt;
Let the user select the sign, and mark it invisible.  This tells the client viewer to stop rendering it, making it effectively invisible.&lt;br /&gt;
&lt;br /&gt;
Of course, this could be applied to any type of object.&lt;br /&gt;
&lt;br /&gt;
=== Better Sound Support ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* Preload status&lt;br /&gt;
* playback control, etc...&lt;br /&gt;
** Quote: &#039;&#039;llKelly: eightltr: yes, that idea has been suggested in the past. (&#039;&#039;&#039;L$1 per 1sec audio&#039;&#039;&#039;)  I think we would rather improve the methods of linking to externally hosted sounds.&#039;&#039;&lt;br /&gt;
* MIDI Support - maybe with some nice clientside Wavetables&lt;br /&gt;
* MOD, XM, ect. Support&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removing Texture Loading ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* so SL can run on less powerful Systems (say the N800/N770)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Patching it so that llLoadURL opens the F1 Help Browser ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* Adding keyword replacement in llLoadURL, Streaming media support, and other external links&lt;br /&gt;
** For instance, to provide an icecast stream with a agent UUID, &amp;lt;nowiki&amp;gt;http://&#039;&#039;&#039;agentkey&#039;&#039;&#039;:apassword@icecast.somehost.com:8000&amp;lt;/nowiki&amp;gt; as a parcel URL&lt;br /&gt;
* To provide an external website with a SL User Name, &amp;lt;nowiki&amp;gt; http://www.somesite.com/somephp.php?query=stuff&amp;amp;slname=&#039;&#039;agentname&#039;&#039;&amp;amp;action=buy&amp;amp;deliveryto=&#039;&#039;agentkey&#039;&#039;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Unless the LSL2 VM starts supporting optional parameters, you risk breaking thousands of scripts&lt;br /&gt;
** &#039;&#039;&#039;Workaround:&#039;&#039;&#039; Prefix urls with ubrowser:, e.g. &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;ubrowser:http://example.com&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;, which will result in the dialog box indicating that the url will open inside the client.&lt;br /&gt;
** &#039;&#039;&#039;Alternative Workaround:&#039;&#039;&#039; Clientside rewriting only, for connecting to media URLs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding a Avatar Local Stream Channel ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* that has a Range of X Meters around an Avatar&lt;br /&gt;
* This would be used for Local Audio Streaming &lt;br /&gt;
** Or Local VoIP chat &lt;br /&gt;
** Teamspeak...&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Peer to Peer Voice over IP using above idea, improved ===&lt;br /&gt;
[[User:Kamilion Schnook|Kamilion Schnook]]&lt;br /&gt;
&lt;br /&gt;
* Capible clients advertise themselves via below CTCP-style protocol&lt;br /&gt;
* Clients use multicast packets to broadcast to a list of addresses the server manages of clients in range.&lt;br /&gt;
* In effect, this would give each avatar two unidirectional shoutcast-style stream impliments, or one bidirectional impliment.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Pseudo-Voice ===&lt;br /&gt;
[[User:Lee Ponzu|Lee Ponzu]] 13:49, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Most of our computers have local, client-side voice synthesis.  Yes, it sounds like a robot, but it is still voice.  Real voice, ala Skype, is fine.  But just like we use Avatars to hide our real selves, we need a way to hide our real voice. &lt;br /&gt;
&lt;br /&gt;
A huge advantage is that we could get voice without adding to the bandwidth.  The text is coming anyway. &lt;br /&gt;
&lt;br /&gt;
*The simplest idea is that one could mark one or more Avatars, and their Chat would be rendered as voice, as well.&lt;br /&gt;
&lt;br /&gt;
*Slightly fancier---One could set the voice characteristics (male, female, pitch, etc.) for each other Avatar.&lt;br /&gt;
&lt;br /&gt;
*Fanciest---Each user can set ones voice characteristics using Appearance, and those setings would be used on each local client.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
I can&#039;t think of any.  Sounds petty easy to me.&lt;br /&gt;
&lt;br /&gt;
[[User:SignpostMarv Martin|SignpostMarv Martin]] (15:46, 12 January 2007 (PST)):&lt;br /&gt;
&lt;br /&gt;
===== Distributed Processing =====&lt;br /&gt;
* Processing the audio on the local client and streaming it in-world would require Peer-to-Peer streaming audio.&lt;br /&gt;
&lt;br /&gt;
===== Local Processing =====&lt;br /&gt;
* Distributing text-to-speech preferences would require modifications to the server-side code, using 3rd party servers, or Peer-to-Peer protocols.&lt;br /&gt;
* Allowing for the ability to add processing the data for up to 400 avatars (100 avatars per sim, within shout distance of region corner) at once would add significant processing overhead.&lt;br /&gt;
&lt;br /&gt;
While distributed processing would probably mean less CPU-intensive code, local processing would have the distinct advantage of allowing users&#039; preferences to be overridden, allowing people to do such things as cap voice pitch, preventing annoying chipmunk-speak from occuring.&lt;br /&gt;
&lt;br /&gt;
=== More efficient local cache ===&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [http://en.wikipedia.org/wiki/Client-To-Client_Protocol CTCP] protocol layered on IM system ===&lt;br /&gt;
[[User:Kex Godel|Kex Godel]]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
Establishing a circuit between two clients will probably require server side assistance, since circuits are UDP based, and most clients will be behind NAT&#039;s and firewalls. CTCP will require a clientside listening socket either implemented via [http://www.faqs.org/rfcs/rfc3489.html RFC 3489] or some sort of UPnP code using a TCP direct connection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Command Line Interface Improvements ===&lt;br /&gt;
[[User:Kex Godel|Kex Godel]]&lt;br /&gt;
&lt;br /&gt;
* for changing preferences sending an IM, teleporting, etc&lt;br /&gt;
** for example: &amp;quot;/set drawdist 96&amp;quot;, &amp;quot;/set sound off&amp;quot;, &amp;quot;/tp ahern&amp;quot;, or &amp;quot;/im kex godel hello&amp;quot;&lt;br /&gt;
** would need an escape system which doesn&#039;t conflict with script command gestures (or a reserved words like how /me is)&lt;br /&gt;
** Or better yet, the Ctrl-G Gesture management window could be improved to allow this, and even allow rebinding /commands&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Implementing an escape system which doesn&#039;t conflict with script command gestures (or a reserved words like how /me is)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More sophisticated IM  features ===&lt;br /&gt;
* muting/filtering/autoresponse options&lt;br /&gt;
