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	<id>https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ibrew+Meads</id>
	<title>Second Life Wiki - User contributions [en]</title>
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	<updated>2026-06-07T18:18:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.1</generator>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Template:LSL_Constant/string&amp;diff=1187073</id>
		<title>Template:LSL Constant/string</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Template:LSL_Constant/string&amp;diff=1187073"/>
		<updated>2014-01-19T04:03:42Z</updated>

		<summary type="html">&lt;p&gt;Ibrew Meads: Updated for Mono&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#vardefine:notes|{{#if:{{#var:notes}}|&amp;lt;br/&amp;gt;}}Like any [[LSO]] string constants longer then 3 characters and used in multiple places in the code, they should be stored in a global variable. The result will be a considerable memory savings. This does not apply to scripts compiled with [[Mono]]. See [[LSL Constants vs Globals]] for more information about this and examples.}}&lt;/div&gt;</summary>
		<author><name>Ibrew Meads</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=LSL_Constants_vs_Globals&amp;diff=1187040</id>
		<title>LSL Constants vs Globals</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=LSL_Constants_vs_Globals&amp;diff=1187040"/>
		<updated>2014-01-18T00:13:14Z</updated>

		<summary type="html">&lt;p&gt;Ibrew Meads: Updated for Mono&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are some advantages in using global variables over the string and key constants when programming in [[LSO]]; it&#039;s faster and uses less bytecode when it is longer than 3 characters and is used more than twice, but it uses more bytecode when it is shorter than 3 characters or is used once. This is easily demonstrated by running the scripts in Figure 1.&lt;br /&gt;
&lt;br /&gt;
However, this is only true for [[LSO]] compiled programs. If [[Mono]] is used, then the opposite is true and it uses less memory to use constants. Mono uses only one copy of a constant in memory. In the scripts in Figure 1, using constants saves the memory used to initialize the variable null_key. This is true if LL constants (like NULL_KEY) are used or if user supplied strings (such as &amp;quot;this is a string&amp;quot;) are used.&lt;br /&gt;
&lt;br /&gt;
===Pros when using LSO===&lt;br /&gt;
* Faster&lt;br /&gt;
* Uses less bytecode when it is longer than 3 characters and it used more than twice.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* User can accidentally change the value.&lt;br /&gt;
* Uses more bytecode when it is shorter than 3 characters or it used once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|style=margin-top:0;}}&lt;br /&gt;
|+ Figure 1: Bytecode Cost&lt;br /&gt;
|- {{Hl2}}&lt;br /&gt;
! Constant&lt;br /&gt;
! Global&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
dead(){&lt;br /&gt;
    key a = NULL_KEY;&lt;br /&gt;
    key b = NULL_KEY;&lt;br /&gt;
    key c = NULL_KEY;&lt;br /&gt;
    key d = NULL_KEY;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
default {&lt;br /&gt;
    state_entry() {&lt;br /&gt;
        llOwnerSay((string) llGetFreeMemory());&lt;br /&gt;
    }&lt;br /&gt;
}&amp;lt;/lsl&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;lsl&amp;gt;key null_key = NULL_KEY;&lt;br /&gt;
&lt;br /&gt;
dead(){&lt;br /&gt;
    key a = null_key;&lt;br /&gt;
    key b = null_key;&lt;br /&gt;
    key c = null_key;&lt;br /&gt;
    key d = null_key;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
default {&lt;br /&gt;
    state_entry() {&lt;br /&gt;
        llOwnerSay((string) llGetFreeMemory());&lt;br /&gt;
    }&lt;br /&gt;
}&amp;lt;/lsl&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ibrew Meads</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Limits&amp;diff=1174717</id>
		<title>Limits</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Limits&amp;diff=1174717"/>
		<updated>2012-11-21T22:07:58Z</updated>

		<summary type="html">&lt;p&gt;Ibrew Meads: /* Land */ removed reference to closed jiri issue SVC-3895&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{KBmaster}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{RightToc}}&lt;br /&gt;
The Second Life Viewer and simulators have a division of labor, keeping track of the data that makes Second Life run. The Viewer&#039;s job is to:&lt;br /&gt;
&lt;br /&gt;
* Handle locations of objects.&lt;br /&gt;
* Get velocities and other physics information, and does simple physics to keep track of what is moving where.&lt;br /&gt;
&lt;br /&gt;
The simulator&#039;s job is to:&lt;br /&gt;
&lt;br /&gt;
* Run the physics engine.&lt;br /&gt;
* Detect collisions.&lt;br /&gt;
* Keep track of where everything is&lt;br /&gt;
* Send locations of content to the Viewer along with updates when certain changes occur.&lt;br /&gt;
&lt;br /&gt;
Limits are necessary for all of these components to work together. The list below outlines many of the &#039;&#039;&#039;Second Life numerical limits that affect your inworld experience&#039;&#039;&#039;. Some of these will likely change over time, so if you spot something incorrect/outdated, please take a moment to update it.&lt;br /&gt;
&lt;br /&gt;
{{KBcaution|1=The scope of this page is focused on Linden Lab&#039;s official Viewers, keeping in mind [[Third_Party_Viewer_Directory|3rd-party viewers may differ]]. Cite sources and provide substantiation for limits that aren&#039;t provided by Linden Lab. Also, unconfirmed speculation [[Talk:Limits|goes on this discussion page]]. Don&#039;t add data without a hard limit, and don&#039;t add obscure trivia that doesn&#039;t practically affect the general inworld experience.|width=80%}}&lt;br /&gt;
&lt;br /&gt;
== [[Avatar]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Max. # of attachments&#039;&#039;&#039; - 38 combined [[HUD]] or body attachments.&lt;br /&gt;
** They can be viewed by right-clicking your avatar and choosing &#039;&#039;&#039;Take Off&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;HUD&#039;&#039;&#039; or &#039;&#039;&#039;Detach&#039;&#039;&#039;.&lt;br /&gt;
** With the formal introduction of [[multiple attachments|multiple attachments to a single point]] in Viewer 2.4, you can attach up to 38 total objects, and they can all be attached to a single point. &lt;br /&gt;
* &#039;&#039;&#039;Max. # of clothing layers per slot&#039;&#039;&#039; - 5 (this includes alpha and Tattoo Layers)&lt;br /&gt;
* &#039;&#039;&#039;Max. unassisted fly height&#039;&#039;&#039; - Stable hover at 4096m.&lt;br /&gt;
** You can easily acquire a flight attachment to fly high. Also see [[flight limit]] and [[Limits#Navigation|the Navigation section]] below.&lt;br /&gt;
* &#039;&#039;&#039;Common shoe sizes&#039;&#039;&#039; - Most women&#039;s shoes are designed for a size 0 (zero) foot. Men&#039;s generally scale up to 14.&lt;br /&gt;
** You can check this by going to Edit menu &amp;gt; Appearance and clicking on the Shape &amp;gt; Legs tab.&lt;br /&gt;
&amp;lt;!--Can someone verify the following?&lt;br /&gt;
* &#039;&#039;&#039;Min. length of avatar name&#039;&#039;&#039; - 2 for first name, 2 for last name, 5 in total (including the space).--&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Max. length of avatar name&#039;&#039;&#039; - 31 for first name, 31 for last name, 63 in total (including the space).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Max. length of {{LSLGC|Username}}&#039;&#039;&#039; - All lower case and a maximum of 63 including the &#039;.&#039;(eg; firstname.lastname)&lt;br /&gt;
**Older account user names are a combination of the First and last name in lower case separated by a period(.)(eg; lilmix.pixelmaid)&lt;br /&gt;
**Modern user names are a single name(no period)(eg; john1234) - &#039;&#039;&#039;Max.&#039;&#039;&#039; length is 31 characters&lt;br /&gt;
**The {{LSLGC|Legacy Name}}s for modern user names always shows Resident as the last name. So the Max is 40 characters in total for a new avatar&#039;s legacy name(including the space and last name &#039;Resident&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Min. length of [[Display_Names]]&#039;&#039;&#039; - At least one script character&lt;br /&gt;
*&#039;&#039;&#039;Max. length of Display Names&#039;&#039;&#039; - 31 characters&lt;br /&gt;
**Display Names can include most Unicode script characters, spaces, and some punctuation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Max. avatar speed&#039;&#039;&#039; - 250m/s (with only attachments to assist)&lt;br /&gt;
* &#039;&#039;&#039;Max. teleport speed&#039;&#039;&#039;&amp;lt;!-- - 3 teleports per 15 seconds (server 1.27.0) and 10 teleports per 15 seconds (server 1.27.1)--&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Server 1.27.1&#039;&#039;&#039; - 10 teleports per 15 seconds&lt;br /&gt;
** &#039;&#039;&#039;Server 1.27.0&#039;&#039;&#039; - 3 teleports per 15 seconds&lt;br /&gt;
&lt;br /&gt;
== [[Animation]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; width=&amp;quot;100%&amp;quot; {{Prettytable}}&lt;br /&gt;
|- {{Hl2}}&lt;br /&gt;
! &#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Limit affects&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Lower limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Upper limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Comment&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;More coverage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[Animation]]&lt;br /&gt;
||Length of animation&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|30.0 seconds}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Animation]]&lt;br /&gt;
||animation priority&lt;br /&gt;
| {{yes|0}}&lt;br /&gt;
| {{yes|4, with custom tools 5}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|[[Animation_Priority]]}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Animation]]&lt;br /&gt;
||Number of unique joints per animation&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|32}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; width=&amp;quot;100%&amp;quot; {{Prettytable}}&lt;br /&gt;
|- {{Hl2}}&lt;br /&gt;
! &#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Limit affects&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Lower limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Upper limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Comment&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;More coverage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;BUILDING&#039;&#039;&#039;&lt;br /&gt;
||[[Prim]] dimensions&lt;br /&gt;
| {{yes|&amp;lt;0.01, 0.01, 0.01&amp;gt;}}&lt;br /&gt;
| {{yes|&amp;lt;64.0, 64.0, 64.0&amp;gt;}}&lt;br /&gt;
| {{yes|Used to be &amp;lt;10.0, 10.0, 10.0&amp;gt; prior to Second Life Server version 11.08.17.238770}}&lt;br /&gt;
| {{yes|[[llSetScale]] and [[PRIM_SIZE]] and [[Megaprim]]}}&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;BUILDING&#039;&#039;&#039;&lt;br /&gt;
||Number of prims in a linkset&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|256 prims}}&lt;br /&gt;
| {{yes|Used to be 255 prior to Second Life Server version 1.26}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;BUILDING&#039;&#039;&#039;&lt;br /&gt;
||Linking distance&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|[[Linkability_Rules]]}}&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;BUILDING&#039;&#039;&#039;&lt;br /&gt;
||Physics weight for a physical object&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|32.0}}&lt;br /&gt;
||Additional notes:&lt;br /&gt;
* If you try to link more, it&#039;ll either say &amp;quot;Can&#039;t enable physics for objects with more than 32 primitives&amp;quot; or &amp;quot;Object has too many primitives -- its dynamics have been disabled.&amp;quot;.&lt;br /&gt;
* On server versions 1.38 and below, each sitting avatar counted as 1 prim. From 1.40.2 the limit is only on actual prims.&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;BUILDING&#039;&#039;&#039;&lt;br /&gt;
||Build or rez height&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|4096.0 meters}}&lt;br /&gt;
| {{yes|768.0 meters for Viewers prior to version 1.20}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;BUILDING&#039;&#039;&#039;&lt;br /&gt;
||Prim name length&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|63 bytes UTF-8 [[String|string]]}}&lt;br /&gt;
| {{yes|same limit for avatar names, although the character set for avatar names is significantly limited.}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;BUILDING&#039;&#039;&#039;&lt;br /&gt;
||Prim description length&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|127 bytes UTF-8 [[String|string]]}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;BUILDING&#039;&#039;&#039;&lt;br /&gt;
||Temporary prims&#039; lifetime&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|up to around 60 seconds}}&lt;br /&gt;
| {{yes|depends on when the next garbage collector cycle is.}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;BUILDING&#039;&#039;&#039;&lt;br /&gt;
||Number of temporary prims&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|RegionPrimLimit - NumberOfPrimsInRegion + Minimum(0.5*RegionPrimLimit, 1000)}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;BUILDING&#039;&#039;&#039;&lt;br /&gt;
||Length of hovertext&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|a UTF-8 [[String|string]] with 254 bytes or single-byte characters}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|[[llSetText]] and [[PRIM_TEXT]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Communication]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; width=&amp;quot;100%&amp;quot; {{Prettytable}}&lt;br /&gt;
|- {{Hl2}}&lt;br /&gt;
! &#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Limit affects&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Lower limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Upper limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Comment&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;More coverage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[Communication]]&lt;br /&gt;
||Whisper distance&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|10 meters}}&lt;br /&gt;
| {{yes|&amp;lt;code&amp;gt;/whisper&amp;lt;/code&amp;gt; as the first few characters in a message can be used in viewer-2-code based viewers in local chat.}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Communication]]&lt;br /&gt;
||Chat distance&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|20 meters}}&lt;br /&gt;
| {{yes|text spoken as a &amp;quot;chat&amp;quot; step &#039;&#039;&#039;within gestures&#039;&#039;&#039; cannot be shouted or whispered.}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Communication]]&lt;br /&gt;
||Shout distance&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|100 meters}}&lt;br /&gt;
| {{yes|&amp;lt;code&amp;gt;/shout&amp;lt;/code&amp;gt; as the first few characters in a message can be used in viewer-2-code based viewers in local chat.}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Communication]]&lt;br /&gt;
||Length of a chat message and whether or not it is truncated&lt;br /&gt;