** mute or do not alert on IMs by started by a group, agent, or group-agent&lt;br /&gt;
** Autoreply to IMs received while (Away)&lt;br /&gt;
** Sidebar Userlist of Active Users who are currently participating in a Group IM Session. &lt;br /&gt;
*** When a user says something, they&#039;re added. When a user leaves the session, they&#039;re removed from the list.&lt;br /&gt;
* More control over filtering specific objects/textures/sounds/agents/etc&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Anything that requires server-side modification [[User:SignpostMarv Martin|SignpostMarv Martin]] 11:11, 11 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
=== Shortcut/Link/Alias function in Inventory ===&lt;br /&gt;
*Add a &amp;quot;link&amp;quot; (&amp;quot;alias&amp;quot;, &amp;quot;shortcut&amp;quot;) facility to the inventory, that would not break Permissions. For instance, I have one nice set of prim dress shoes that are no-copy, and four tuxedos. I cannot make complete separate outfits, because I have only one copy of the shoes. However, using a &amp;quot;link&amp;quot;, I could create an outfit folder with the tux and a link to the no-copy shoes. Still means I would only have the one set, but it would make changing clothes much much easier. [[User:Buckaroo Mu|Buckaroo Mu]] 09:23, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Potential Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== DirectX3D Hardware Acceleration ===&lt;br /&gt;
*A DirectX3D-driven version of the viewer, allowing those with ATi or Intel hardware accelerated cards to take advantage of the processing power. The system could allow selection as a preference of OpenGL or DirectX3D, as many Windows-only games currently do. Conditional build statements would keep the option from appearing in the non-DirectX3D capable builds. [[User:Buckaroo Mu|Buckaroo Mu]] 09:28, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GPGPU Support ===&lt;br /&gt;
*A method of offloading some of the [http://www.gpgpu.org/ graphics processing to the GPU] might help increase framerate. [[User:Buckaroo Mu|Buckaroo Mu]] 09:37, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiple Monitor Support ===&lt;br /&gt;
*Support for detachable sub-windows, allowing the inventory, chat history, IM, etc. windows to be moved to a second monitor (if available). This is a very highly-desired feature (by those that have dual-monitor systems). [[User:Buckaroo Mu|Buckaroo Mu]] 09:37, 9 January 2007 (PST)&lt;br /&gt;
* This could potentially be done using an external program, if SL had some way of exposing this data in a crossplatform way. (Does NT support named pipes?) Some libsecondlife projects such as SLeek are already exposing this. [[User:Kamilion Schnook|Kamilion Schnook]] 20:39 Jan 9 2007&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Embedded scripting language for client-side plugins ===&lt;br /&gt;
[[User:Heather Goodliffe|Heather Goodliffe]], [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
&lt;br /&gt;
* Make the client more powerful and plugable &lt;br /&gt;
* Embed a scripting language, such as LUA or Python, within Second Life to enable client plug-ins to be written in a modular fashion.  Client plugins would be distributed via Second Life itself; hopefully LL would eventually agree to create a new object type for these, but for testing purposes notecards would probably suffice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Known Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nude patch ===&lt;br /&gt;
[[User:Carnildo Greenacre|Carnildo Greenacre]]&lt;br /&gt;
&lt;br /&gt;
*Modify the client to not render any avatar clothes or attachments.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
===== Steps to how Linden Lab could &#039;disable&#039; a &#039;nude patch&#039; =====&lt;br /&gt;
&lt;br /&gt;
# Run a check on clothing textures including alpha information&lt;br /&gt;
#* Check for alpha information around the genitalia, refuse upload if check returns positive&lt;br /&gt;
# Composite clothing textures server-side when avatars are:&lt;br /&gt;
#* In PG regions&lt;br /&gt;
#* Viewable from PG regions&lt;br /&gt;
&lt;br /&gt;
A &#039;nude patch&#039; would function by:&lt;br /&gt;
* somehow submitting full alpha textures on all clothes no matter what was worn (prevented by LL as described above)&lt;br /&gt;
* ignoring what the server says regarding skins&lt;br /&gt;
** Could use procedurally generated textures based on avatar shape, and primitar type to prevent &#039;&#039;&#039;&#039;Attack&amp;amp;nbsp;of&amp;amp;nbsp;the&amp;amp;nbsp;&#039;&#039;(nude)&#039;&#039;&amp;amp;nbsp;Clones&#039;&#039;&#039;&#039;&lt;br /&gt;
:[[User:SignpostMarv Martin|SignpostMarv Martin]] 01:02, 11 January 2007 (PST)&lt;br /&gt;
** I don&#039;t think a nude patch could work anyway - the skin and clothing textures are combined on the wearer&#039;s client, then the combined texture is uploaded to the server as the single texture that appears on the avatar.  That&#039;s why &amp;quot;rebaking&amp;quot; your textures on your client affects how other people see you.  You could possibly just apply the same skin to everyone but you might just as well leave everyone unrezzed then ;)  - Yumi Murakami&lt;br /&gt;
&lt;br /&gt;
=== Two Tier Search ===&lt;br /&gt;
Yumi Murakami&lt;br /&gt;
&lt;br /&gt;
* Server performs a possibly less-effective search which is database efficient, such as the current fulltext search.  The client then performs its own search, refining the results.  Should allow extra flexibility and take some load off LL&#039;s database.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== User Interface Improvements ===&lt;br /&gt;
Yumi Murakami&lt;br /&gt;
&lt;br /&gt;
* General improvements to the user interface.  Maybe move to a seperate article: [[User Interface Improvements]]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== More Text for Abuse and Bug Reports ===&lt;br /&gt;
[[User:Anders Nordberg|Anders Nordberg]]&lt;br /&gt;
&lt;br /&gt;
* Bug Reports as well as Abuse Reports are currently very limited in the amount to text you can enter. Very difficult sometimes to describe a bug in just 2 or 3 sentences...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: A lengthy bug report that would benefit from additional material such as videos or photos could possibly be submitted to [https://jira.secondlife.com Jira] --[[User:SignpostMarv Martin|SignpostMarv Martin]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Attachments registering as additional limbs for animation ===&lt;br /&gt;
[[User:Alderic LeShelle|Alderic LeShelle]]&lt;br /&gt;
&lt;br /&gt;
* Attachments with distinct object names (like wings, tails, extra limbs...) may register themselves in the skeletal structure of the avatar, so that a BVH animation might animate them as well.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Much Longer Land Draw Distance ===&lt;br /&gt;
[[User:Huns Valen]]&lt;br /&gt;
&lt;br /&gt;
* The idea is to have a separate slider for land draw distance. It must be greater than or equal to the &amp;quot;master&amp;quot; draw distance. As drawing land is much less resource-intensive than drawing objects and avatars, it should be possible to have a land draw distance measured in kilometers, not meters.&lt;br /&gt;
* Could possibly use colored map textures (from the world map, not from the viewer-generated local map) as terrain patch, rather than the supplied patch, although this might not look great for closer-in terrain.&lt;br /&gt;
** Perhaps all terrain within 512 meters could be drawn using the sim-supplied textures, and anything further could be drawn using the world map textures.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
* Would require child connections to more simulators to render &amp;quot;sorta near&amp;quot; terrain (that is, beyond the draw distance for objects and avatars, but within the usual &amp;quot;far clip.&amp;quot;) The simulators would have to JUST send land, not objects/avs/etc. as that would defeat the purpose of having a lower draw distance.&lt;br /&gt;
* Colored map textures may not be available in suitable resolution for it to look really good. However, it should be acceptable to many residents in lieu of the &amp;quot;version 2&amp;quot; graphics engine we were shown previews of in 2005 (and which subsequently was cancelled.)&lt;br /&gt;
* If this works well as a proof of concept, LL might be persuaded to make higher-resolution world map textures available, and work on some server-side optimizations.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
Linden Lab is considering offering bounties for especially desirable features in the viewer.&lt;br /&gt;
&lt;br /&gt;
* [[Linden Lab Bounties]]&lt;br /&gt;
* [[Community Bounties]]&lt;br /&gt;
* [[:Category:Bounties]]&lt;/div&gt;</summary>
		<author><name>Huns Valen</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:SignpostMarv_Martin/Archive/Implementing_new_features&amp;diff=5861</id>
		<title>User:SignpostMarv Martin/Archive/Implementing new features</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:SignpostMarv_Martin/Archive/Implementing_new_features&amp;diff=5861"/>
		<updated>2007-01-19T07:46:35Z</updated>

		<summary type="html">&lt;p&gt;Huns Valen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OSWikiContribBox}}&lt;br /&gt;
&lt;br /&gt;
Of course, a really valuable way to contribute is to add a new feature. Try to work with the community and with Linden Lab in planning the feature before running off and implementing new things. Though we appreciate your hard work, we can&#039;t accept every new feature, since maintaining new features comes with a cost. Try thinking of ways to use APIs to make plugins, or perhaps propose new APIs to make the viewer more extensible, before adding new things to the core viewer.&lt;br /&gt;
&lt;br /&gt;
== Ideas for new Features ==&lt;br /&gt;
If you have an idea for a new feature you&#039;d like to see in the client, consider adding it to this list.&lt;br /&gt;
&lt;br /&gt;
Discussion on each topic can be found in this article&#039;s [[Talk:{{PAGENAME}}|Talk page]]&lt;br /&gt;
&lt;br /&gt;
=== Alternate Rendering Engines ===&lt;br /&gt;
[[User:Fox Diller|Fox Diller]]&lt;br /&gt;
&lt;br /&gt;
* older hardware support, etc...&lt;br /&gt;
* [http://www.google.ca/search?q=Open+Source+3D+Engine (&#039;&#039;Open Source 3D Engine&#039;&#039;)]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Out of sight, out of mind ===&lt;br /&gt;
[[User:Lee Ponzu|Lee Ponzu]] 13:56, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Sometimes a neighbor puts up an annoying sign or other object.&lt;br /&gt;
&lt;br /&gt;
Let the user select the sign, and mark it invisible.  This tells the client viewer to stop rendering it, making it effectively invisible.&lt;br /&gt;
&lt;br /&gt;
Of course, this could be applied to any type of object.&lt;br /&gt;
&lt;br /&gt;
=== Better Sound Support ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* Preload status&lt;br /&gt;
* playback control, etc...&lt;br /&gt;
** Quote: &#039;&#039;llKelly: eightltr: yes, that idea has been suggested in the past. (&#039;&#039;&#039;L$1 per 1sec audio&#039;&#039;&#039;)  I think we would rather improve the methods of linking to externally hosted sounds.&#039;&#039;&lt;br /&gt;
* MIDI Support - maybe with some nice clientside Wavetables&lt;br /&gt;
* MOD, XM, ect. Support&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removing Texture Loading ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* so SL can run on less powerful Systems (say the N800/N770)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Patching it so that llLoadURL opens the F1 Help Browser ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* Adding keyword replacement in llLoadURL, Streaming media support, and other external links&lt;br /&gt;
** For instance, to provide an icecast stream with a agent UUID, &amp;lt;nowiki&amp;gt;http://&#039;&#039;&#039;agentkey&#039;&#039;&#039;:apassword@icecast.somehost.com:8000&amp;lt;/nowiki&amp;gt; as a parcel URL&lt;br /&gt;
* To provide an external website with a SL User Name, &amp;lt;nowiki&amp;gt; http://www.somesite.com/somephp.php?query=stuff&amp;amp;slname=&#039;&#039;agentname&#039;&#039;&amp;amp;action=buy&amp;amp;deliveryto=&#039;&#039;agentkey&#039;&#039;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Unless the LSL2 VM starts supporting optional parameters, you risk breaking thousands of scripts&lt;br /&gt;
** &#039;&#039;&#039;Workaround:&#039;&#039;&#039; Prefix urls with ubrowser:, e.g. &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;ubrowser:http://example.com&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;, which will result in the dialog box indicating that the url will open inside the client.&lt;br /&gt;
** &#039;&#039;&#039;Alternative Workaround:&#039;&#039;&#039; Clientside rewriting only, for connecting to media URLs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding a Avatar Local Stream Channel ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* that has a Range of X Meters around an Avatar&lt;br /&gt;
* This would be used for Local Audio Streaming &lt;br /&gt;
** Or Local VoIP chat &lt;br /&gt;
** Teamspeak...&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Peer to Peer Voice over IP using above idea, improved ===&lt;br /&gt;
[[User:Kamilion Schnook|Kamilion Schnook]]&lt;br /&gt;