| {{yes|1 byte or single-byte character}}&lt;br /&gt;
| {{yes|1024 bytes or single-byte characters}}&lt;br /&gt;
| {{yes|Limit does not apply to instant messages via [[llInstantMessage]] and communication between IM and email, the limit there is 1180 bytes or single-byte characters. This is true as of 2012-08-13.}}&lt;br /&gt;
| {{yes|[[llInstantMessage]]}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Communication]]&lt;br /&gt;
||Number of offline messages&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|Capped at 25 messages.}}&lt;br /&gt;
| {{yes|Number of offline messages (involving [[IM|IMs]], inventory offers, group notices, group invitations) received before messages get capped.}}&lt;br /&gt;
| {{yes|[[IM]]}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Communication]]&lt;br /&gt;
||Length of a properly delivered email reply to an [[IM]]&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|1023 bytes or single-byte characters}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Communication]]&lt;br /&gt;
||Time after which a reply to an [[IM]] can be sent via email.&lt;br /&gt;
| {{yes|when receiving the IM via email.}}&lt;br /&gt;
| {{yes|5 days after receiving the offline IM via email.}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|[https://blogs.secondlife.com/community/features/blog/2007/02/06/im-to-e-mail-return-addresses-changing Second Life Blogs]}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Communication]]&lt;br /&gt;
||Time period for which [[IM|IMs]] are stored within Second Life.&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|31 days after receiving the [[IM]]}}&lt;br /&gt;
| {{yes|[[User:Torley_Linden|Torley Linden]] confirmed this with [[User:Kelly_Linden|Kelly Linden]]}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Communication]]&lt;br /&gt;
||Number of [[IM|IMs]] sent by an object within an hour&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|5000 per hour}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Gesture]]s ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; width=&amp;quot;100%&amp;quot; {{Prettytable}}&lt;br /&gt;
|- {{Hl2}}&lt;br /&gt;
! &#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Limit affects&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Lower limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Upper limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Comment&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;More coverage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[Gesture]]&lt;br /&gt;
||Shortcut key mappings&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|33 unique combinations, since {{K|F2}}&amp;amp;ndash;{{K|F12}} can be used with the {{K|Ctrl}} or {{K|Shift}} modifiers.}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|[[All_keyboard_shortcut_keys]] and [[Viewer_2_Quick_Start_Guide/Appendix_-_Keyboard_Shortcuts]]}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Gesture]]&lt;br /&gt;
||Chat step length&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|127 bytes or single-byte characters}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Gesture]]&lt;br /&gt;
||Wait time&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|3600 seconds (which is one hour)}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Group]]s ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Maximum number of groups you can belong to:&#039;&#039;&#039; 42&lt;br /&gt;
** Roles within groups are sort of like sub-groups. In many cases, you can use them instead of creating new groups.&lt;br /&gt;
* &#039;&#039;&#039;Minimum number of members in a group:&#039;&#039;&#039; 2&lt;br /&gt;
** A group with only 1 person for 48 hours will be disbanded (cancelled). Unless the group owns land.&lt;br /&gt;
* &#039;&#039;&#039;Maximum number of roles allowed in a group:&#039;&#039;&#039; 10 (including &amp;quot;Owners&amp;quot; and &amp;quot;Everyone&amp;quot;, which cannot be deleted)&lt;br /&gt;
* &#039;&#039;&#039;Maximum Group Name:&#039;&#039;&#039; 35 single-byte characters.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Group Title:&#039;&#039;&#039; 20 single-byte characters.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Length of a Group Notice:&#039;&#039;&#039; 512 single-byte characters.&lt;br /&gt;
&lt;br /&gt;
== [[Inventory]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Maximum number of inventory items that can be sent in a folder:&#039;&#039;&#039; 42&lt;br /&gt;
** Folders count as items too. This has more to do with packet size limits than cheeky Douglas Adams references.&lt;br /&gt;
* &#039;&#039;&#039;Maximum notecard line:&#039;&#039;&#039; None, but scripts can only read the first 255 bytes.&lt;br /&gt;
* &#039;&#039;&#039;Maximum notecard size:&#039;&#039;&#039; 65,536 bytes&lt;br /&gt;
* &#039;&#039;&#039;Number of items in the Library:&#039;&#039;&#039; 1,248 as of 2010-06-17&lt;br /&gt;
* &#039;&#039;&#039;Number of items in the Library:&#039;&#039;&#039; 2,210 as of 2012-11-04&lt;br /&gt;
** Verified by [[How_does_the_Library_work|hiding the Library]] and counting the difference.&lt;br /&gt;
&lt;br /&gt;
== [[Land]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Maximum [[Land#Parcel|parcel]] size:&#039;&#039;&#039; 65,536 meters²&lt;br /&gt;
** Covering a whole region, or square on the World Map.&lt;br /&gt;
* &#039;&#039;&#039;Minimum parcel size:&#039;&#039;&#039; 16 meters²&lt;br /&gt;
* &#039;&#039;&#039;Maximum parcel name length:&#039;&#039;&#039; 63 single-byte characters&lt;br /&gt;
* &#039;&#039;&#039;Maximum parcel description length:&#039;&#039;&#039; 255 characters&lt;br /&gt;
* &#039;&#039;&#039;Region name length:&#039;&#039;&#039; Under Linden Concierge policy, minimum of 3 characters, and a maximum of 25 characters (including spaces). See [[Linden Lab Official:Guidelines for Private Region Naming|Guidelines for Private Region Naming]].&lt;br /&gt;
** Rare exceptions exist, like [http://slurl.com/secondlife/Q/128/128/24 Q].&lt;br /&gt;
* &#039;&#039;&#039;Maximum &amp;quot;NO ENTRY&amp;quot; ban line height:&#039;&#039;&#039; is for all options 80 meter. Only the option &#039;Banned Residents&#039; (named) has a 5020 meter ban line high, which is visible up to a high of 800 meter above the terrain mesh.&lt;br /&gt;
* &#039;&#039;&#039;Maximum prims in a [[Land#Region|region]]:&#039;&#039;&#039;&lt;br /&gt;
** Full region: 15,000&lt;br /&gt;
** [[Land#Homestead|Homestead]]: 3,750&lt;br /&gt;
** [[Land#Openspace|Openspace]]: 750&lt;br /&gt;
* &#039;&#039;&#039;Maximum auto return value&#039;&#039;&#039;: Besides &amp;quot;0&amp;quot; (which means &#039;&#039;never&#039;&#039;), {{HoverText|999,999|Almost 23 months}} minutes is the highest auto return value.&lt;br /&gt;
* &#039;&#039;&#039;Terraforming limits:&#039;&#039;&#039;&lt;br /&gt;
** Most mainland can be raised/lowered by 4 meters (+/-).&lt;br /&gt;
** Some mainland cannot be terraformed, including: Bay City Regions, Blumfield, Boardman, Brown, De Haro, Nautilus City Regions, Nova Albion Regions, Shermerville Regions, and West Haven.&lt;br /&gt;
** A few, very old mainland Regions like Da Boom have a terraform range of 40 meters (+/-).&lt;br /&gt;
** Estate (private island) terraformability is settable to a maximum of 100 meters (+/-) by the estate owner or managers.&lt;br /&gt;
* &#039;&#039;&#039;Maximum water height:&#039;&#039;&#039; 100 meters using inworld controls (mainland limit), 255 meters by using a *.raw file upload.&lt;br /&gt;
** Region water height is usually 20 meters, and adjacent regions should have the same water height, or else they will look discontinuous.&lt;br /&gt;
* &#039;&#039;&#039;Maximum terrain height:&#039;&#039;&#039; 255 meters using inworld controls (mainland limit), 510 meters by using a *.raw file upload.&lt;br /&gt;
* &#039;&#039;&#039;Miscellaneous estate limits:&#039;&#039;&#039; You can have a maximum of 10 estate managers, 500 allowed Residents, 63 allowed groups, and 500 banned Residents.&lt;br /&gt;
** See World menu &amp;gt; Region/Estate &amp;gt; Estate tab.&lt;br /&gt;
* &#039;&#039;&#039;Mainland maximum number of agents&#039;&#039;&#039;&lt;br /&gt;
** Full region: 100 (Historically set to 40 by LL but this does vary. Some meeting areas have this set to 60 and higher.)&lt;br /&gt;
*** Recent server performance improvements make regions with 60 agents in them perform quite well.&lt;br /&gt;
** [[Land#Homestead|Homestead]]: 20&lt;br /&gt;
** [[Land#Openspace|Openspace]]: 10&lt;br /&gt;
* &#039;&#039;&#039;Island maximum number of agents:&#039;&#039;&#039;&lt;br /&gt;
** Full region: 100&lt;br /&gt;
** [[Land#Homestead|Homestead]]: 20&lt;br /&gt;
** [[Land#Openspace|Openspace]]: 10&lt;br /&gt;
* &#039;&#039;&#039;Freeze Time:&#039;&#039;&#039; Land owners can [[freeze]] other Residents for up to 30 seconds.  Members of land owning groups can also be granted this ability.&lt;br /&gt;
* &#039;&#039;&#039;Minimum parcel that can be listed in Places or All search:&#039;&#039;&#039; 144 meters² &amp;lt;!-- 128 and under are disabled --&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Minimum parcel that can be listed in Events:&#039;&#039;&#039; 512 meters²&lt;br /&gt;
* &#039;&#039;&#039;Maximum altitude for event listings:&#039;&#039;&#039;  768 meters ({{JIRA|WEB-814}})&lt;br /&gt;
* &#039;&#039;&#039;Maximum heights that objects can be seen on the [[World Map]]:&#039;&#039;&#039; 400.005m&lt;br /&gt;
* &#039;&#039;&#039;[[Classic clouds]] layer:&#039;&#039;&#039; Approximately 150-225 meters, although the edges of particles can appear to exceed that.&lt;br /&gt;
&lt;br /&gt;
== [[Mesh]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; width=&amp;quot;100%&amp;quot; {{Prettytable}}&lt;br /&gt;
|- {{Hl2}}&lt;br /&gt;
! &#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Limit affects&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Lower limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Upper limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Comment&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;More coverage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[Mesh]]&lt;br /&gt;
||Number of vertices&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|65536 vertices per LOD for each [[mesh]]}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Mesh]]&lt;br /&gt;
||COLLADA file size&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|Maximum mesh asset size after compression is 8 MB, roughly equivalent to a 256 MB Raw COLLADA file.}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Mesh]]&lt;br /&gt;
||Bone influence weights per vertex&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|4}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Mesh]]&lt;br /&gt;
||Number of materials per mesh&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|8}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Mesh]]&lt;br /&gt;
||Number of materials per face&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|1}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Mesh]]&lt;br /&gt;
||Physics weight for a vehicle&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|32.0}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://secondlife.com/currency/describe-limits.php Billing and Trading Limits]&#039;&#039;&#039; - Includes [https://secondlife.com/whatis/economy-market.php LindeX] currency exchange limits.&lt;br /&gt;
*&#039;&#039;&#039;Contacts in Communication &amp;gt; Friends tab &#039;&#039;&#039; - A maximum of 20 simultaneous contacts can be selected to change permissions, remove, or invite for a conference chat.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Max Alt.jpg|thumb|right|435px|&#039;&#039;&#039;Height counter error above 2147483647 meters&#039;&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;Absolute height limit:&#039;&#039;&#039; [http://en.wikipedia.org/wiki/2147483647#2147483647_in_computing 2147483647]&amp;amp;nbsp;=&amp;amp;nbsp;2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt;&amp;amp;nbsp;−&amp;amp;nbsp;1 meters, which causes the altitude counter to roll over. Altitudes well below this cause graphics errors probably due to limited floating point number precision.&lt;br /&gt;
* &#039;&#039;&#039;Highest z-value of an [[SLurl]], that will still teleport you to a positive altitude:&#039;&#039;&#039; 2147483583&lt;br /&gt;
** This is lower than the &#039;&#039;Absolute height limit&#039;&#039; above probably because of precision issues. Any value higher than 2147483583 would be rounded up to something beyond 2147483647 and thus cause an [http://en.wikipedia.org/wiki/Arithmetic_overflow overflow], while 2147483583 will still be rounded down to 2147483520 (see below).&lt;br /&gt;
* &#039;&#039;&#039;Highest altitude you can teleport to with an SLurl:&#039;&#039;&#039; 2147483520 meters&lt;br /&gt;
&lt;br /&gt;
== [[Profile]] ==&lt;br /&gt;
&lt;br /&gt;
Each 7-bit ASCII character is encoded in one byte. International characters might need more bytes. When pasting text instead of typing, you can get in one byte more into each of the below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2nd Life tab&#039;s About field&#039;&#039;&#039; - 510 bytes&lt;br /&gt;
* &#039;&#039;&#039;Picks tab&#039;&#039;&#039; - 10 picks with 1022 bytes each&lt;br /&gt;
* &#039;&#039;&#039;1st Life tab&#039;s Info field&#039;&#039;&#039; - 253 bytes&lt;br /&gt;
* &#039;&#039;&#039;Classified tab&#039;&#039;&#039; - 100 listings with x bytes each&lt;br /&gt;
* &#039;&#039;&#039;My Notes&#039;&#039;&#039; - 1022 bytes&lt;br /&gt;
&lt;br /&gt;
== Performance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Healthy Viewer FPS&#039;&#039;&#039; - Generally, FPS above 15 is good. The higher it gets, the smoother. You can check via Help menu &amp;gt; Lag Meter, or for more advanced usage, see View menu &amp;gt; Statistics Bar.&lt;br /&gt;
* &#039;&#039;&#039;Avatar Rendering Cost scores&#039;&#039;&#039; - [[Avatar Rendering Cost|Learn all about it!]]&lt;br /&gt;
&lt;br /&gt;
== [[Scripting]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Height at which scripts reactivate on a no-script parcel&#039;&#039;&#039; - 50 m above terrain mesh. Scripted objects that take controls continue to remain active when you fly down or enter a no-script parcel.&lt;br /&gt;
* &#039;&#039;&#039;Maximum height where scripts can run&#039;&#039;&#039; - none, as long as the object remains rezzed or attached.&lt;br /&gt;
* &#039;&#039;&#039;Maximum script source code size&#039;&#039;&#039; - 65536 single byte characters.&lt;br /&gt;
* For specific scripting limits, lookup calls in the &#039;&#039;&#039;[[LSL Portal]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[Sound]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; width=&amp;quot;100%&amp;quot; {{Prettytable}}&lt;br /&gt;
|- {{Hl2}}&lt;br /&gt;
! &#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Limit affects&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Lower limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Upper limit&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Comment&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;More coverage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||[[Sound]]&lt;br /&gt;
||Soung length&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
| {{yes|10.0 seconds}}&lt;br /&gt;
| {{yes|You&#039;re advised to cut longer sounds into 9.9-second-pieces.}}&lt;br /&gt;
| {{no|n/a}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Textures]] ==&lt;br /&gt;
* &#039;&#039;&#039;[http://en.wikipedia.org/wiki/Aspect_ratio Aspect ratios]&#039;&#039;&#039; of profile, place, etc. pictures — all of these were measured at UI size (Edit menu &amp;gt; Preferences &amp;gt; General tab &amp;gt; UI Size) = 1.000:&lt;br /&gt;
&lt;br /&gt;
=== 1.x Series Viewers ===&lt;br /&gt;
&lt;br /&gt;
(official Viewer up to 1.23.5, most [[Alternate viewers|Third Party Viewers]])&lt;br /&gt;
* &#039;&#039;&#039;Search &amp;gt; All for &amp;quot;Classifieds&amp;quot;, &amp;quot;People&amp;quot;, and &amp;quot;Places&amp;quot;&#039;&#039;&#039; - 4:3 (256&amp;amp;times;192 pi&amp;amp;times;els)&lt;br /&gt;
* &#039;&#039;&#039;Search &amp;gt; Places and Classified tabs&#039;&#039;&#039; - ~7:5 (398&amp;amp;times;282 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Search &amp;gt; Land tab&#039;&#039;&#039; - ~7:5 (358&amp;amp;times;252 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Profile &amp;gt; 2nd Life tab&#039;&#039;&#039; - ~4:3 (178&amp;amp;times;133 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Profile &amp;gt; Picks tab&#039;&#039;&#039; - 16:9 (288&amp;amp;times;162 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Profile &amp;gt; 1st Life tab&#039;&#039;&#039; - 1:1 (133&amp;amp;times;133 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Profile &amp;gt; Classifieds tab&#039;&#039;&#039; - ~3:2 (206&amp;amp;times;137 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Profile &amp;gt; Web tab&#039;&#039;&#039; - 1:1 (400&amp;amp;times;400 pixels)&lt;br /&gt;
** A scrollbar uses 15 pixels on the right-hand side.&lt;br /&gt;
* &#039;&#039;&#039;About Land &amp;gt; Options tab&#039;&#039;&#039; - ~3:2 (178&amp;amp;times;117 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Group Information &amp;gt; General tab&#039;s &amp;quot;Group Insignia&amp;quot;&#039;&#039;&#039; - 1:1 (126&amp;amp;times;126 pixels)&lt;br /&gt;
** Some of these textures are shared (for example, Search &amp;gt; All place pages, Search &amp;gt; Places, and About Land &amp;gt; Options use the same image), so you should pick a well-balanced ratio and size.&lt;br /&gt;
** [[Texture_aspect_ratios|Learn how to get correct texture aspect ratios when editing images.]]&lt;br /&gt;
&lt;br /&gt;
=== 2.x Series Viewers ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Search &amp;gt; Classifieds thumbnail&#039;&#039;&#039; - 4:3 (60&amp;amp;times;45 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Search &amp;gt; Classifieds expanded&#039;&#039;&#039; - ~4:3 (252&amp;amp;times;188 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Search &amp;gt; Classifieds expanded &amp;gt; Details&#039;&#039;&#039; - 17:7 (272&amp;amp;times;112 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Search &amp;gt; People&#039;&#039;&#039; - 4:3 (188&amp;amp;times;141 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Search &amp;gt; Destination Guide thumbnail&#039;&#039;&#039; - ~4:3 (45&amp;amp;times;34 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Search &amp;gt; Destination Guide expanded&#039;&#039;&#039; - 5:3 (250&amp;amp;times;150 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Profile &amp;gt; 2nd Life tab&#039;&#039;&#039; - ~1:1 (100&amp;amp;times;99 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Profile &amp;gt; Picks thumbnail&#039;&#039;&#039; - 8:5 (88&amp;amp;times;55 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Profile &amp;gt; Pick expanded&#039;&#039;&#039; - ~5:3 (285&amp;amp;times;172 pixels)&lt;br /&gt;
* &#039;&#039;&#039;About Land &amp;gt; Options tab&#039;&#039;&#039; - ~20:13 (193&amp;amp;times;125 pixels)&lt;br /&gt;
* &#039;&#039;&#039;Places &amp;gt; More information&#039;&#039;&#039; - ~11:7 (272&amp;amp;times;173 pixels)&lt;br /&gt;
&lt;br /&gt;
=== All Viewers ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Maximum texture size&#039;&#039;&#039; - 1024&amp;amp;times;1024 pixels&lt;br /&gt;
** All Second Life textures are constrained to [http://en.wikipedia.org/wiki/Power_of_2 powers of 2] (e.g., 128, 256, 512).&lt;br /&gt;
** Some textures inworld have a resolution as high as 2048&amp;amp;times;2048; this is due to a previous limit that was higher.&lt;br /&gt;
** We strongly recommend you use as small textures as possible because larger ones consume more memory and take substantially longer to load.&lt;br /&gt;
** Where large textures are being forced by import to only 512&amp;amp;times;512, lower your ...&amp;gt; Preferences &amp;gt;...&amp;gt; UI Size under 1.0, to increase import size to the max 1024&amp;amp;times;1024.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creation]] [[Category:Tutorials]] [[Category:Lists]]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
In general 1 byte is enough to contain one character.&lt;/div&gt;</summary>
		<author><name>Ibrew Meads</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Category:LSL_Base64&amp;diff=1173790</id>
		<title>Category:LSL Base64</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Category:LSL_Base64&amp;diff=1173790"/>
		<updated>2012-10-22T01:55:58Z</updated>

		<summary type="html">&lt;p&gt;Ibrew Meads: Added a description of Base64.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LSL Header|ml=*}}{{LSLC|}}{{LSLC|Encoding}}&lt;br /&gt;
== About Base64 encoding ==&lt;br /&gt;
Base64 conversion expands three bytes of arbitrary binary data into four bytes of common ASCII characters in a completely reversible algorithm. It is generally used to convert binary data to strings so they can be sent across a text interface where ASCII control characters might be misinterpreted as end of string (\0) newline (\n) or otherwise not be transferred properly to the receiving process. In LSL this might be used to store binary data in an object&#039;s description, break data into bytes for cryptographic processing, or send data from one process to another using chat or linked messages.&lt;br /&gt;
&lt;br /&gt;
Base64 input can be any sequence of bytes, the output consists exclusively of uppercase and lowercase letters, digits and the plus (+), slash (/) and equals (=) characters. Conversion to Base64 is done in blocks of three bytes (24 bits), padded if needed. These twenty-four bits are split into four six bit numbers which become an index to the conversion key (&amp;quot;ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/&amp;quot;) and written out as the eight bit ASCII character. Since the data is converted three bytes at a time, zero one or two equals characters are added to indicate how much padding was done in the last block. See [http://en.wikipedia.org/wiki/Base64 the Wikipedia article] for more information.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
String and integer data in Base64.&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border:1px solid #A3B1BF; text-align:left; background:#f5faff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;background: #cee0f2; padding: 0.3em; text-align:center;&amp;quot;|&#039;&#039;&#039;Text&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: #cee0f2; padding: 0.3em; text-align:center;&amp;quot;|&#039;&#039;&#039;Base64&#039;&#039;&#039;	&lt;br /&gt;
|-&lt;br /&gt;
|Abcde&lt;br /&gt;
|QWJjZGU=&lt;br /&gt;
|-&lt;br /&gt;
|ⓐⓑⓒⓓⓔ&lt;br /&gt;
|4pOQ4pOR4pOS4pOT4pOU&lt;br /&gt;
|-&lt;br /&gt;
|12345 (as an integer)&lt;br /&gt;
|AAAwOQ==&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ibrew Meads</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_can_I_view_more_than_35_avatars_at_once%3F&amp;diff=705443</id>
		<title>How can I view more than 35 avatars at once?</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_can_I_view_more_than_35_avatars_at_once%3F&amp;diff=705443"/>
		<updated>2010-01-15T19:07:44Z</updated>

		<summary type="html">&lt;p&gt;Ibrew Meads: Added actual instructions on what debug setting to change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
For performance reasons, the Second Life&amp;amp;reg; viewer only allows you to see up to 35 avatars at one time; if you are in an area with more than 35 other avatars, you may notice that some of them fade in and out of visibility as you move your camera. By rendering only the avatars closest to your camera, the Second Life viewer can provide you with a much smoother experience.&lt;br /&gt;
&lt;br /&gt;
However, we understand that there may be times when you absolutely &#039;&#039;need&#039;&#039; to see all the avatars in an area; it wouldn&#039;t be very fun to go to a live music or theatre event and not see the performers! Luckily, there is a way to change the maximum number of avatars you can see at once:&lt;br /&gt;
&lt;br /&gt;
{{KBwarning| Follow the instructions in this article at your own risk; changing debug settings in the Second Life viewer can have unexpected negative effects. You should always keep a log of which debug settings you change, so that you can restore their defaults if you notice a decrease in performance or usability. Our support team may not be able to provide help if you experience problems as a result of a debug setting change.}}&lt;br /&gt;
&lt;br /&gt;
==How to increase the maximum number of avatars you can see==&lt;br /&gt;
&lt;br /&gt;
Set the debug setting RenderAvatarMaxVisible to the number of avatars you want to be able to see.&lt;br /&gt;
&lt;br /&gt;
{{KBcaution| Forcing the Second Life viewer to render a very large number of avatars can have a negative impact on the performance of the viewer. You should only increase this number if you absolutely &#039;&#039;need&#039;&#039; to view more than 35 avatars at once!}}&lt;br /&gt;
[[Category:Improving Performance]]&lt;br /&gt;
[[Category:Educators]]&lt;br /&gt;
[[Category:Performance]]&lt;br /&gt;
[[Category:Menus and Controls]]&lt;br /&gt;
[[Category:Inworld]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Knowledge Base]]&lt;/div&gt;</summary>
		<author><name>Ibrew Meads</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Ibrew_Meads&amp;diff=496592</id>
		<title>User:Ibrew Meads</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Ibrew_Meads&amp;diff=496592"/>
		<updated>2009-09-26T03:45:39Z</updated>

		<summary type="html">&lt;p&gt;Ibrew Meads: Just something to get the page here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computer programmer and basic geek grrl who still hasn&#039;t learned that programming isn&#039;t supposed to be fun and wishes she could live here in SL full time.&lt;/div&gt;</summary>
		<author><name>Ibrew Meads</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=LSL_Protocol/RestrainedLifeAPI&amp;diff=492502</id>
		<title>LSL Protocol/RestrainedLifeAPI</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=LSL_Protocol/RestrainedLifeAPI&amp;diff=492502"/>
		<updated>2009-09-17T13:45:11Z</updated>

		<summary type="html">&lt;p&gt;Ibrew Meads: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Restrained Life viewer v1.20 Specification=&lt;br /&gt;
&lt;br /&gt;
By [[User:Marine Kelley|Marine Kelley]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Audience==&lt;br /&gt;
&lt;br /&gt;
This document is aimed at people who wish to modify or create their own [[LSL]] scripts to use the functionalities of the [http://realrestraint.blogspot.com RestrainedLife viewer]. It does not, however, explain [[LSL]] concepts such as messages and events, nor universal concepts such as [[UUID]]s.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
The [http://realrestraint.blogspot.com RestrainedLife viewer] is meant to execute certain behaviours when receiving special messages from scripts in-world. These messages are mostly calls to the [[llOwnerSay]]() [[LSL]] function.&lt;br /&gt;
&lt;br /&gt;
==Architecture==&lt;br /&gt;
&lt;br /&gt;
The [http://realrestraint.blogspot.com RestrainedLife viewer] parses every [[llOwnerSay]] call and executes every command beginning with &#039;&#039;&#039;&#039;@&#039;&#039;&#039;&#039;. For instance, a call to [[llOwnerSay]] (&amp;quot;@detach=n&amp;quot;) will tell the viewer that the object sending the message cannot be detached until further notice.&lt;br /&gt;
&lt;br /&gt;
Version &#039;&#039;&#039;1.10&#039;&#039;&#039; and above are able to parse multiple commands in one message, in order to avoid spamming the user who is not using this viewer. The format of a message is therefore :&lt;br /&gt;
&lt;br /&gt;
@&amp;lt;behaviour1&amp;gt;[:option1]=&amp;lt;param1&amp;gt;,&amp;lt;behaviour2&amp;gt;[:option2]=&amp;lt;param2&amp;gt;,...,&amp;lt;behaviourN&amp;gt;[:optionN]=&amp;lt;paramN&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that there is only one &#039;@&#039; sign, placed at the beginning of the message. The viewer understands this as &amp;quot;this whole [[llOwnerSay]]() is actually a command to execute&amp;quot;, so no need to put a &#039;@&#039; before every command, it wouldn&#039;t even work. If at least one command fails (typo), the viewer says &amp;quot;... fails command : ... &amp;quot; and mentions it all. However correct commands are parsed and executed, only incorrect ones are discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039; : These behaviours are &#039;&#039;&#039;not&#039;&#039;&#039; persistent between sessions, and an object changes [[UUID]] everytime it [[rez]]zes. This means the object must resend its &amp;quot;status&amp;quot; (undetachable, preventing IMs...) in the [[on_rez]] () event as well as when it changes. &lt;br /&gt;
&lt;br /&gt;
==List of commands==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note : These commands are not case-sensitive but are spacing-sensitive. In other words, &amp;quot;@detach = n&amp;quot; will &#039;&#039;&#039;not&#039;&#039;&#039; work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Automated version checking&#039;&#039;&#039;&#039;&#039; : &amp;quot;@version=&amp;lt;channel_number&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0b&#039;&#039;&lt;br /&gt;
Makes the viewer automatically say its version immediately on the chat channel number &amp;lt;channel_number&amp;gt; that the script can listen to. Always use a positive integer. Remember that regular viewers do not answer anything at all so remove the listener after a timeout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039; : when logging in, the [[on_rez]] event of all the attachments occurs way before the avatar can actually send chat messages (about half the way through the login progress bar). This means the timeout should be long enough, like 30 seconds to one minute in order to receive the automatic reply from the viewer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Automated version checking, second way&#039;&#039;&#039;&#039;&#039; : llGetAgentLanguage (key id) &#039;&#039;&#039;&#039;&#039;DEPRECATED: DO NOT USE !&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Implemented in v1.16&#039;&#039;&lt;br /&gt;