&lt;br /&gt;
* Capible clients advertise themselves via below CTCP-style protocol&lt;br /&gt;
* Clients use multicast packets to broadcast to a list of addresses the server manages of clients in range.&lt;br /&gt;
* In effect, this would give each avatar two unidirectional shoutcast-style stream impliments, or one bidirectional impliment.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Pseudo-Voice ===&lt;br /&gt;
[[User:Lee Ponzu|Lee Ponzu]] 13:49, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Most of our computers have local, client-side voice synthesis.  Yes, it sounds like a robot, but it is still voice.  Real voice, ala Skype, is fine.  But just like we use Avatars to hide our real selves, we need a way to hide our real voice. &lt;br /&gt;
&lt;br /&gt;
A huge advantage is that we could get voice without adding to the bandwidth.  The text is coming anyway. &lt;br /&gt;
&lt;br /&gt;
*The simplest idea is that one could mark one or more Avatars, and their Chat would be rendered as voice, as well.&lt;br /&gt;
&lt;br /&gt;
*Slightly fancier---One could set the voice characteristics (male, female, pitch, etc.) for each other Avatar.&lt;br /&gt;
&lt;br /&gt;
*Fanciest---Each user can set ones voice characteristics using Appearance, and those setings would be used on each local client.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
I can&#039;t think of any.  Sounds petty easy to me.&lt;br /&gt;
&lt;br /&gt;
[[User:SignpostMarv Martin|SignpostMarv Martin]] (15:46, 12 January 2007 (PST)):&lt;br /&gt;
&lt;br /&gt;
===== Distributed Processing =====&lt;br /&gt;
* Processing the audio on the local client and streaming it in-world would require Peer-to-Peer streaming audio.&lt;br /&gt;
&lt;br /&gt;
===== Local Processing =====&lt;br /&gt;
* Distributing text-to-speech preferences would require modifications to the server-side code, using 3rd party servers, or Peer-to-Peer protocols.&lt;br /&gt;
* Allowing for the ability to add processing the data for up to 400 avatars (100 avatars per sim, within shout distance of region corner) at once would add significant processing overhead.&lt;br /&gt;
&lt;br /&gt;
While distributed processing would probably mean less CPU-intensive code, local processing would have the distinct advantage of allowing users&#039; preferences to be overridden, allowing people to do such things as cap voice pitch, preventing annoying chipmunk-speak from occuring.&lt;br /&gt;
&lt;br /&gt;
=== More efficient local cache ===&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [http://en.wikipedia.org/wiki/Client-To-Client_Protocol CTCP] protocol layered on IM system ===&lt;br /&gt;
[[User:Kex Godel|Kex Godel]]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
Establishing a circuit between two clients will probably require server side assistance, since circuits are UDP based, and most clients will be behind NAT&#039;s and firewalls. CTCP will require a clientside listening socket either implemented via [http://www.faqs.org/rfcs/rfc3489.html RFC 3489] or some sort of UPnP code using a TCP direct connection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Command Line Interface Improvements ===&lt;br /&gt;
[[User:Kex Godel|Kex Godel]]&lt;br /&gt;
&lt;br /&gt;
* for changing preferences sending an IM, teleporting, etc&lt;br /&gt;
** for example: &amp;quot;/set drawdist 96&amp;quot;, &amp;quot;/set sound off&amp;quot;, &amp;quot;/tp ahern&amp;quot;, or &amp;quot;/im kex godel hello&amp;quot;&lt;br /&gt;
** would need an escape system which doesn&#039;t conflict with script command gestures (or a reserved words like how /me is)&lt;br /&gt;
** Or better yet, the Ctrl-G Gesture management window could be improved to allow this, and even allow rebinding /commands&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Implementing an escape system which doesn&#039;t conflict with script command gestures (or a reserved words like how /me is)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More sophisticated IM  features ===&lt;br /&gt;
* muting/filtering/autoresponse options&lt;br /&gt;
** mute or do not alert on IMs by started by a group, agent, or group-agent&lt;br /&gt;
** Autoreply to IMs received while (Away)&lt;br /&gt;
** Sidebar Userlist of Active Users who are currently participating in a Group IM Session. &lt;br /&gt;
*** When a user says something, they&#039;re added. When a user leaves the session, they&#039;re removed from the list.&lt;br /&gt;
* More control over filtering specific objects/textures/sounds/agents/etc&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Anything that requires server-side modification [[User:SignpostMarv Martin|SignpostMarv Martin]] 11:11, 11 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
=== Shortcut/Link/Alias function in Inventory ===&lt;br /&gt;
*Add a &amp;quot;link&amp;quot; (&amp;quot;alias&amp;quot;, &amp;quot;shortcut&amp;quot;) facility to the inventory, that would not break Permissions. For instance, I have one nice set of prim dress shoes that are no-copy, and four tuxedos. I cannot make complete separate outfits, because I have only one copy of the shoes. However, using a &amp;quot;link&amp;quot;, I could create an outfit folder with the tux and a link to the no-copy shoes. Still means I would only have the one set, but it would make changing clothes much much easier. [[User:Buckaroo Mu|Buckaroo Mu]] 09:23, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Potential Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== DirectX3D Hardware Acceleration ===&lt;br /&gt;
*A DirectX3D-driven version of the viewer, allowing those with ATi or Intel hardware accelerated cards to take advantage of the processing power. The system could allow selection as a preference of OpenGL or DirectX3D, as many Windows-only games currently do. Conditional build statements would keep the option from appearing in the non-DirectX3D capable builds. [[User:Buckaroo Mu|Buckaroo Mu]] 09:28, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GPGPU Support ===&lt;br /&gt;
*A method of offloading some of the [http://www.gpgpu.org/ graphics processing to the GPU] might help increase framerate. [[User:Buckaroo Mu|Buckaroo Mu]] 09:37, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiple Monitor Support ===&lt;br /&gt;
*Support for detachable sub-windows, allowing the inventory, chat history, IM, etc. windows to be moved to a second monitor (if available). This is a very highly-desired feature (by those that have dual-monitor systems). [[User:Buckaroo Mu|Buckaroo Mu]] 09:37, 9 January 2007 (PST)&lt;br /&gt;