When calling this LSL function, the result is obtained immediately (no need to use a listener and a timer), is exactly equal to the one given by &amp;quot;@version&amp;quot; and cannot be hidden by the user. This string takes the place of the language returned by the regular SL viewer, which could answer values like &amp;quot;en-us&amp;quot;, &amp;quot;fr&amp;quot;, &amp;quot;ko&amp;quot; etc. Or nothing at all, if the user chose to hide their language setting. Being optional in the regular viewer, it cannot be trusted by a script, so &amp;quot;hijacking&amp;quot; this feature for the much more useful synchronous version checking in the RLV makes sense. IMPORTANT NOTE: this feature cannot be implemented in viewers prior to v1.21, even when they do implement RestrainedLife v1.16, so make sure you do fall back to the @version method whenever llGetAgentLanguage() returns an empty string. ALSO NOTE: In RestrainedLife 1.16, llGetAgentLanguage() will return an empty string when called by on_rez during login unless the call is delayed by several seconds (how many seconds may vary). FINAL NOTE: This feature was removed from v1.16.1 (and v1.16b, for the Cool SL Viewer).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Manual version checking&#039;&#039;&#039;&#039;&#039; : &amp;quot;@version&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0a&#039;&#039;&lt;br /&gt;
This command must be sent in IM from an avatar to the user (will not work from objects). The viewer automatically answers its version to the sender in IM, but neither the message nor the answer appears in the user&#039;s IM window, so it&#039;s totally stealthy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Render an object detachable/nondetachable&#039;&#039;&#039;&#039;&#039; : &amp;quot;@detach=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0a&#039;&#039;&lt;br /&gt;
When called with the &amp;quot;n&amp;quot; option, the object sending this message (which must be an attachment) will be made nondetachable. It can be detached again when the &amp;quot;y&amp;quot; option is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Unlock/Lock an attachment point&#039;&#039;&#039;&#039;&#039; : &amp;quot;@detach:&amp;lt;attach_point_name&amp;gt;=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.20&#039;&#039;&lt;br /&gt;
When called with the &amp;quot;n&amp;quot; option, the attachment point of name &amp;lt;attach_point_name&amp;gt; will be locked either full (if it is occupied by an object at that time) or empty (if not). Any object that is occupying this point when the restriction is issued will be considered as undetachable, exactly like if it had issued a &amp;quot;@detach=n&amp;quot; command itself. If the point is empty it will stay that way, no item will be able to be attached there, and llAttachToAvatar() calls will fail (the object will be attached, then detached right away).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Start/stop notifications on a private channel&#039;&#039;&#039;&#039;&#039; : &amp;quot;@notify:&amp;lt;channel_number&amp;gt;[;word]=add/rem&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.20&#039;&#039;&lt;br /&gt;
Makes the viewer automatically repeat any restriction it adds or removes on the specified channel, or only the restrictions which name contains the word specified after the semicolon (&amp;quot;;&amp;quot;) character. The response on the private channel &amp;lt;channel_number&amp;gt; is preceded with a slash (&amp;quot;/&amp;quot;) to avoid making the avatar send commands to other scripts without knowing it, and followed by an equal sign (&amp;quot;=&amp;quot;) and &amp;quot;n&amp;quot; or &amp;quot;y&amp;quot; according to whether the restriction is applied or lifted respectively. The &amp;quot;@clear&amp;quot; command will not add an equal sign. There is no way to know what object issued the restriction or lifted it, to avoid disclosing too much information about foreign scripts. It does not repeat one-shot commands either (force commands). For example, &amp;quot;@notify:2222,detach=add&amp;quot; will send &amp;quot;/detach=n&amp;quot; whenever an object is locked, and &amp;quot;/detach=y&amp;quot; whenever an object is unlocked, on channel 2222 to which the script will listen to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent sending chat messages&#039;&#039;&#039;&#039;&#039; : &amp;quot;@sendchat=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0b&#039;&#039;&lt;br /&gt;
When prevented, everything typed on [[channel]] 0 will be discarded. However, emotes and messages beginning with a slash (&#039;/&#039;) will go through, truncated to strings of 30 and 15 characters long respectively (likely to change later). Messages with special signs like ()&amp;quot;-*=_^ are prohibited, and will be discarded. When a period (&#039;.&#039;) is present, the rest of the message is discarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Remove/add an exception to the emote truncation above&#039;&#039;&#039;&#039;&#039; : &amp;quot;@emote=&amp;lt;rem/add&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.01&#039;&#039;&lt;br /&gt;
When adding this exception, the emotes are not truncated anymore (however, special signs will still discard the message).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent shouting&#039;&#039;&#039;&#039;&#039; : &amp;quot;@chatshout=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.15&#039;&#039;&lt;br /&gt;
When prevented, the avatar will chat normally even when the user tries to shout. This does not change the message in any way, only its range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent chatting at normal volume&#039;&#039;&#039;&#039;&#039; : &amp;quot;@chatnormal=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.15&#039;&#039;&lt;br /&gt;
When prevented, the avatar will whisper even when the user tries to shout or chat normally. This does not change the message in any way, only its range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent whispering&#039;&#039;&#039;&#039;&#039; : &amp;quot;@chatwhisper=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.15&#039;&#039;&lt;br /&gt;
When prevented, the avatar will chat normally even when the user tries to whisper. This does not change the message in any way, only its range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Redirect public chat to private channels&#039;&#039;&#039;&#039;&#039; : &amp;quot;@redirchat:&amp;lt;channel_number&amp;gt;=&amp;lt;rem/add&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.16&#039;&#039;&lt;br /&gt;
When active, this restriction redirects whatever the user says on the public channel (&amp;quot;/0&amp;quot;) to the private channel provided in the option field. If several redirections are issued, the chat message will be redirected to each channel. It does not apply to emotes, and will not trigger any animation (typing start, typing stop, nodding) when talking. This restriction does not supercede @sendchannel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Redirect public emotes to private channels&#039;&#039;&#039;&#039;&#039; : &amp;quot;@rediremote:&amp;lt;channel_number&amp;gt;=&amp;lt;rem/add&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.19&#039;&#039;&lt;br /&gt;
When active, this restriction redirects whatever emote the user says on the public channel (&amp;quot;/0&amp;quot;) to the private channel provided in the option field. If several redirections are issued, the emote will be redirected to each channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent sending instant messages&#039;&#039;&#039;&#039;&#039; : &amp;quot;@sendim=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0b&#039;&#039;&lt;br /&gt;
When prevented, everything typed in IM will be discarded and a bogus message will be sent to the receiver instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Remove/add exceptions to the instant message sending prevention&#039;&#039;&#039;&#039;&#039; : &amp;quot;@sendim:&amp;lt;UUID&amp;gt;=&amp;lt;rem/add&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.01&#039;&#039;&lt;br /&gt;
When adding an exception, the user can send IMs to the receiver whose [[UUID]] is specified in the command. This overrides the prevention for this avatar only (there is no limit to the number of exceptions), don&#039;t forget to remove it when it becomes obsolete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent receiving chat messages&#039;&#039;&#039;&#039;&#039; : &amp;quot;@recvchat=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0b&#039;&#039;&lt;br /&gt;
When prevented, everything heard in public chat will be discarded except emotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Remove/add exceptions to the chat message receiving prevention&#039;&#039;&#039;&#039;&#039; : &amp;quot;@recvchat:&amp;lt;UUID&amp;gt;=&amp;lt;rem/add&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.01&#039;&#039;&lt;br /&gt;
When adding an exception, the user can hear chat messages from the sender whose [[UUID]] is specified in the command. This overrides the prevention for this avatar only (there is no limit to the number of exceptions), don&#039;t forget to remove it when it becomes obsolete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent seeing emotes&#039;&#039;&#039;&#039;&#039; : &amp;quot;@recvemote=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.19&#039;&#039;&lt;br /&gt;
When prevented, every emote seen in public chat will be discarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Remove/add exceptions to the emote seeing prevention&#039;&#039;&#039;&#039;&#039; : &amp;quot;@recvemote:&amp;lt;UUID&amp;gt;=&amp;lt;rem/add&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.19&#039;&#039;&lt;br /&gt;
When adding an exception, the user can see emotes from the sender whose [[UUID]] is specified in the command. This overrides the prevention for this avatar only (there is no limit to the number of exceptions), don&#039;t forget to remove it when it becomes obsolete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent receiving instant messages&#039;&#039;&#039;&#039;&#039; : &amp;quot;@recvim=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0b&#039;&#039;&lt;br /&gt;
When prevented, every incoming IM will be discarded and the sender will be notified that the user cannot read them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Remove/add exceptions to the chat message receiving prevention&#039;&#039;&#039;&#039;&#039; : &amp;quot;@recvim:&amp;lt;UUID&amp;gt;=&amp;lt;rem/add&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.01&#039;&#039;&lt;br /&gt;
When adding an exception, the user can read instant messages from the sender whose [[UUID]] is specified in the command. This overrides the prevention for this avatar only (there is no limit to the number of exceptions), don&#039;t forget to remove it when it becomes obsolete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent teleporting to a landmark&#039;&#039;&#039;&#039;&#039; : &amp;quot;@tplm=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0&#039;&#039;&lt;br /&gt;
When prevented, the user cannot use a [[landmark]], pick or any other preset location to [[teleport]] there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent teleporting to a location&#039;&#039;&#039;&#039;&#039; : &amp;quot;@tploc=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0&#039;&#039;&lt;br /&gt;
When prevented, the user cannot use [[teleport]] to a coordinate by using the [[map]] and such.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent teleporting by a friend&#039;&#039;&#039;&#039;&#039; : &amp;quot;@tplure=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0&#039;&#039;&lt;br /&gt;
When prevented, the user automatically discards any [[teleport]] offer, and the avatar who initiated the offer is notified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Remove/add exceptions to the friend teleport prevention&#039;&#039;&#039;&#039;&#039; : &amp;quot;@tplure:&amp;lt;UUID&amp;gt;=&amp;lt;rem/add&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0&#039;&#039;&lt;br /&gt;
When adding an exception, the user can be teleported by the avatar whose [[UUID]] is specified in the command. This overrides the prevention for this avatar only (there is no limit to the number of exceptions), don&#039;t forget to remove it when it becomes obsolete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Unlimit/limit sit-tp&#039;&#039;&#039;&#039;&#039; : &amp;quot;@sittp=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0&#039;&#039;&lt;br /&gt;
When limited, the avatar cannot sit on a [[prim]] unless it is closer than 1.5 m. This allows cages to be secure, preventing the avatar from warping its position through the walls (unless the prim is too close).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Clear all the rules tied to an object&#039;&#039;&#039;&#039;&#039; : &amp;quot;@clear&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0a, but working only since v1.04a&#039;&#039;&lt;br /&gt;
This command clears all the restrictions and exceptions tied to a particular [[UUID]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Clear a subset of the rules tied to an object&#039;&#039;&#039;&#039;&#039; : &amp;quot;@clear=&amp;lt;string&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.0a, but working only since v1.04a&#039;&#039;&lt;br /&gt;
This command clears all the restrictions and exceptions tied to a particular [[UUID]] which name contains &amp;lt;string&amp;gt;. A good example would be &amp;quot;@clear=tp&amp;quot; which clears all the [[teleport]] restrictions and exceptions tied to that object, whereas &amp;quot;@clear=tplure:&amp;quot; would only clear the exceptions to the &amp;quot;teleport-by-friend&amp;quot; restriction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent editing objects&#039;&#039;&#039;&#039;&#039; : &amp;quot;@edit=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.03&#039;&#039;&lt;br /&gt;
When prevented from editing and opening objects, the Build &amp;amp; Edit window will refuse to open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent rezzing inventory&#039;&#039;&#039;&#039;&#039; : &amp;quot;@rez=&amp;lt;y/n&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.03&#039;&#039;&lt;br /&gt;
When prevented from [[rez]]zing stuff, creating and deleting objects, drag-dropping from inventory and dropping attachments will fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent wearing clothes&#039;&#039;&#039;&#039;&#039; : @addoutfit[:&amp;lt;part&amp;gt;]=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.10, added skin hair and eyes in v1.10.1&#039;&#039;&lt;br /&gt;
Where part is :&lt;br /&gt;
 gloves|jacket|pants|shirt|shoes|skirt|socks|underpants|undershirt|skin|eyes|hair|shape&lt;br /&gt;
If part is not specified, prevents from wearing anything beyond what the avatar is already wearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent removing clothes&#039;&#039;&#039;&#039;&#039; : @remoutfit[:&amp;lt;part&amp;gt;]=&amp;lt;y/n&amp;gt; (underpants and undershirt are kept for teens)&lt;br /&gt;
&#039;&#039;Implemented in v1.10, added skin hair and eyes in v1.10.1&#039;&#039;&lt;br /&gt;
Where part is :&lt;br /&gt;
 gloves|jacket|pants|shirt|shoes|skirt|socks|underpants|undershirt|skin|eyes|hair|shape&lt;br /&gt;
If part is not specified, prevents from removing anything in what the avatar is wearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force removing clothes&#039;&#039;&#039;&#039;&#039; : @remoutfit[:&amp;lt;part&amp;gt;]=force (*) (teens can&#039;t be forced to remove underpants and undershirt)&lt;br /&gt;
&#039;&#039;Implemented in v1.10&#039;&#039;&lt;br /&gt;
Where part is :&lt;br /&gt;
 gloves|jacket|pants|shirt|shoes|skirt|socks|underpants|undershirt|skin|eyes|hair|shape&lt;br /&gt;
If part is not specified, removes everything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force removing attachments&#039;&#039;&#039;&#039;&#039; : @detach[:attachpt]=force (*) &lt;br /&gt;
&#039;&#039;Implemented in v1.10&#039;&#039;&lt;br /&gt;
Where part is :&lt;br /&gt;
 chest|skull|left shoulder|right shoulder|left hand|right hand|left foot|right foot|spine|&lt;br /&gt;
 pelvis|mouth|chin|left ear|right ear|left eyeball|right eyeball|nose|r upper arm|r forearm|&lt;br /&gt;
 l upper arm|l forearm|right hip|r upper leg|r lower leg|left hip|l upper leg|l lower leg|stomach|left pec|&lt;br /&gt;
 right pec|center 2|top right|top|top left|center|bottom left|bottom|bottom right&lt;br /&gt;
If part is not specified, removes everything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Get the list of worn clothes&#039;&#039;&#039;&#039;&#039; : @getoutfit[:part]=&amp;lt;channel_number&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.10, added skin hair and eyes in v1.10.1&#039;&#039;&lt;br /&gt;
Makes the viewer automatically answer the current occupation of clothes layers as a list of 0s (empty) and 1s (occupied) immediately on the chat channel number &amp;lt;channel_number&amp;gt; that the script can listen to. Always use a positive integer. Remember that regular viewers do not answer anything at all so remove the listener after a timeout.&lt;br /&gt;
&lt;br /&gt;
The list of 0s and 1s corresponds to :&lt;br /&gt;
 gloves,jacket,pants,shirt,shoes,skirt,socks,underpants,undershirt,skin,eyes,hair,shape&lt;br /&gt;
in that order.&lt;br /&gt;
&lt;br /&gt;
If a part is specified, answers a single 0 (empty) or 1 (occupied) corresponding to the part.&lt;br /&gt;
 Ex 1 : @getoutfit=2222 =&amp;gt; &amp;quot;0011000111&amp;quot; =&amp;gt; avatar is wearing pants, shirt, underpants and undershirt, and of course a skin.&lt;br /&gt;
 Ex 2 : @getoutfit:socks=2222 =&amp;gt; &amp;quot;0&amp;quot; =&amp;gt; the avatar is not wearing socks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Get the list of worn attachments&#039;&#039;&#039;&#039;&#039; : @getattach[:attachpt]=&amp;lt;channel_number&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.10&#039;&#039;&lt;br /&gt;
Makes the viewer automatically answer the current occupation of attachment points as a list of 0s (empty) and 1s (occupied) immediately on the chat channel number &amp;lt;channel_number&amp;gt; that the script can listen to. Always use a positive integer. Remember that regular viewers do not answer anything at all so remove the listener after a timeout.&lt;br /&gt;
&lt;br /&gt;
The list of 0s and 1s corresponds to :&lt;br /&gt;
 none,chest,skull,left shoulder,right shoulder,left hand,right hand,left foot,right foot,spine,&lt;br /&gt;
 pelvis,mouth,chin,left ear,right ear,left eyeball,right eyeball,nose,r upper arm,r forearm,&lt;br /&gt;
 l upper arm,l forearm,right hip,r upper leg,r lower leg,left hip,l upper leg,l lower leg,stomach,left pec,&lt;br /&gt;
 right pec,center 2,top right,top,top left,center,bottom left,bottom,bottom right&lt;br /&gt;
in that order.&lt;br /&gt;
&lt;br /&gt;
If an attachment point is specified, answers a single 0 (empty) or 1 (occupied) corresponding to the point.&lt;br /&gt;
 Ex 1 : @getattach=2222 =&amp;gt; &amp;quot;011000011010000000000000100100000000101&amp;quot; =&amp;gt; avatar is wearing attachments on &lt;br /&gt;
 chest, skull, left and right foot, pelvis, l and r lower leg, HUD bottom left and HUD bottom right.&lt;br /&gt;
 Ex 2 : @getattach:chest=2222 =&amp;gt; &amp;quot;1&amp;quot; =&amp;gt; avatar is wearing something on the chest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039; : The first character (&amp;quot;none&amp;quot;) is always &#039;0&#039;, so the index of each attach point in the string is &#039;&#039;&#039;exactly equal&#039;&#039;&#039; to the corresponding ATTACH_* macro in LSL. For instance, the index 9 in the string is ATTACH_BACK (which means &amp;quot;spine&amp;quot;). Remember the indices start at zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force the viewer to automatically accept attach and take control permission requests&#039;&#039;&#039;&#039;&#039; : @acceptpermission=&amp;lt;rem/add&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.16&#039;&#039;&lt;br /&gt;
Forces the avatar to automatically accept attach and take control permission requests. The dialog box doesn&#039;t even show up. This command does not supercede @denypermission, of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent accepting attach and take control permissions&#039;&#039;&#039;&#039;&#039; : @denypermission=&amp;lt;rem/add&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.16, DEPRECATED in v1.16.2&#039;&#039;&lt;br /&gt;
When prevented, all attach and take control permission requests are automatically declined, without even showing the dialog box. Due to the extreme annoyance it was making, and because locked objects automatically reattach themselves since v1.16.1, this command is NOW DEPRECATED, DON&#039;T USE IT !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent using inventory&#039;&#039;&#039;&#039;&#039; : @showinv=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.10&#039;&#039;&lt;br /&gt;
Forces the [[inventory]] windows to close and stay closed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent reading notecards&#039;&#039;&#039;&#039;&#039; : @viewnote=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.10&#039;&#039;&lt;br /&gt;
Prevents from opening [[notecards]] but does not close the ones already open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent standing up&#039;&#039;&#039;&#039;&#039; : @unsit=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.10, modified in v1.15 to prevent teleporting as well&#039;&#039;&lt;br /&gt;
Hides the Stand up button. From v1.15 it also prevents teleporting, which was a way to stand up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force sit on an object&#039;&#039;&#039;&#039;&#039; : @sit:&amp;lt;UUID&amp;gt;=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.10&#039;&#039;&lt;br /&gt;
Does not work if the user is prevented from sit-tping and further than 1.5 meters away, or when prevented from unsitting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force unsit&#039;&#039;&#039;&#039;&#039; : @unsit=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.10&#039;&#039;&lt;br /&gt;
Self-explanatory but for some reason it randomly fails, so don&#039;t rely on it for now. Further testing is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent sitting down&#039;&#039;&#039;&#039;&#039; : @sit=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.16.2&#039;&#039;&lt;br /&gt;
Prevents the user from sitting on anything, including with @sit:UUID=force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent using any chat channel but certain channels&#039;&#039;&#039;&#039;&#039; : @sendchannel[:&amp;lt;channel&amp;gt;]=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.10&#039;&#039;&lt;br /&gt;
Complimentary of @sendchat, this command prevents the user from sending messages on non-public [[channel]]s. If channel is specified, it becomes an exception to the aforementioned restriction. It does not prevent the viewer automatic replies like @version=nnnn, @getstatus=nnnn etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Get the list of restrictions the avatar is currently submitted to&#039;&#039;&#039;&#039;&#039; : @getstatus[:&amp;lt;part_of_rule&amp;gt;]=&amp;lt;channel&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.10, slightly tweaked in v1.16&#039;&#039;&lt;br /&gt;
Makes the viewer automatically answer the list of rules the avatar is currently under, only for the object containing the script issuing that command, immediately on the chat channel number &amp;lt;channel_number&amp;gt; that the script can listen to. Always use a positive integer. Remember that regular viewers do not answer anything at all so remove the listener after a timeout. The answer is a list of rules, separated by slashes (&#039;/&#039;). Attention : since v1.16 a slash is prepended at the beginning of the string. This does not confuse llParseString2List() calls, but does confuse llParseStringKeepNulls() calls !&lt;br /&gt;
&lt;br /&gt;
This command is useful for people who write scripts that may conflict with other scripts in the same object (for instance : third-party plugins). Conflicts do not occur in different objects, that&#039;s why this command only applies to the object calling it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;part_of_rule&amp;gt; is the name of a rule, or a part of it, useful if the script only needs to know about a certain restriction.&lt;br /&gt;
&lt;br /&gt;
 Example : If the avatar is under tploc, tplure, tplm and sittp, here is what the script would get :&lt;br /&gt;
 @getstatus=2222  =&amp;gt;  tploc/tplure/tplm/sittp&lt;br /&gt;
 @getstatus:sittp=2222  =&amp;gt;  sittp&lt;br /&gt;
 @getstatus:tpl=2222  =&amp;gt;  tploc/tplure/tplm  (because &amp;quot;tpl&amp;quot; is part of &amp;quot;tploc&amp;quot;, &amp;quot;tplure&amp;quot; and &amp;quot;tplm&amp;quot; but not &amp;quot;sittp&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Get the list of all the restrictions the avatar is currently submitted to&#039;&#039;&#039;&#039;&#039; : @getstatusall[:&amp;lt;part_of_rule&amp;gt;]=&amp;lt;channel&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.15, slightly tweaked in v1.16&#039;&#039;&lt;br /&gt;
Makes the viewer automatically answer the list of rules the avatar is currently under, for all the objects regardless of their UUID, contrary to @getstatus, immediately on the chat channel number &amp;lt;channel_number&amp;gt; that the script can listen to. Always use a positive integer. Remember that regular viewers do not answer anything at all so remove the listener after a timeout. The answer is a list of rules, separated by slashes (&#039;/&#039;). Attention : since v1.16 a slash is prepended at the beginning of the string. This does not confuse llParseString2List() calls, but does confuse llParseStringKeepNulls() calls !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Get the list of shared folders in the avatar&#039;s inventory&#039;&#039;&#039;&#039;&#039; : @getinv[:folder1/.../folderN]=&amp;lt;channel_number&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.11, added sub-folders in v1.13&#039;&#039;&lt;br /&gt;
Makes the viewer automatically answer the list of folders contained into the folder named &amp;quot;#RLV&amp;quot; (if it exists), immediately on the chat channel number &amp;lt;channel_number&amp;gt; that the script can listen to. If folders are specified, it will give the list of sub-folders contained into the folder located at that path instead of the shared root (example : &amp;quot;@getinv:Restraints/Leather cuffs/Arms=2222&amp;quot;). Always use a positive integer. Remember that regular viewers do not answer anything at all so remove the listener after a timeout.&lt;br /&gt;
&lt;br /&gt;
The answer is a list of names, separated by commas (&amp;quot;,&amp;quot;). Folders which names begin with a dot (&amp;quot;.&amp;quot;) will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Get the list of shared folders in the avatar&#039;s inventory, with information about worn items&#039;&#039;&#039;&#039;&#039; : @getinvworn[:folder1/.../folderN]=&amp;lt;channel_number&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.15&#039;&#039;&lt;br /&gt;
Makes the viewer automatically answer the list of folders contained into the folder named &amp;quot;#RLV&amp;quot; (if it exists), immediately on the chat channel number &amp;lt;channel_number&amp;gt; that the script can listen to. If folders are specified, it will give the list of sub-folders contained into the folder located at that path instead of the shared root (example : &amp;quot;@getinvworn:Restraints/Leather cuffs/Arms=2222&amp;quot;). Always use a positive integer. Remember that regular viewers do not answer anything at all so remove the listener after a timeout.&lt;br /&gt;
&lt;br /&gt;
The answer is a comma-separated list of names, each one followed with a pipe (&amp;quot;|&amp;quot;) and two digits. The current folder is put in first position (as opposed to @getinv which does not show the current folder, obviously), but without a name, only the pipe and the two digits.&lt;br /&gt;
&lt;br /&gt;
 Object : &amp;quot;@getinvworn:Restraints/Leather cuffs=2222&amp;quot;&lt;br /&gt;
 Viewer : &amp;quot;|02,Arms|30,Legs|10&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Folders which names begin with a dot (&amp;quot;.&amp;quot;) will be ignored. The two digits are calculated as follows :&lt;br /&gt;
&lt;br /&gt;
First digit : Proportion of items worn in the corresponding folder (including no-mod items). In this example, the &amp;quot;3&amp;quot; of &amp;quot;30&amp;quot; means &amp;quot;all the items in the &amp;quot;Arms&amp;quot; folder are currently worn, while the &amp;quot;1&amp;quot; of &amp;quot;10&amp;quot; means &amp;quot;no item in the Legs folder is currently worn, but there are items to wear&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Second digit : Proportion of items globally worn in all the folders contained inside the corresponding folder. In this example, the &amp;quot;2&amp;quot; of &amp;quot;02&amp;quot; means &amp;quot;some items are worn in some of the folders contained into &amp;quot;Leather cuffs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The digits, comprised between 0 and 3 included, have the following meaning :&lt;br /&gt;
&lt;br /&gt;
* 0 : No item is present in that folder&lt;br /&gt;
* 1 : Some items are present in that folder, but none of them is worn&lt;br /&gt;
* 2 : Some items are present in that folder, and some of them are worn&lt;br /&gt;
* 3 : Some items are present in that folder, and all of them are worn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Get the path to a shared folder by giving a search criterion&#039;&#039;&#039;&#039;&#039; : @findfolder:part1[&amp;amp;&amp;amp;...&amp;amp;&amp;amp;partN]=&amp;lt;channel_number&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.13.1&#039;&#039;&lt;br /&gt;
Makes the viewer automatically answer the path to the first shared folder which name contains &amp;lt;part1&amp;gt; and &amp;lt;part2&amp;gt; and ... and &amp;lt;partN&amp;gt;, immediately on the chat channel number &amp;lt;channel_number&amp;gt; that the script can listen to. The search is in depth first, notice the separator which is &amp;quot;&amp;amp;&amp;amp;&amp;quot; like &amp;quot;and&amp;quot;. Always use a positive integer. Remember that regular viewers do not answer anything at all so remove the listener after a timeout. It does not take disabled folders into account (folders which name begins with a dot &amp;quot;.&amp;quot;). The answer is a list of folders, separated by slashes (&#039;/&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force attach items contained inside a shared folder&#039;&#039;&#039;&#039;&#039; : @attach:&amp;lt;folder1/.../folderN&amp;gt;=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.11, added no-mod items in v1.12, added sub-folders in v1.13&#039;&#039;&lt;br /&gt;