* This could potentially be done using an external program, if SL had some way of exposing this data in a crossplatform way. (Does NT support named pipes?) Some libsecondlife projects such as SLeek are already exposing this. [[User:Kamilion Schnook|Kamilion Schnook]] 20:39 Jan 9 2007&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Embedded scripting language for client-side plugins ===&lt;br /&gt;
[[User:Heather Goodliffe|Heather Goodliffe]], [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
&lt;br /&gt;
* Make the client more powerful and plugable &lt;br /&gt;
* Embed a scripting language, such as LUA or Python, within Second Life to enable client plug-ins to be written in a modular fashion.  Client plugins would be distributed via Second Life itself; hopefully LL would eventually agree to create a new object type for these, but for testing purposes notecards would probably suffice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Known Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nude patch ===&lt;br /&gt;
[[User:Carnildo Greenacre|Carnildo Greenacre]]&lt;br /&gt;
&lt;br /&gt;
*Modify the client to not render any avatar clothes or attachments.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
===== Steps to how Linden Lab could &#039;disable&#039; a &#039;nude patch&#039; =====&lt;br /&gt;
&lt;br /&gt;
# Run a check on clothing textures including alpha information&lt;br /&gt;
#* Check for alpha information around the genitalia, refuse upload if check returns positive&lt;br /&gt;
# Composite clothing textures server-side when avatars are:&lt;br /&gt;
#* In PG regions&lt;br /&gt;
#* Viewable from PG regions&lt;br /&gt;
&lt;br /&gt;
A &#039;nude patch&#039; would function by:&lt;br /&gt;
* somehow submitting full alpha textures on all clothes no matter what was worn (prevented by LL as described above)&lt;br /&gt;
* ignoring what the server says regarding skins&lt;br /&gt;
** Could use procedurally generated textures based on avatar shape, and primitar type to prevent &#039;&#039;&#039;&#039;Attack&amp;amp;nbsp;of&amp;amp;nbsp;the&amp;amp;nbsp;&#039;&#039;(nude)&#039;&#039;&amp;amp;nbsp;Clones&#039;&#039;&#039;&#039;&lt;br /&gt;
:[[User:SignpostMarv Martin|SignpostMarv Martin]] 01:02, 11 January 2007 (PST)&lt;br /&gt;
** I don&#039;t think a nude patch could work anyway - the skin and clothing textures are combined on the wearer&#039;s client, then the combined texture is uploaded to the server as the single texture that appears on the avatar.  That&#039;s why &amp;quot;rebaking&amp;quot; your textures on your client affects how other people see you.  You could possibly just apply the same skin to everyone but you might just as well leave everyone unrezzed then ;)  - Yumi Murakami&lt;br /&gt;
&lt;br /&gt;
=== Two Tier Search ===&lt;br /&gt;
Yumi Murakami&lt;br /&gt;
&lt;br /&gt;
* Server performs a possibly less-effective search which is database efficient, such as the current fulltext search.  The client then performs its own search, refining the results.  Should allow extra flexibility and take some load off LL&#039;s database.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== User Interface Improvements ===&lt;br /&gt;
Yumi Murakami&lt;br /&gt;
&lt;br /&gt;
* General improvements to the user interface.  Maybe move to a seperate article: [[User Interface Improvements]]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== More Text for Abuse and Bug Reports ===&lt;br /&gt;
[[User:Anders Nordberg|Anders Nordberg]]&lt;br /&gt;
&lt;br /&gt;
* Bug Reports as well as Abuse Reports are currently very limited in the amount to text you can enter. Very difficult sometimes to describe a bug in just 2 or 3 sentences...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: A lengthy bug report that would benefit from additional material such as videos or photos could possibly be submitted to [https://jira.secondlife.com Jira] --[[User:SignpostMarv Martin|SignpostMarv Martin]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Attachments registering as additional limbs for animation ===&lt;br /&gt;
[[User:Alderic LeShelle|Alderic LeShelle]]&lt;br /&gt;
&lt;br /&gt;
* Attachments with distinct object names (like wings, tails, extra limbs...) may register themselves in the skeletal structure of the avatar, so that a BVH animation might animate them as well.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Much Longer Land Draw Distance ===&lt;br /&gt;
[[User:Huns Valen]]&lt;br /&gt;
&lt;br /&gt;
* The idea is to have a separate slider for land draw distance. It must be greater than or equal to the &amp;quot;master&amp;quot; draw distance.&lt;br /&gt;
* Could possibly use colored map textures (from the world map, not from the viewer-generated local map) as terrain patch, rather than the supplied patch, although this might not look great for closer-in terrain.&lt;br /&gt;
** Perhaps all terrain within 512 meters could be drawn using the sim-supplied textures, and anything further could be drawn using the world map textures.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
* Would require child connections to more simulators to render &amp;quot;sorta near&amp;quot; terrain (that is, beyond the draw distance for objects and avatars, but within the usual &amp;quot;far clip.&amp;quot;) The simulators would have to JUST send land, not objects/avs/etc. as that would defeat the purpose of having a lower draw distance.&lt;br /&gt;
* Colored map textures may not be available in suitable resolution for it to look really good. However, it should be acceptable to many residents in lieu of the &amp;quot;version 2&amp;quot; graphics engine we were shown previews of in 2005 (and which subsequently was cancelled.)&lt;br /&gt;
** If this works well as a proof of concept, LL might be persuaded to make higher-resolution world map textures available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
Linden Lab is considering offering bounties for especially desirable features in the viewer.&lt;br /&gt;
&lt;br /&gt;
* [[Linden Lab Bounties]]&lt;br /&gt;
* [[Community Bounties]]&lt;br /&gt;
* [[:Category:Bounties]]&lt;/div&gt;</summary>
		<author><name>Huns Valen</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Compiling_the_viewer_(MSVS2005)&amp;diff=5384</id>
		<title>Compiling the viewer (MSVS2005)</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Compiling_the_viewer_(MSVS2005)&amp;diff=5384"/>
		<updated>2007-01-14T05:14:17Z</updated>

		<summary type="html">&lt;p&gt;Huns Valen: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The 2005 version of the Microsoft compiler upgrades the way it handles 64 bit architecture. In order to compile under the 2005 version, you will need to do some edits to the code where typecasts were lazily handled before, as they cause errors now. You will also find some POSIX names deprecated and replaced by ISO C++ standards. Be sure to refer to the other [[Compiling the viewer (MS Windows)|compilation steps]] with the 2003 version for more help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; If the path you unzip the SL source to has a space in it, the batch file that copies message_template.msg will fail. So, if you unzip it to C:\Projects\Dir with space in name\Etc\linden, it won&#039;t work!&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