Forces the viewer to attach every object and wear every piece of clothing contained inside the folder located at the specified path (which must be under &amp;quot;#RLV&amp;quot;). Objects names &#039;&#039;&#039;must&#039;&#039;&#039; contain the name of their target attachment point or they won&#039;t be attached. Each no-modify object &#039;&#039;&#039;must&#039;&#039;&#039; be contained inside a folder (one object per folder), which name contains the name of its target attachment point since it can&#039;t be renamed. Names cannot begin with a dot (&amp;quot;.&amp;quot;) since such folders are invisible to the scripts.&lt;br /&gt;
&lt;br /&gt;
Attachment point names are the same as the ones contained into the &amp;quot;Attach To&amp;quot; submenu : &amp;quot;skull&amp;quot;, &amp;quot;chest&amp;quot;, &amp;quot;l forearm&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Note : Folder names &#039;&#039;&#039;can&#039;&#039;&#039; contain slashes, and will be chosen in priority when able (for instance, if &amp;quot;@attach:Restraints/cuffs=force&amp;quot; is issued, the &amp;quot;Restraints/cuffs&amp;quot; folder will be chosen before a &amp;quot;cuffs&amp;quot; folder contained inside a &amp;quot;Restraints&amp;quot; parent folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force attach items contained inside a shared folder, and its children recursively&#039;&#039;&#039;&#039;&#039; : @attachall:&amp;lt;folder1/.../folderN&amp;gt;=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.15&#039;&#039;&lt;br /&gt;
This command works exactly like @attach described hereabove, but also attaches whatever is contained into children folders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force detach items contained inside a shared folder&#039;&#039;&#039;&#039;&#039; : @detach:&amp;lt;folder_name&amp;gt;=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.11&#039;&#039;&lt;br /&gt;
Forces the viewer to detach every object and unwear every piece of clothing contained inside &amp;lt;folder_name&amp;gt;(which must be directly under &amp;quot;#RLV&amp;quot;). If &amp;quot;@detach&amp;quot; is used with an attachment point name (skull, pelvis... see above), it takes priority over this way of detaching since it is the same command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force detach items contained inside a shared folder, and its children recursively&#039;&#039;&#039;&#039;&#039; : @detachall:&amp;lt;folder1/.../folderN&amp;gt;=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.15&#039;&#039;&lt;br /&gt;
This command works exactly like @detach described hereabove, but also detaches whatever is contained into children folders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Get the path to the shared folder containing a particular object/clothing&#039;&#039;&#039;&#039;&#039; : @getpath[:&amp;lt;attachpt&amp;gt; or &amp;lt;clothing_layer&amp;gt;]=&amp;lt;channel_number&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.16&#039;&#039;&lt;br /&gt;
Makes the viewer automatically answer the path to the shared folder containing the item that :&lt;br /&gt;
** issues this command if no option is set&lt;br /&gt;
** is attached on the attach point provided in the option field, ex : @getpath:spine=2222 =&amp;gt; &amp;quot;Restraints/Collar&amp;quot;&lt;br /&gt;
** is worn on the clothing layer provided in the option field, ex : @getpath:pants=2222 =&amp;gt; &amp;quot;Casual/Jeans/Tight&amp;quot;&lt;br /&gt;
Always use a positive integer. Remember that regular viewers do not answer anything at all so remove the listener after a timeout. It does not take disabled folders into account (folders which name begins with a dot &amp;quot;.&amp;quot;). The answer is a list of folders, separated by slashes (&#039;/&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force attach items contained into a shared folder that contains a particular object/clothing&#039;&#039;&#039;&#039;&#039; : @attachthis[:&amp;lt;attachpt&amp;gt; or &amp;lt;clothing_layer&amp;gt;]=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.16&#039;&#039;&lt;br /&gt;
This command is a shortcut for a @getpath followed with an @attach command (this saves a listener and a timeout).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force attach items contained into a shared folder that contains a particular object/clothing, and its children folders&#039;&#039;&#039;&#039;&#039; : @attachallthis[:&amp;lt;attachpt&amp;gt; or &amp;lt;clothing_layer&amp;gt;]=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.16&#039;&#039;&lt;br /&gt;
This command is a shortcut for a @getpath followed with an @attachall command (this saves a listener and a timeout).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force detach items contained into a shared folder that contains a particular object/clothing&#039;&#039;&#039;&#039;&#039; : @detachthis[:&amp;lt;attachpt&amp;gt; or &amp;lt;clothing_layer&amp;gt;]=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.16&#039;&#039;&lt;br /&gt;
This command is a shortcut for a @getpath followed with a @detach command (this saves a listener and a timeout).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force detach items contained into a shared folder that contains a particular object/clothing, and its children folders&#039;&#039;&#039;&#039;&#039; : @detachallthis[:&amp;lt;attachpt&amp;gt; or &amp;lt;clothing_layer&amp;gt;]=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.16&#039;&#039;&lt;br /&gt;
This command is a shortcut for a @getpath followed with a @detachall command (this saves a listener and a timeout).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force detach an item&#039;&#039;&#039;&#039;&#039; : @detachme=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.16.2&#039;&#039;&lt;br /&gt;
This command forces the object that issues it to detach itself from the avatar. It is there as a convenience to avoid a race condition when calling @clear then llDetachFromAvatar(), sometimes the object could detach itself before clearing its restrictions, making it reattach automatically after a while. With this command one can issue a @clear,detachme=force to be sure @clear is executed first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent touching objects located further than 1.5 meters away from the avatar&#039;&#039;&#039;&#039;&#039; : @fartouch=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.11&#039;&#039;&lt;br /&gt;
When prevented, the avatar is unable to touch/grab objects from more than 1.5 m away, this command makes restraints more realistic since the avatar litterally has to press against the object in order to click on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent viewing the world map&#039;&#039;&#039;&#039;&#039; : @showworldmap=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.11&#039;&#039;&lt;br /&gt;
When prevented, the avatar is unable to view the world map, and it closes if it is open when the restriction becomes active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent viewing the mini map&#039;&#039;&#039;&#039;&#039; : @showminimap=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.11&#039;&#039;&lt;br /&gt;
When prevented, the avatar is unable to view the mini map, and it closes if it is open when the restriction becomes active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent knowing the current location&#039;&#039;&#039;&#039;&#039; : @showloc=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.12&#039;&#039;&lt;br /&gt;
When prevented, the user is unable to know where they are : the world map is hidden, the parcel and region name on the top menubar are hidden, they can&#039;t create landmarks, nor buy the land, nor see what land they have just left after a teleport, nor see the location in the About box, and even system and object messages are obfuscated if they contain the name of the region and/or the name of the parcel. However, [[llOwnerSay]] calls are &#039;&#039;not&#039;&#039; obfuscated so radars &#039;&#039;will&#039;&#039; still work (and RL commands as well).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force-Teleport the user&#039;&#039;&#039;&#039;&#039; : @tpto:X/Y/Z=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.12&#039;&#039;&lt;br /&gt;
This command forces the avatar to teleport to the indicated coordinates. Note that these coordinates are always &#039;&#039;&#039;global&#039;&#039;&#039;, hence the script that calls this command will not be trivial. Moreso, if the destination contains a telehub or a landing point, the user will land there instead of the desired point. This is a SL limitation. Also keep in mind that @tpto is inhibited by @tploc=n, and from v1.15 and above, by @unsit too.&lt;br /&gt;
&lt;br /&gt;
Here is a sample code to call that command properly :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// FORCE TELEPORT EXAMPLE&lt;br /&gt;
// Listens on channel 4 for local coordinates and a sim name&lt;br /&gt;
// and tells your viewer to teleport you there.&lt;br /&gt;
//&lt;br /&gt;
// By Marine Kelley 2008-08-26&lt;br /&gt;
// RLV version required : 1.12 and above&lt;br /&gt;
//&lt;br /&gt;
// HOW TO USE :&lt;br /&gt;
//   * Create a script inside a box&lt;br /&gt;
//   * Overwrite the contents of the script with this one&lt;br /&gt;
//   * Wear the box&lt;br /&gt;
//   * Say the destination coords Region/X/Y/Z on channel 4 :&lt;br /&gt;
//     Example : /4 Help Island Public/128/128/50&lt;br /&gt;
&lt;br /&gt;
key kRequestHandle; // UUID of the dataserver request&lt;br /&gt;
vector vLocalPos;   // local position extracted from the&lt;br /&gt;
&lt;br /&gt;
Init () {&lt;br /&gt;
  kRequestHandle = NULL_KEY;&lt;br /&gt;
  llListen (4, &amp;quot;&amp;quot;, llGetOwner (), &amp;quot;&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
  state_entry () {&lt;br /&gt;
    Init ();&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  on_rez(integer start_param) {&lt;br /&gt;
    Init ();&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  listen(integer channel, string name, key id, string message) {&lt;br /&gt;
    list tokens = llParseString2List (message, [&amp;quot;/&amp;quot;], []);&lt;br /&gt;
    integer L = llGetListLength (tokens);&lt;br /&gt;
&lt;br /&gt;
    if (L==4) {&lt;br /&gt;
      // Extract local X, Y and Z&lt;br /&gt;
      vLocalPos.x = llList2Float (tokens, 1);&lt;br /&gt;
      vLocalPos.y = llList2Float (tokens, 2);&lt;br /&gt;
      vLocalPos.z = llList2Float (tokens, 3);&lt;br /&gt;
&lt;br /&gt;
      // Request info about the sim&lt;br /&gt;
      kRequestHandle=llRequestSimulatorData (llList2String (tokens, 0), DATA_SIM_POS);&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  dataserver(key queryid, string data) {&lt;br /&gt;
    if (queryid == kRequestHandle) {&lt;br /&gt;
      // Parse the dataserver response (it is a vector cast to a string)&lt;br /&gt;
      list tokens = llParseString2List (data, [&amp;quot;&amp;lt;&amp;quot;, &amp;quot;,&amp;quot;, &amp;quot;&amp;gt;&amp;quot;], []);&lt;br /&gt;
      string pos_str = &amp;quot;&amp;quot;;&lt;br /&gt;
      vector global_pos;&lt;br /&gt;
&lt;br /&gt;
      // The coordinates given by the dataserver are the ones of the&lt;br /&gt;
      // South-West corner of this sim&lt;br /&gt;
      // =&amp;gt; offset with the specified local coordinates&lt;br /&gt;
      global_pos.x = llList2Float (tokens, 0);&lt;br /&gt;
      global_pos.y = llList2Float (tokens, 1);&lt;br /&gt;
      global_pos.z = llList2Float (tokens, 2);&lt;br /&gt;
      global_pos += vLocalPos;&lt;br /&gt;
&lt;br /&gt;
      // Build the command&lt;br /&gt;
      pos_str =      (string)((integer)global_pos.x)&lt;br /&gt;
                +&amp;quot;/&amp;quot;+(string)((integer)global_pos.y)&lt;br /&gt;
                +&amp;quot;/&amp;quot;+(string)((integer)global_pos.z);&lt;br /&gt;
      llOwnerSay (&amp;quot;Global position : &amp;quot;+(string)pos_str); // Debug purposes&lt;br /&gt;
&lt;br /&gt;
      // Fire !&lt;br /&gt;
      llOwnerSay (&amp;quot;@tpto:&amp;quot;+pos_str+&amp;quot;=force&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Remove/add auto-accept teleport offers from a particular avatar&#039;&#039;&#039;&#039;&#039; : &amp;quot;@accepttp[:&amp;lt;UUID&amp;gt;]=&amp;lt;rem/add&amp;gt;&amp;quot;&lt;br /&gt;
&#039;&#039;Implemented in v1.15, slightly improved in v1.16&#039;&#039;&lt;br /&gt;
Adding this rule will make the user automatically accept any teleport offer from the avatar which key is &amp;lt;UUID&amp;gt;, exactly like if that avatar was a Linden (no confirmation box, no message, no Cancel button). This rule does not supercede nor deprecate @tpto because the former teleports to someone, while the latter teleports to an arbitrary location. Attention : in v1.16 the UUID becomes optional, which means that @accepttp=add will force the user to accept teleport offers from anyone ! Use with caution !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent seeing the names of the people around&#039;&#039;&#039;&#039;&#039; : @shownames=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.12.2, added more dummy names in v1.16&#039;&#039;&lt;br /&gt;
When prevented, the user is unable to know who is around. The names don&#039;t show on the screen, the names on the chat are replaced by &amp;quot;dummy&amp;quot; names such as &amp;quot;Someone&amp;quot;, &amp;quot;A resident&amp;quot;, the tooltips are hidden, the pie menu is almost useless so the user can&#039;t get the profile directly etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent seeing all the hovertexts&#039;&#039;&#039;&#039;&#039; : @showhovertextall=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.19&#039;&#039;&lt;br /&gt;
When prevented, the user is unable to read any hovertext (2D text floating above some prims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent seeing one hovertext in particular&#039;&#039;&#039;&#039;&#039; : @showhovertext:&amp;lt;UUID&amp;gt;=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.19&#039;&#039;&lt;br /&gt;
When prevented, the user is unable to read the hovertext floating above the prim which id is UUID. This is made that way so that the restriction can be issued on an object, by another one (unlike @detach which can only set this restriction on itself).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent seeing the hovertexts on the HUD of the user&#039;&#039;&#039;&#039;&#039; : @showhovertexthud=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.19&#039;&#039;&lt;br /&gt;
When prevented, the user is unable to read any hovertext showing over their HUD objects, but will be able to see the ones in-world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent seeing the hovertexts in-world&#039;&#039;&#039;&#039;&#039; : @showhovertextworld=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.19&#039;&#039;&lt;br /&gt;