* Visual Studio 2005 &#039;&#039;&#039;&#039;&#039;-or-&#039;&#039;&#039;&#039;&#039; [http://msdn.microsoft.com/vstudio/express/visualc/download/ Visual C++ 2005 Express]&amp;lt;small&amp;gt;(Free)&amp;lt;/small&amp;gt;&lt;br /&gt;
** [http://www.microsoft.com/downloads/details.aspx?familyid=0BAF2B35-C656-4969-ACE8-E4C0C0716ADB&amp;amp;displaylang=en Microsoft Platform SDK]&lt;br /&gt;
** A DirectX 9.0 SDK released on or after Summer of 2003 [http://download.microsoft.com/download/5/1/f/51ff8357-0af3-418b-9d0b-e9a5cdc39759/dxsdk_dec2006.EXE DirectX 9.0 SDK (December 2006)] [http://www.microsoft.com/downloads/details.aspx?FamilyID=9216652f-51e0-402e-b7b5-feb68d00f298&amp;amp;displaylang=en DirectX 9.0 SDK Update (Summer 2003)]&lt;br /&gt;
*** Note: If you have previously installed an older version of the DirectX 9.0 SDK, remove it first (from Control Panel -&amp;gt; Add or Remove Programs) before installing this version.  Installing the new SDK &amp;quot;on top&amp;quot; of an older version may cause problems.&lt;br /&gt;
** Set up the project globals:&lt;br /&gt;
*** Start Microsoft Visual Studio 2005&lt;br /&gt;
*** Go to Tools/Options/Projects/VC++ Directories&lt;br /&gt;
*** Make sure that the &#039;&#039;&#039;includes&#039;&#039;&#039;[[:Image:MSVS2005 Global Project Options Include Files.JPG|(&#039;&#039;&#039;screen shot&#039;&#039;&#039;)]] and &#039;&#039;&#039;libraries&#039;&#039;&#039;[[:Image:MSVS2005 Global Project Options Library Files.JPG|(&#039;&#039;&#039;screen shot&#039;&#039;&#039;)]] paths have the Platform SDK paths first, then the DirectX SDK paths, and then the Visual C++ paths. You may need to check &amp;quot;Show All Settings&amp;quot; at the bottom for VC++ Directories to show.&lt;br /&gt;
*** If the DirectX SDK paths aren&#039;t present, add them to both &#039;&#039;&#039;includes&#039;&#039;&#039; and &#039;&#039;&#039;libraries&#039;&#039;&#039;.&lt;br /&gt;
* [http://www.cygwin.com/ Cygwin]&lt;br /&gt;
** When you run the cygwin setup utility make sure you have selected to install patchutil, flex, and bison (all located under &amp;quot;devel&amp;quot;) which are not part of the default install. The project files use several hardcoded references that expect Cygwin to be installed at C:\cygwin, if it&#039;s not you&#039;ll need to edit those references.&lt;br /&gt;
&lt;br /&gt;
== Libraries ==&lt;br /&gt;
&lt;br /&gt;
Download the library directory from LL, extract it, and copy the files into your SL viewer source code directory, maintaining the same directory structure.  Included are all the libraries LL ships in this file, but LL does not distribute the source to the following, and you will need to follow the instructions to acquire below:&lt;br /&gt;
&lt;br /&gt;
=== Fmod ===&lt;br /&gt;
* Download &amp;amp; extract [http://www.fmod.org/ifmoddownload.html fmod 3.75 api for win32].&lt;br /&gt;
* Copy &amp;quot;fmodapi375win\api\inc\fmod.h&amp;quot; to &amp;quot;linden\libraries\include&amp;quot;&lt;br /&gt;
* Copy &amp;quot;fmodapi375win\api\inc\fmod_errors.h&amp;quot; to &amp;quot;linden\libraries\include&amp;quot;&lt;br /&gt;
* Copy &amp;quot;fmodapi375win\api\lib\fmodvc.lib&amp;quot; to &amp;quot;linden\libraries\i686-win32\lib_release&amp;quot;&lt;br /&gt;
* Copy &amp;quot;fmodapi375win\api\lib\fmodvc.lib&amp;quot; to &amp;quot;linden\libraries\i686-win32\lib_debug&amp;quot;&lt;br /&gt;
* Copy &amp;quot;fmodapi375win\api\fmod.dll&amp;quot; to &amp;quot;linden\indra\newview&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== gl ===&lt;br /&gt;
* Download [http://oss.sgi.com/projects/ogl-sample/sdk.html glext.h, glxext.h, and wglext.h]&lt;br /&gt;
* Copy them to &amp;quot;libraries\i686-win32\include\GL&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Quicktime ===&lt;br /&gt;
* Download &amp;amp; install the [http://developer.apple.com/quicktime/download/ Quicktime SDK for Windows]&lt;br /&gt;
* Copy &amp;quot;QuicktimeSDK\Libraries\QTMLClient.lib&amp;quot; to &amp;quot;\libraries\i686-win32\lib_release&amp;quot;.&lt;br /&gt;
* Copy &amp;quot;QuicktimeSDK\Libraries\QTMLClient.lib&amp;quot; to &amp;quot;\libraries\i686-win32\lib_debug&amp;quot;.&lt;br /&gt;
* Copy the contents of &amp;quot;QuicktimeSDK\CIncludes&amp;quot; into &amp;quot;\libraries\i686-win32\include\quicktime&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Boost++ ===&lt;br /&gt;
Update boost from vc71 to vc80:&lt;br /&gt;
* [http://www.boost-consulting.com/download.html Download &amp;amp; install Boost++]&lt;br /&gt;
* Open the Visual Studio 2005 Command Prompt&lt;br /&gt;
* Delete &amp;quot;linden\libraries\include\boost&amp;quot;&lt;br /&gt;
* Copy &amp;quot;%programfiles%\boost\boost1_33_1\boost&amp;quot; to &amp;quot;linden\libraries\include&amp;quot;&lt;br /&gt;
* Copy &amp;quot;%programfiles%\boost\boost_1_33_1\lib\libboost_regex-vc80-mt-s-1_33_1.lib&amp;quot;&lt;br /&gt;
:# to &amp;quot;\linden\libraries\i686-win32\lib_release&amp;quot; and&lt;br /&gt;
:# to &amp;quot;\linden\libraries\i686-win32\lib_debug&amp;quot;&lt;br /&gt;
* Right click on the &#039;&#039;newview&#039;&#039; project, and select &#039;&#039;&#039;Properties&#039;&#039;&#039;&lt;br /&gt;
* [[:Image:MSVS2005 newview Property Pages Config Linker Input.JPG|(&#039;&#039;&#039;screen shot&#039;&#039;&#039;)]] Under &#039;&#039;&#039;Configuration Properties&#039;&#039;&#039;, &#039;&#039;&#039;Linker&#039;&#039;&#039;, &#039;&#039;&#039;Input&#039;&#039;&#039; &lt;br /&gt;
** find and change &amp;quot;&#039;&#039;libboost_regex-vc71-mt-s.lib&#039;&#039;&amp;quot;[[:Image:MSVS2005 newview Property Pages Config Linker Input.JPG|(&#039;&#039;&#039;screen shot&#039;&#039;&#039;)]] to &amp;quot;&#039;&#039;libboost_regex-vc80-mt-s-1_33_1.lib&#039;&#039;&amp;quot;[[:Image:MSVS2005 newview Property Pages Config Linker Input List Changed.JPG|(&#039;&#039;&#039;screen shot&#039;&#039;&#039;)]] in the &#039;&#039;Additional Dependencies&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== unistd.h (Express only) ===&lt;br /&gt;
* Create an empty file &amp;quot;linden\libraries\include\unistd.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Done!&lt;br /&gt;
&lt;br /&gt;
== First Steps ==&lt;br /&gt;
=== Environment Setup ===&lt;br /&gt;
* Open the \indra\indra_complete\indra_complete.sln solution in Visual Studio 2005.&lt;br /&gt;
* If Visual Studio prompts to update your project files, allow it to do so.  When the results are displayed, you may see warnings, but you should not see any errors.&lt;br /&gt;
* Pick either ReleaseNoOpt (for debugging) or ReleaseForDownload (for production) (in the box beside the green arrow under the tool bar). Any of the following changes you make will only apply to this solution configuration.&lt;br /&gt;
* Right click newview in the left hand frame and click &amp;quot;Set as StartUp Project&amp;quot;.&lt;br /&gt;
* Right click on each project in the solution, with the exception of &#039;&#039;lscript_compile_fb&#039;&#039;, and follow these steps for each:&lt;br /&gt;
:#[[:Image:MSVS2005_Project_Property_Pages_Config_CPP_General.JPG|(&#039;&#039;&#039;screen shot&#039;&#039;&#039;)]] Under &#039;&#039;&#039;Configuration Properties&#039;&#039;&#039;, &#039;&#039;&#039;C/C++&#039;&#039;&#039;, &#039;&#039;&#039;General&#039;&#039;&#039;, change &#039;&#039;&#039;Treat Warnings As Errors&#039;&#039;&#039; to &amp;quot;&#039;&#039;No&#039;&#039;&amp;quot; &lt;br /&gt;
:#[[:Image:MSVS2005 Project Property Pages Config CPP Preprocessor.JPG |(&#039;&#039;&#039;screen shot&#039;&#039;&#039;)]] Under &#039;&#039;&#039;Configuration Properties&#039;&#039;&#039;, &#039;&#039;&#039;C/C++&#039;&#039;&#039;, &#039;&#039;&#039;PreProcessor&#039;&#039;&#039;, insert the line &amp;quot;&#039;&#039;;_CRT_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE&#039;&#039;&amp;quot;&lt;br /&gt;
:#[[:Image:MSVS2005 Project Property Pages Config CPP Language.JPG|(&#039;&#039;&#039;screen shot&#039;&#039;&#039;)]] Under &#039;&#039;&#039;Configuration Properties&#039;&#039;&#039;, &#039;&#039;&#039;C/C++&#039;&#039;&#039;, &#039;&#039;&#039;Language&#039;&#039;&#039;, change &#039;&#039;&#039;Treat wchar_t as Built-in Type&#039;&#039;&#039; to &amp;quot;&#039;&#039;No (/Zc:wchar_t-)&#039;&#039;&amp;quot;&lt;br /&gt;
** You must set the PreProcessor definitions for each project individually, but for the other two settings you can highlight all of the project files at the same time (except lscript_compile_fb) and change them simultaneously&lt;br /&gt;
*for the &amp;quot;llwindow&amp;quot; project an additional define is required&lt;br /&gt;
** Under &#039;&#039;&#039;Configuration Properties&#039;&#039;&#039;, &#039;&#039;&#039;C/C++&#039;&#039;&#039;, &#039;&#039;&#039;PreProcessor&#039;&#039;&#039;, insert the line &amp;quot;&#039;&#039;;_CRT_NON_CONFORMING_SWPRINTFS&#039;&#039;&amp;quot;&lt;br /&gt;
*for the &amp;quot;llmessage&amp;quot; project an additional define is required&lt;br /&gt;
** Under &#039;&#039;&#039;Configuration Properties&#039;&#039;&#039;, &#039;&#039;&#039;C/C++&#039;&#039;&#039;, &#039;&#039;&#039;PreProcessor&#039;&#039;&#039;, insert the line &amp;quot;&#039;&#039;;_SCL_SECURE_NO_DEPRECATE&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Code Editing ===&lt;br /&gt;
&lt;br /&gt;
==== Version: slviewer-src-20070108c ====&lt;br /&gt;
Use CTRL+G to help find these lines and edit them, likewise:&lt;br /&gt;
&lt;br /&gt;
*In linden\indra\llcommon\llstringtable.h @ line 103&lt;br /&gt;
 --103: typedef std::hash_multimap&amp;lt;U32, LLStringTableEntry *&amp;gt; string_hash_t;&lt;br /&gt;
 ++103: typedef std&#039;&#039;&#039;&#039;&#039;ext&#039;&#039;&#039;&#039;&#039;::hash_multimap&amp;lt;U32, LLStringTableEntry *&amp;gt; string_hash_t;&lt;br /&gt;
&lt;br /&gt;
*In linden\indra\llcommon\llerror.h @ line 38, and linden\indra\win_updater\updater.cpp @ line 40&lt;br /&gt;
 ++#if LL_WINDOWS&lt;br /&gt;
 ++# if (_MSC_VER &amp;gt;= 1400)&lt;br /&gt;
 ++#  pragma warning(disable : 4996)&lt;br /&gt;
 ++# endif&lt;br /&gt;
 ++#endif&lt;br /&gt;
&lt;br /&gt;
*In linden\indra\llcommon\u64.cpp @ line 36&lt;br /&gt;
 --36: char *aptr = strpbrk(str,&amp;quot;0123456789&amp;quot;);&lt;br /&gt;
 ++36: &#039;&#039;&#039;&#039;&#039;const&#039;&#039;&#039;&#039;&#039; char *aptr = strpbrk(str,&amp;quot;0123456789&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\llprimitive\llprimitive.cpp @ line 1200&lt;br /&gt;
 --1200: exception_faces |= (1 &amp;lt;&amp;lt; i);&lt;br /&gt;
 ++1200: exception_faces |= ((U64)1 &amp;lt;&amp;lt; i);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\llui\llsliderctrl.cpp @ line 218&lt;br /&gt;
 --218: F32 displayed_value = (F32)(floor(getValueF32() * pow(10, mPrecision) + 0.5) / pow(10, mPrecision));&lt;br /&gt;
 ++218: F32 displayed_value = (F32)(floor(getValueF32() * pow(10&#039;&#039;&#039;&#039;&#039;.0&#039;&#039;&#039;&#039;&#039;, mPrecision) + 0.5) / pow(10&#039;&#039;&#039;&#039;&#039;.0&#039;&#039;&#039;&#039;&#039;, mPrecision));&lt;br /&gt;
&lt;br /&gt;
*linden\indra\llui\llspinctrl.cpp @ line 251&lt;br /&gt;
 --251: F32 displayed_value = (F32)floor(getValue().asReal() * pow(10, mPrecision) + 0.5) / (F32)pow(10, mPrecision);&lt;br /&gt;
 ++251: F32 displayed_value = (F32)floor(getValue().asReal() * pow(10&#039;&#039;&#039;&#039;&#039;.0&#039;&#039;&#039;&#039;&#039;, mPrecision) + 0.5) / (F32)pow(10&#039;&#039;&#039;&#039;&#039;.0&#039;&#039;&#039;&#039;&#039;, mPrecision);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\llstartup.cpp @ line 1459&lt;br /&gt;
 --1459: gUTCOffset = (server_utc_time - now);&lt;br /&gt;
 ++1459: gUTCOffset = (server_utc_time - &#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;now);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\llpaneldirevents.cpp @ line 137, and line 169&lt;br /&gt;
 --137: internal_time = utc_to_pacific_time(utc_time, gPacificDaylightTime);&lt;br /&gt;
 ++137: internal_time = utc_to_pacific_time(&#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;utc_time, gPacificDaylightTime);&lt;br /&gt;
&lt;br /&gt;
 --169: internal_time = utc_to_pacific_time(utc_time, gPacificDaylightTime);&lt;br /&gt;
 ++169: internal_time = utc_to_pacific_time(&#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;utc_time, gPacificDaylightTime);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\llfloaterreporter.cpp @ line 668&lt;br /&gt;
 --668: msg-&amp;gt;addU32Fast(_PREHASH_Time, mcd-&amp;gt;mTime);&lt;br /&gt;
 ++668: msg-&amp;gt;addU32Fast(_PREHASH_Time, &#039;&#039;&#039;&#039;&#039;(U32)&#039;&#039;&#039;&#039;&#039;mcd-&amp;gt;mTime);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\llfloaterland.cpp @ line 2609, and line 2878&lt;br /&gt;
 --2609: S32 now = time(NULL);&lt;br /&gt;
 ++2609: S32 now = &#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;time(NULL);&lt;br /&gt;
&lt;br /&gt;
 --2878: S32 now = time(NULL);&lt;br /&gt;
 ++2878: S32 now = &#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;time(NULL);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\llfloaterbump.cpp @ line 120&lt;br /&gt;
 --120: timep = utc_to_pacific_time(mcd-&amp;gt;mTime, gPacificDaylightTime);&lt;br /&gt;