When prevented, the user is unable to read any hovertext showing over their in-world objects, but will be able to see the ones over their HUD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent flying&#039;&#039;&#039;&#039;&#039; : @fly=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.12.2&#039;&#039;&lt;br /&gt;
When prevented, the user is unable to fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Get the UUID of the object the avatar is sitting on&#039;&#039;&#039;&#039;&#039; : @getsitid=&amp;lt;channel_number&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.12.4&#039;&#039;&lt;br /&gt;
Makes the viewer automatically answer the UUID of the object the avatar is currently sitting on, or NULL_KEY if they are not sitting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force rotate the avatar to a set direction&#039;&#039;&#039;&#039;&#039; : @setrot:&amp;lt;angle_in_radians&amp;gt;=force&lt;br /&gt;
&#039;&#039;Implemented in v1.17&#039;&#039;&lt;br /&gt;
Forces the avatar to rotate towards a direction set by an angle in radians from the north. Note that this command is not very precise, nor will do anything if the action attempts to rotate the avatar by less than 10° (experimental value, it has been mentioned somewhere that 6° was the minimum). In other words, it is best to either check with a llGetRot() first, or to make the avatar turn twice, first 180° plus the desired angle, then by the angle we need. It isn&#039;t very elegant but it works.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent changing some debug settings&#039;&#039;&#039;&#039;&#039; : @setdebug=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.16&#039;&#039;&lt;br /&gt;
When prevented, the user is unable to change some viewer debug settings (Advanced &amp;gt; Debug Settings). As most debug settings are either useless or critical to the user&#039;s experience, a whitelist approach is taken : only a few debug settings are locked, the others are always available and untouched. At the time of this writing, the allowed debug settings are :&lt;br /&gt;
** AvatarSex (0 : Female, 1 : Male) : gender of the avatar at creation.&lt;br /&gt;
** RenderResolutionDivisor (1 -&amp;gt; ...) : &amp;quot;blurriness&amp;quot; of the screen. Combined to clever @setenv commands, can simulate nice effects. Note: renderresolutiondivisor is a Windlight only option (Basic Shaders must be enabled in graphics preferences) and as such, is not available in v1.19.0.5 or older viewers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force change a debug setting&#039;&#039;&#039;&#039;&#039; : @setdebug_&amp;lt;setting&amp;gt;:&amp;lt;value&amp;gt;=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.16&#039;&#039;&lt;br /&gt;
Forces the viewer to change a particular debug setting and set it to &amp;lt;value&amp;gt;. This command is actually a package of many sub-commands, that are regrouped under &amp;quot;@setdebug_...&amp;quot;, for instance &amp;quot;@setdebug_avatarsex:0=force&amp;quot;, &amp;quot;@setdebug_renderresolutiondivisor:64=force&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
See the list of allowed debug settings in the @setdebug command hereabove.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Get the value of a debug setting&#039;&#039;&#039;&#039;&#039; : @getdebug_&amp;lt;setting&amp;gt;=&amp;lt;channel_number&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.16&#039;&#039;&lt;br /&gt;
Makes the viewer automatically answer the value of a debug setting, immediately on the chat channel number &amp;lt;channel_number&amp;gt; that the script can listen to. Always use a positive integer. Remember that regular viewers do not answer anything at all so remove the listener after a timeout. The answer is the value that has been set with the &amp;lt;setting&amp;gt; part of the matching @setdebug command, or by hand.&lt;br /&gt;
&lt;br /&gt;
See the list of allowed debug settings in the @setdebug command hereabove.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Allow/prevent changing the environment settings&#039;&#039;&#039;&#039;&#039; : @setenv=&amp;lt;y/n&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.14&#039;&#039;&lt;br /&gt;
When prevented, the user is unable to change the viewer environment settings (World &amp;gt; Environment Settings &amp;gt; Sunrise/Midday/Sunset/Midnight/Revert to region default/Environment editor are all locked out).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Force change an environment setting&#039;&#039;&#039;&#039;&#039; : @setenv_&amp;lt;setting&amp;gt;:&amp;lt;value&amp;gt;=force (*)&lt;br /&gt;
&#039;&#039;Implemented in v1.14&#039;&#039;&lt;br /&gt;
Forces the viewer to change a particular environment setting (time of day or Windlight) and set it to &amp;lt;value&amp;gt;. This command is actually a package of many sub-commands, that are regrouped under &amp;quot;@setenv_...&amp;quot;, for instance &amp;quot;@setenv_daytime:0.5=force&amp;quot;, &amp;quot;@setenv_bluehorizonr:0.21=force&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
This command (like any other &amp;quot;force&amp;quot; command) is silently discarded if the corresponding restriction has been set, here &amp;quot;@setenv&amp;quot;, but in this case the restriction is ignored if the change is issued from the object that has created it. In other words, a collar can restrict environment changes, yet force a change by itself, while another object could not do it until the collar lifts the restriction.&lt;br /&gt;
&lt;br /&gt;
Although a range is specified for every value, no check is made in the viewer so a script can do what the UI can&#039;t do, for interesting effects. Use at your own risk, though. The ranges indicated here are merely the ones available on the sliders on the Environment Editor, for reference.&lt;br /&gt;
&lt;br /&gt;
Each particular sub-command works as follows (the names are chosen to be as close to the Windlight panels of the viewer as possible) :&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|  &#039;&#039;&#039;@setenv_XXX:&amp;lt;value&amp;gt;=force where XXX is...&#039;&#039;&#039;      ||   &#039;&#039;&#039;&amp;lt;value&amp;gt; range&#039;&#039;&#039;            ||   &#039;&#039;&#039;Sets...&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|   daytime       ||   0.0-1.0 and &amp;lt;0         ||   Time of day (sunrise:0.25, midday:0.567, sunset:0.75, midnight:0.0, set back to region default:&amp;lt;0). &#039;&#039;&#039;Attention, resets all other Windlight parameters&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|   preset        ||   String                 ||   A Preset environment, e.g. Gelatto, Foggy. &#039;&#039;&#039;Attention, loading a Preset is heavy on the viewer and can slow it down for a short while, don&#039;t do it every second&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|   ambientr      ||   0.0-1.0                ||   Ambient light, Red channel&lt;br /&gt;
|-&lt;br /&gt;
|   ambientg      ||   0.0-1.0                ||   Ambient light, Green channel&lt;br /&gt;
|-&lt;br /&gt;
|   ambientb      ||   0.0-1.0                ||   Ambient light, Blue channel&lt;br /&gt;
|-&lt;br /&gt;
|   ambienti      ||   0.0-1.0                ||   Ambient light, Intensity&lt;br /&gt;
|-&lt;br /&gt;
|   bluedensityr  ||   0.0-1.0                ||   Blue Density, Red channel&lt;br /&gt;
|-&lt;br /&gt;
|   bluedensityg  ||   0.0-1.0                ||   Blue Density, Green channel&lt;br /&gt;
|-&lt;br /&gt;
|   bluedensityb  ||   0.0-1.0                ||   Blue Density, Blue channel&lt;br /&gt;
|-&lt;br /&gt;
|   bluedensityi  ||   0.0-1.0                ||   Blue Density, Intensity&lt;br /&gt;
|-&lt;br /&gt;
|   bluehorizonr  ||   0.0-1.0                ||   Blue Horizon, Red channel&lt;br /&gt;
|-&lt;br /&gt;
|   bluehorizong  ||   0.0-1.0                ||   Blue Horizon, Green channel&lt;br /&gt;
|-&lt;br /&gt;
|   bluehorizonb  ||   0.0-1.0                ||   Blue Horizon, Blue channel&lt;br /&gt;
|-&lt;br /&gt;
|   bluehorizoni  ||   0.0-1.0                ||   Blue Horizon, Intensity&lt;br /&gt;
|-&lt;br /&gt;
|   cloudcolorr   ||   0.0-1.0                ||   Cloud color, Red channel&lt;br /&gt;
|-&lt;br /&gt;
|   cloudcolorg   ||   0.0-1.0                ||   Cloud color, Green channel&lt;br /&gt;
|-&lt;br /&gt;
|   cloudcolorb   ||   0.0-1.0                ||   Cloud color, Blue channel&lt;br /&gt;
|-&lt;br /&gt;
|   cloudcolori   ||   0.0-1.0                ||   Cloud color, Intensity&lt;br /&gt;
|-&lt;br /&gt;
|   cloudcoverage ||   0.0-1.0                ||   Cloud coverage&lt;br /&gt;
|-&lt;br /&gt;
|   cloudx        ||   0.0-1.0                ||   Cloud offset X&lt;br /&gt;
|-&lt;br /&gt;
|   cloudy        ||   0.0-1.0                ||   Cloud offset Y&lt;br /&gt;
|-&lt;br /&gt;
|   cloudd        ||   0.0-1.0                ||   Cloud density&lt;br /&gt;
|-&lt;br /&gt;
|   clouddetailx  ||   0.0-1.0                ||   Cloud detail X&lt;br /&gt;
|-&lt;br /&gt;
|   clouddetaily  ||   0.0-1.0                ||   Cloud detail Y&lt;br /&gt;
|-&lt;br /&gt;
|   clouddetaild  ||   0.0-1.0                ||   Cloud detail density&lt;br /&gt;
|-&lt;br /&gt;
|   cloudscale    ||   0.0-1.0                ||   Cloud scale&lt;br /&gt;
|-&lt;br /&gt;
|   cloudscrollx  ||   0.0-1.0                ||   Cloud scroll X&lt;br /&gt;
|-&lt;br /&gt;
|   cloudscrolly  ||   0.0-1.0                ||   Cloud scroll Y&lt;br /&gt;
|-&lt;br /&gt;
|   densitymultiplier    ||   0.0-0.9         ||   Density multiplier of the fog&lt;br /&gt;
|-&lt;br /&gt;
|   distancemultiplier   ||   0.0-100.0       ||   Distance multiplier of the fog&lt;br /&gt;
|-&lt;br /&gt;
|   eastangle            ||   0.0-1.0               ||   Position of the east, 0.0 is normal&lt;br /&gt;
|-&lt;br /&gt;
|   hazedensity   ||   0.0-1.0                ||   Density of the haze&lt;br /&gt;
|-&lt;br /&gt;
|   hazehorizon   ||   0.0-1.0                ||   Haze at the horizon&lt;br /&gt;
|-&lt;br /&gt;
|   maxaltitude   ||   0.0-4000.0       ||   Maximum altitude of the fog&lt;br /&gt;
|-&lt;br /&gt;
|   scenegamma    ||   0.0-10.0               ||   Overall gamma, 1.0 is normal&lt;br /&gt;
|-&lt;br /&gt;
|   starbrightness||   0.0-2.0                ||   Brightness of the stars&lt;br /&gt;
|-&lt;br /&gt;
|   sunglowfocus  ||   0.0-0.5                ||   Focus of the glow of the sun&lt;br /&gt;
|-&lt;br /&gt;
|   sunglowsize   ||   1.0-2.0                ||   Size of the glow of the sun&lt;br /&gt;
|-&lt;br /&gt;
|   sunmooncolorr ||   0.0-1.0                ||   Sun and moon, Red channel&lt;br /&gt;
|-&lt;br /&gt;
|   sunmooncolorg ||   0.0-1.0                ||   Sun and moon, Green channel&lt;br /&gt;
|-&lt;br /&gt;
|   sunmooncolorb ||   0.0-1.0                ||   Sun and moon, Blue channel&lt;br /&gt;
|-&lt;br /&gt;
|   sunmooncolori ||   0.0-1.0                ||   Sun and moon, Intensity&lt;br /&gt;
|-&lt;br /&gt;
|   sunmoonposition      ||   0.0-1.0         ||   Position of the sun/moon, different from &amp;quot;daytime&amp;quot;, &#039;&#039;&#039;use this to set the apparent sunlight after loading a Preset&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: from the above settings, only the &amp;quot;daytime&amp;quot; one is supported by v1.19.0 (or older) viewers implementing RestrainedLife v1.14 and later. The other settings are ignored. This is because these viewers do not implement the Windlight renderer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(*) Silently discarded if the user is prevented from doing so by the corresponding restriction. This is on purpose.&lt;br /&gt;
    Ex : Force detach won&#039;t work if the object is undetachable. Force undress won&#039;t work if the user is prevented from undressing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Get the value of an environment setting&#039;&#039;&#039;&#039;&#039; : @getenv_&amp;lt;setting&amp;gt;=&amp;lt;channel_number&amp;gt;&lt;br /&gt;
&#039;&#039;Implemented in v1.15&#039;&#039;&lt;br /&gt;
Makes the viewer automatically answer the value of an environment setting, immediately on the chat channel number &amp;lt;channel_number&amp;gt; that the script can listen to. Always use a positive integer. Remember that regular viewers do not answer anything at all so remove the listener after a timeout. The answer is the value that has been set with the &amp;lt;setting&amp;gt; part of the matching @setenv command, or by hand. See the table hereabove for a list of settings.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: only @getenv_daytime is supported by v1.19.0 (or older, i.e. non Windlight) viewers implementing RestrainedLife v1.15 and later.&lt;br /&gt;
&lt;br /&gt;
==Important note about the global behaviours such as sendchat==&lt;br /&gt;
Such behaviours are global, which means they don&#039;t depend on a particular object. However, they are triggered by objects with a set [[UUID]] which can change, and several objects can add the same behaviour, which will be stored several times as the [[UUID]]s are different. &lt;br /&gt;
&lt;br /&gt;
This has a nice side effect : when wearing 2 locked devices that prevent chat, it is necessary to unlock them both to be able to chat again. But it has a nasty side effect, too : if the item changes [[UUID]] (for instance it was derezzed and rezzed again), and it doesn&#039;t allow chat beforehand, then the user will have to wait a short moment because the rule stays &amp;quot;orphaned&amp;quot; (its [[UUID]] is defunct) until the &#039;&#039;&#039;garbage collector&#039;&#039;&#039; kicks in.&lt;br /&gt;
&lt;br /&gt;
Therefore : &lt;br /&gt;
&#039;&#039;&#039;ALWAYS DEACTIVATE A BEHAVIOUR WHEN THE OBJECT THAT HAS ACTIVATED IT DEREZZES FOR ANY REASON BESIDES LOGGING OUT ! &amp;quot;@CLEAR&amp;quot; IS YOUR FRIEND !&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Shared Folders==&lt;br /&gt;
&lt;br /&gt;
Since v1.11, the viewer can &amp;quot;share&amp;quot; some of your items with scripts in world in order to let them force you to attach, detach and list what you have shared.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Share&amp;quot; does NOT mean they will be taken by other people if they want to (some of the items may be no-transfer anyway), but only that they can force YOU to wear/unwear them at will through the use of a script YOUR restraints contain. They will remain in your inventory.&lt;br /&gt;
&lt;br /&gt;
To do this :&lt;br /&gt;
* Create a folder named &amp;quot;#RLV&amp;quot; (without the quotes) directly under &amp;quot;My Inventory&amp;quot; (right-click on &amp;quot;My Inventory&amp;quot;, select &amp;quot;New Folder&amp;quot;). We&#039;ll call this folder the &amp;quot;shared root&amp;quot;.&lt;br /&gt;
* Move a folder containing restraints or other attachments directly into this new folder.&lt;br /&gt;
* Wear the contents of that folder, that&#039;s it !&lt;br /&gt;
&lt;br /&gt;
So it would look like this :&lt;br /&gt;
&lt;br /&gt;
 My Inventory&lt;br /&gt;
 |- #RLV&lt;br /&gt;
 |  |- cuffs&lt;br /&gt;
 |  |  |- left cuff (l forearm)   (no copy)&lt;br /&gt;
 |  |  \- right cuff (r forearm)   (no copy)&lt;br /&gt;
 |  \- gag&lt;br /&gt;
 |     \- gag (mouth)   (no copy)&lt;br /&gt;
 |- Animations&lt;br /&gt;
 |- Body Parts&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
&lt;br /&gt;
For example : If you&#039;re owning a set of RR Straps and want to share them, just move the folder &amp;quot;Straps BOXED&amp;quot; under the shared root.&lt;br /&gt;
&lt;br /&gt;
Either wear all the items of the folders you have just moved (one folder at a time !) or rename your items yourself, so that each item name contains the name of the target attachment point. For example : &amp;quot;left cuff (l forearm)&amp;quot;, &amp;quot;right ankle cuff (r lower leg)&amp;quot;. Please note that no-modify items are a bit more complex to share, because they cannot be renamed either by you or by the viewer. More on that below.&lt;br /&gt;
&lt;br /&gt;
The attachment point name is the same as the one you find in the &amp;quot;Attach To&amp;quot; menu of your inventory, and is case insensitive (for example : &amp;quot;chest&amp;quot;, &amp;quot;skull&amp;quot;, &amp;quot;stomach&amp;quot;, &amp;quot;left ear&amp;quot;, &amp;quot;r upper arm&amp;quot;...). If you wear the item without renaming it first it will be renamed automatically, but only if it is in a shared folder, and does not contain any attachment point name already, and is mod. If you want to wear it on another attachment point, you&#039;ll need to rename it by hand first.&lt;br /&gt;
&lt;br /&gt;
Pieces of clothing are treated exactly the same way (in fact they can even be put in the folder of a set of restraints and be worn with the same command). Shoes, for instance, are a good example of mixed outfits : some attachments and the Shoes layer. Clothes are NOT renamed automatically when worn, since their very type decides where they are to be worn (skirt, jacket, undershirt...).&lt;br /&gt;
&lt;br /&gt;
HOW TO SHARE NO-MODIFY ITEMS :&lt;br /&gt;
As you already know, no-mod items cannot be renamed so the technique is a bit more complex. Create a sub-folder inside the outfit folder (such as &amp;quot;cuffs&amp;quot; in the example above), put ONE no-modify item in it. When wearing the object, you&#039;ll see the folder itself be renamed (that&#039;s why you must not put more than one object inside it). So if your outfit contains several no-mod objects, you&#039;ll need to create as many folders and put the no-mod objects in them, one in each folder.&lt;br /&gt;
&lt;br /&gt;
Example with no-modify shoes :&lt;br /&gt;
&lt;br /&gt;
 My Inventory&lt;br /&gt;
 |- #RLV&lt;br /&gt;
 |  \- shoes&lt;br /&gt;
 |     |- left shoe (left foot)&lt;br /&gt;
 |     |  \- left shoe   (no modify) (no transfer)  &amp;lt;-- no-mod object&lt;br /&gt;
 |     |- right shoe (right foot)&lt;br /&gt;
 |     |  \- right shoe   (no modify) (no transfer) &amp;lt;-- no-mod object&lt;br /&gt;
 |     \- shoe base   (no modify) (no transfer)     &amp;lt;-- this is not an object&lt;br /&gt;
 |- Animations&lt;br /&gt;
 |- Body Parts&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
&lt;br /&gt;
GOTCHAS :&lt;br /&gt;
* Do NOT put a comma (&#039;,&#039;) in the name of the folders under the shared root or it would screw the list up.&lt;br /&gt;
* Don&#039;t forget to rename the items in the shared folders (or to wear these items at least once to have them be renamed automatically) or the force attach command will appear to do nothing at all.&lt;br /&gt;
* Avoid cluttering the shared root with many folders, since some scripts may rely on the list they got with the @getinv command and chat messages are limited to 1023 characters. Choose wisely, and use short names. But with 9 characters per folder name average, you can expect to have about 100 folders available.&lt;br /&gt;
* Remember to put no-modify items in sub-folders, one each, so their names can be used by the viewer do find out where to attach them. They can&#039;t be shared like modify items since they can&#039;t be renamed, and the outfit folder itself will not be renamed (since it contains several items).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Accept sub-folders given via llGiveInventoryList() into the shared folder&#039;&#039;&#039;&#039;&#039; :&lt;br /&gt;
&lt;br /&gt;
Starting with RestrainedLife v1.16.2, you may give a list of items to a victim and have them stored as a sub-folder inside the #RLV folder (thus allowing you to @attach the given items later).&lt;br /&gt;
&lt;br /&gt;
Issuing a llGiveInventoryList(victim_id, &amp;quot;#RLV/~subfolder_name&amp;quot;, list_of_stuff) command in a script makes a standard Keep/Discard/Mute dialog appear in the viewer of the victim (the avatar which key is victim_id).&lt;br /&gt;
&lt;br /&gt;
Should the victim accept the offer, the list_of_stuff items are put into a new sub-folder of the #RLV folder. The name of this sub-folder is &amp;quot;~subfolder_name&amp;quot; (it is the scripter&#039;s responsibility to use unique sub-folder names: if the name is the same as an existing sub-folder, two sub-folders with the same name will appear in the #RLV folder).&lt;br /&gt;
&lt;br /&gt;
Note that the tilde character *must* be used as the first character for the name of the sub-folder (this is so that the victim can easily spot any sub-folder given to them in this way, and so that such sub-folder names appear last in the #RLV folder).&lt;br /&gt;
&lt;br /&gt;
Note also that this feature may be disabled by the user, (by setting the RestrainedLifeForbidGiveToRLV debug setting to TRUE): in this case the given items are put into a folder named &amp;quot;#RLV/~subfolder_name&amp;quot; at the root of the inventory instead of inside the #RLV folder.&lt;br /&gt;
&lt;br /&gt;
Since the user may either refuse the offer or have the feature disabled in their viewer, and since SL may take quite some time to perform the actual transfer of the objects on laggy days, you must check that the given folder is present (with @getinv), before attempting to @attach the given objects.&lt;br /&gt;
&lt;br /&gt;
==For your information==&lt;br /&gt;
Here is how it works internally, for a better understanding of the gotchas you may encounter :&lt;br /&gt;
* Each command is parsed into a &#039;&#039;&#039;Behaviour&#039;&#039;&#039; (ex: &amp;quot;remoutfit&amp;quot;), an &#039;&#039;&#039;Option&#039;&#039;&#039; (ex: &amp;quot;shirt&amp;quot;) and a &#039;&#039;&#039;Param&#039;&#039;&#039; (ex: &amp;quot;force&amp;quot;) and comes from an [[UUID]] (the unique identifier of the emitting object).&lt;br /&gt;
&lt;br /&gt;
* There are two types of commands : &#039;&#039;&#039;one-shot&#039;&#039;&#039; commands (those which Param is &amp;quot;force&amp;quot; and those which Param is a number such as the channel number of a &amp;quot;version&amp;quot; call) and &#039;&#039;&#039;rules&#039;&#039;&#039; (those which Param is &amp;quot;y&amp;quot;, &amp;quot;n&amp;quot;, &amp;quot;add&amp;quot; or &amp;quot;rem&amp;quot;). &amp;quot;clear&amp;quot; is special but can be seen as a one-shot command.&lt;br /&gt;
&lt;br /&gt;
* Parameters &amp;quot;n&amp;quot; and &amp;quot;add&amp;quot; are &#039;&#039;&#039;exactly equal&#039;&#039;&#039; and are treated &#039;&#039;&#039;exactly the same way&#039;&#039;&#039;, they are just &#039;&#039;&#039;synonyms&#039;&#039;&#039;. Same goes for &amp;quot;y&amp;quot; and &amp;quot;rem&amp;quot;. The only purpose is to distinguish rules (&amp;quot;sendchannel=n&amp;quot;) from exceptions (&amp;quot;sendchannel:8=add&amp;quot;) in a script for clarity.&lt;br /&gt;
&lt;br /&gt;
* Rules are stored inside a table linking the [[UUID]] of the emitter to the rule itself. They are &#039;&#039;&#039;added&#039;&#039;&#039; when receiving a &amp;quot;n&amp;quot;/&amp;quot;add&amp;quot; Param, and &#039;&#039;&#039;removed&#039;&#039;&#039; when receiving a &amp;quot;y&amp;quot;/&amp;quot;rem&amp;quot; Param.&lt;br /&gt;
If &#039;&#039;&#039;&#039;&#039;UUID1&#039;&#039;&#039;&#039;&#039; is a collar and &#039;&#039;&#039;&#039;&#039;UUID2&#039;&#039;&#039;&#039;&#039; is a gag :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;UUID1&#039;&#039;&#039;&#039;&#039; =&amp;gt; detach, tploc, tplm, tplure, sittp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;UUID2&#039;&#039;&#039;&#039;&#039; =&amp;gt; detach, sendim, sendim:(keyholder)&lt;br /&gt;
&lt;br /&gt;
Those two rules mean that the user cannot send IMs except to their keyholder, and cannot TP at all. Those two items are not detachable. Now if the collar sends &amp;quot;@sendim=n&amp;quot;, the table becomes :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;UUID1&#039;&#039;&#039;&#039;&#039; =&amp;gt; detach, tploc, tplm, tplure, sittp, sendim&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;UUID2&#039;&#039;&#039;&#039;&#039; =&amp;gt; detach, sendim, sendim:(keyholder)&lt;br /&gt;
&lt;br /&gt;
If it sends &amp;quot;@sendim=n&amp;quot; a second time nothing changes, as there is a check for its existence prior to adding it. If the gag is unlocked and detached, either it sends a &amp;quot;@clear&amp;quot; or the garbage collector kicks in so the rules linked to &#039;&#039;&#039;&#039;&#039;UUID2&#039;&#039;&#039;&#039;&#039; disappear. However, the avatar is still unable to send IMs even to their keyholder, as the exception has disappeared as well. This is because rules linked to one object don&#039;t conflict with rules linked to another one.&lt;br /&gt;
&lt;br /&gt;
* One-shot commands, on the other hand, are executed on-the-fly and are not stored.&lt;br /&gt;
&lt;br /&gt;
* When logging on, the avatar stays non-operational (cannot chat, cannot move) for some time, while the user sees the progress bar. However, worn scripted objects [[rez]] in the meantime and start sending rules and commands before the viewer can execute them. Therefore it stores them in a buffer and executes them only when the user is given controls (when the progress bar disappears).&lt;br /&gt;
&lt;br /&gt;
* The viewer periodically (every N seconds) checks all its rules and removes the ones linked to an [[UUID]] that does not exist around anymore (&amp;quot;garbage collector&amp;quot;). This means that rules issued by an &#039;&#039;&#039;unworn&#039;&#039;&#039; owned object will be discarded as soon as the avatar [[teleports]] elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Category:Third Party Client]]&lt;/div&gt;</summary>
		<author><name>Ibrew Meads</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=PRIM_TEXTURE&amp;diff=139202</id>
		<title>PRIM TEXTURE</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=PRIM_TEXTURE&amp;diff=139202"/>
		<updated>2008-11-12T22:21:52Z</updated>

		<summary type="html">&lt;p&gt;Ibrew Meads: Negative repeats flip the texture.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{#if:&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:return|[&amp;amp;nbsp;{{HoverText|&amp;quot;&amp;quot;|string texture}}, {{HoverLink|ZERO_VECTOR|{{LSL VR|0.0|0.0|0.0}} vector repeats}}, {{HoverLink|ZERO_VECTOR|{{LSL VR|0.0|0.0|0.0}} vector offsets}}, {{HoverText|0.0|float rotation_in_radians}}&amp;amp;nbsp;]}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:texture_const|{{LSL Const|PRIM_TEXTURE|integer|17|c=Used to {{GetSet|{{{1|}}}|get|set|/}} the texture settings of a prim&#039;s face}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:p_rotation_in_radians_desc|angle in radians}}&lt;br /&gt;
{{#vardefine:p_repeats_desc|x and y range from 0.0 to 100, or -0.0 to -100 in 0.01 increments. Negative values flip the texture (z is ignored)}}&lt;br /&gt;
{{#vardefine:p_offsets_desc|x and y range from -1 to 1 (z is ignored)}}&lt;br /&gt;
&lt;br /&gt;
{{LSL_Function/inventory|texture|uuid=true|type=texture|{{#ifeq:{{{1|}}}|get|no_caveat=true}}|full={{{remote|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:facetable|{{#var:facetable}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [ {{#var:texture_const}} ]&lt;br /&gt;
{{!}} {{#var:return}} }}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{#if:&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:caveats_set|{{#var:caveats}}}}&lt;br /&gt;
{{#vardefine:caveats|}}&lt;br /&gt;
&lt;br /&gt;
{{LSL_Function/face|face|{{#var:texture_const}}|!footer=*|return={{#var:return}}}}&lt;br /&gt;
&lt;br /&gt;
}}{{LSL Constant&lt;br /&gt;
|name=PRIM_TEXTURE&lt;br /&gt;
|type=integer&lt;br /&gt;
|value=17&lt;br /&gt;
|desc=Used to get or set the texture settings of a prim&#039;s face.&lt;br /&gt;
|examples=&lt;br /&gt;
|pa={{LSL Constant/List|i_front=[&amp;amp;#32;{{#var:texture_const}},&amp;amp;#32;|i_end=&amp;amp;nbsp;]|&lt;br /&gt;
|text=Used with [[llSetPrimitiveParams]] &amp;amp; [[llSetLinkPrimitiveParams]]. &lt;br /&gt;
====Caveats====&lt;br /&gt;
{{#var:caveats_set}}{{#vardefine:caveats_set}}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;tt&amp;gt;texture&amp;lt;/tt&amp;gt; Constants====&lt;br /&gt;
The following constants can (optionally) be used for the &#039;&#039;&#039;texture&#039;&#039;&#039; value:&lt;br /&gt;
[[TEXTURE_BLANK]], [[TEXTURE_DEFAULT]], [[TEXTURE_MEDIA]], [[TEXTURE_PLYWOOD]] and [[TEXTURE_TRANSPARENT]].&lt;br /&gt;
&lt;br /&gt;
====Examples====&lt;br /&gt;
&amp;lt;lsl&amp;gt;llSetPrimitiveParams([ PRIM_TEXTURE, ALL_SIDES, &amp;quot;5748decc-f629-461c-9a36-a35a221fe21f&amp;quot;, &amp;lt;1.0, 1.0, 0.0&amp;gt;, &amp;lt;0.0, 0.0, 0.0&amp;gt;, 0.0 ]);&lt;br /&gt;
llSetPrimitiveParams([ PRIM_TEXTURE, ALL_SIDES, llGetInventoryName(INVENTORY_TEXTURE, 0), &amp;lt;1.0, 1.0, 0.0&amp;gt;, &amp;lt;0.0, 0.0, 0.0&amp;gt;, 0.0 ]);&lt;br /&gt;
llSetPrimitiveParams([ PRIM_TEXTURE, 0, TEXTURE_PLYWOOD, &amp;lt;2.0, 5.0, 0.0&amp;gt;, &amp;lt;0.1, 0.2, 0.0&amp;gt;, 1.0 ]);&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|toc=llSetPrimitiveParams&lt;br /&gt;
|i1_type=integer|i1_name=face&lt;br /&gt;
|i2_type=string|i2_name=texture&lt;br /&gt;
|i3_type=vector|i3_name=repeats&lt;br /&gt;
|i4_type=vector|i4_name=offsets&lt;br /&gt;
|i5_type=float|i5_name=rotation_in_radians&lt;br /&gt;
}}&lt;br /&gt;
|pb={{LSL Constant/List|i_front=[[llGetPrimitiveParams]]([&amp;amp;nbsp;{{#var:texture_const}},&amp;amp;#32;|i_end=&amp;amp;nbsp;]);|&lt;br /&gt;
|r_front=Returns the list [&amp;amp;nbsp;|r_end=&amp;amp;nbsp;]&lt;br /&gt;
|text=&lt;br /&gt;
====Caveats====&lt;br /&gt;
{{#var:caveats}}{{#vardefine:caveats}}&lt;br /&gt;
|toc=llGetPrimitiveParams&lt;br /&gt;
|i1_type=integer|i1_name=face&lt;br /&gt;
|r1_type=string|r1_name=texture&lt;br /&gt;
|r2_type=vector|r2_name=repeats&lt;br /&gt;
|r3_type=vector|r3_name=offsets&lt;br /&gt;
|r4_type=float|r4_name=rotation_in_radians&lt;br /&gt;
}}&lt;br /&gt;
|constants=&lt;br /&gt;
{{LSL DefineRow||[[CHANGED_TEXTURE]]|}}&lt;br /&gt;
{{LSL DefineRow||[[TEXTURE_BLANK]]|}}&lt;br /&gt;
{{LSL DefineRow||[[TEXTURE_DEFAULT]]|}}&lt;br /&gt;
{{LSL DefineRow||[[TEXTURE_PLYWOOD]]|}}&lt;br /&gt;
{{LSL DefineRow||[[TEXTURE_TRANSPARENT]]|}}&lt;br /&gt;
{{LSL DefineRow||[[TEXTURE_MEDIA]]|}}&lt;br /&gt;
|functions=&lt;br /&gt;
{{LSL DefineRow||[[llSetPrimitiveParams]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llSetLinkPrimitiveParams]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llGetPrimitiveParams]]|}}&lt;br /&gt;
|events=&lt;br /&gt;
{{LSL DefineRow||[[changed]]|}}&lt;br /&gt;
|location&lt;br /&gt;
|cat1=Prim&lt;br /&gt;
|cat2&lt;br /&gt;
|cat3&lt;br /&gt;
|cat4&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ibrew Meads</name></author>
	</entry>
</feed>