 ++120: timep = utc_to_pacific_time(&#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;mcd-&amp;gt;mTime, gPacificDaylightTime);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\viewer.cpp @ line 2510&lt;br /&gt;
 --2510: srand(time(NULL));&lt;br /&gt;
 ++2510: srand(&#039;&#039;&#039;&#039;&#039;(U32)&#039;&#039;&#039;&#039;&#039;time(NULL));&lt;br /&gt;
 &lt;br /&gt;
*linden\indra\newview\llurlwhitelist.cpp @ line 43&lt;br /&gt;
 --43: mUrlListIter ( 0 )&lt;br /&gt;
 ++43: mUrlListIter ( &#039;&#039;&#039;&#039;&#039;LLUrlWhiteList::mUrlListIter&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
==== Version: slviewer-src-20070112a ====&lt;br /&gt;
Use CTRL+G to help find these lines and edit them, likewise:&lt;br /&gt;
&lt;br /&gt;
*In linden\indra\llcommon\llstringtable.h @ line 103&lt;br /&gt;
 --103: typedef std::hash_multimap&amp;lt;U32, LLStringTableEntry *&amp;gt; string_hash_t;&lt;br /&gt;
 ++103: typedef std&#039;&#039;&#039;&#039;&#039;ext&#039;&#039;&#039;&#039;&#039;::hash_multimap&amp;lt;U32, LLStringTableEntry *&amp;gt; string_hash_t;&lt;br /&gt;
&lt;br /&gt;
*In linden\indra\llcommon\llerror.h @ line 38, and linden\indra\win_updater\updater.cpp @ line 40&lt;br /&gt;
 ++#if LL_WINDOWS&lt;br /&gt;
 ++# if (_MSC_VER &amp;gt;= 1400)&lt;br /&gt;
 ++#  pragma warning(disable : 4996)&lt;br /&gt;
 ++# endif&lt;br /&gt;
 ++#endif&lt;br /&gt;
&lt;br /&gt;
*In linden\indra\llcommon\u64.cpp @ line 36&lt;br /&gt;
 --36: char *aptr = strpbrk(str,&amp;quot;0123456789&amp;quot;);&lt;br /&gt;
 ++36: &#039;&#039;&#039;&#039;&#039;const&#039;&#039;&#039;&#039;&#039; char *aptr = strpbrk(str,&amp;quot;0123456789&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\llprimitive\llprimitive.cpp @ line 1200&lt;br /&gt;
 --1200: exception_faces |= (1 &amp;lt;&amp;lt; i);&lt;br /&gt;
 ++1200: exception_faces |= ((U64)1 &amp;lt;&amp;lt; i);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\llui\llsliderctrl.cpp @ line 218&lt;br /&gt;
 --218: F32 displayed_value = (F32)(floor(getValueF32() * pow(10, mPrecision) + 0.5) / pow(10, mPrecision));&lt;br /&gt;
 ++218: F32 displayed_value = (F32)(floor(getValueF32() * pow(10&#039;&#039;&#039;&#039;&#039;.0&#039;&#039;&#039;&#039;&#039;, mPrecision) + 0.5) / pow(10&#039;&#039;&#039;&#039;&#039;.0&#039;&#039;&#039;&#039;&#039;, mPrecision));&lt;br /&gt;
&lt;br /&gt;
*linden\indra\llui\llspinctrl.cpp @ line 251&lt;br /&gt;
 --251: F32 displayed_value = (F32)floor(getValue().asReal() * pow(10, mPrecision) + 0.5) / (F32)pow(10, mPrecision);&lt;br /&gt;
 ++251: F32 displayed_value = (F32)floor(getValue().asReal() * pow(10&#039;&#039;&#039;&#039;&#039;.0&#039;&#039;&#039;&#039;&#039;, mPrecision) + 0.5) / (F32)pow(10&#039;&#039;&#039;&#039;&#039;.0&#039;&#039;&#039;&#039;&#039;, mPrecision);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\llstartup.cpp @ line 1459&lt;br /&gt;
 --1459: gUTCOffset = (server_utc_time - now);&lt;br /&gt;
 ++1459: gUTCOffset = (server_utc_time - &#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;now);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\llpaneldirevents.cpp @ line 137, and line 169&lt;br /&gt;
 --137: internal_time = utc_to_pacific_time(utc_time, gPacificDaylightTime);&lt;br /&gt;
 ++137: internal_time = utc_to_pacific_time(&#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;utc_time, gPacificDaylightTime);&lt;br /&gt;
&lt;br /&gt;
 --169: internal_time = utc_to_pacific_time(utc_time, gPacificDaylightTime);&lt;br /&gt;
 ++169: internal_time = utc_to_pacific_time(&#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;utc_time, gPacificDaylightTime);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\llfloaterreporter.cpp @ line 668&lt;br /&gt;
 --668: msg-&amp;gt;addU32Fast(_PREHASH_Time, mcd-&amp;gt;mTime);&lt;br /&gt;
 ++668: msg-&amp;gt;addU32Fast(_PREHASH_Time, &#039;&#039;&#039;&#039;&#039;(U32)&#039;&#039;&#039;&#039;&#039;mcd-&amp;gt;mTime);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\llfloaterland.cpp @ line 2609, and line 2878&lt;br /&gt;
 --2609: S32 now = time(NULL);&lt;br /&gt;
 ++2609: S32 now = &#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;time(NULL);&lt;br /&gt;
&lt;br /&gt;
 --2878: S32 now = time(NULL);&lt;br /&gt;
 ++2878: S32 now = &#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;time(NULL);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\llfloaterbump.cpp @ line 120&lt;br /&gt;
 --120: timep = utc_to_pacific_time(mcd-&amp;gt;mTime, gPacificDaylightTime);&lt;br /&gt;
 ++120: timep = utc_to_pacific_time(&#039;&#039;&#039;&#039;&#039;(S32)&#039;&#039;&#039;&#039;&#039;mcd-&amp;gt;mTime, gPacificDaylightTime);&lt;br /&gt;
&lt;br /&gt;
*linden\indra\newview\viewer.cpp @ line 2515&lt;br /&gt;
 --2515: srand(time(NULL));&lt;br /&gt;
 ++2515: srand(&#039;&#039;&#039;&#039;&#039;(U32)&#039;&#039;&#039;&#039;&#039;time(NULL));&lt;br /&gt;
 &lt;br /&gt;
*linden\indra\newview\llurlwhitelist.cpp @ line 43&lt;br /&gt;
 --43: mUrlListIter ( 0 )&lt;br /&gt;
 ++43: mUrlListIter ( &#039;&#039;&#039;&#039;&#039;LLUrlWhiteList::mUrlListIter&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
==== Misc. Code Editing ====&lt;br /&gt;
*linden\indra\llinventory\llinventory.cpp @ line 1433&lt;br /&gt;
 ++1433: @ (S32)now&lt;br /&gt;
&lt;br /&gt;
=== Disable llMozLib ===&lt;br /&gt;
*linden\indra\llcommon\llpreprocessor.h @ line 51&lt;br /&gt;
 --51: #define LL_LIBXUL_ENABLED		1&lt;br /&gt;
 ++51: #define LL_LIBXUL_ENABLED		&#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ready, Set, Build! ==&lt;br /&gt;
* Build either ReleaseNoOpt (for debugging) or ReleaseForDownload (for production).&lt;br /&gt;
* SecondLife.exe will be built in \indra\newview\ReleaseNoOpt or \indra\newview\ReleaseForDownload&lt;br /&gt;
* Create a shortcut to SecondLife.exe, and change the start location to \indra\newview\ (all the .dll will be found there.)&lt;br /&gt;
&lt;br /&gt;
=== Problems Running? ===&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t connect once you&#039;ve built the viewer:&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re getting errors while trying to load your inventory, try [[Stuck logging in|clearing your cache and deleting other temporary files]].&lt;br /&gt;
&lt;br /&gt;
=== Cannot open include file: &#039;windows.h&#039; problem ===&lt;br /&gt;
If you run into this problem:&lt;br /&gt;
 ..\..\..\boost/regex/v4/fileiter.hpp(44) : fatal error C1083: Cannot open include file: &#039;windows.h&#039;: No such file or directory&lt;br /&gt;
Fix it with this: (thanks Fairlight!)&lt;br /&gt;
 set INCLUDE=C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include;%INCLUDE%&lt;br /&gt;
 set LIB=C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Lib;%LIB%&lt;/div&gt;</summary>
		<author><name>Huns Valen</name></author>
	</entry>
</feed>