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	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=How_to_retrieve_coalesced_items&amp;diff=73282</id>
		<title>How to retrieve coalesced items</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=How_to_retrieve_coalesced_items&amp;diff=73282"/>
		<updated>2008-06-20T07:59:12Z</updated>

		<summary type="html">&lt;p&gt;Kona Linden: /* Finding Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Multi-lang}}&lt;br /&gt;
&lt;br /&gt;
How to find &amp;quot;Lost Inventories&amp;quot; due to the new Coalesce feature&lt;br /&gt;
&lt;br /&gt;
In a feature release a couple of weeks ago, we incorporated a new feature to help with load on our databases when Residents return objects from parcels.  As before, lost objects can be found in the Lost &amp;amp; Found folder, but there is a change in how they are displayed.  When objects are returned to this folder, they will be coalesced into one or more of the returned objects. &lt;br /&gt;
&lt;br /&gt;
== How It Works ==&lt;br /&gt;
&lt;br /&gt;
The way it works is that the system randomly selects one of your returning objects as the item to be bundled with, hence the word &amp;quot;coalesce&amp;quot;.  This one object is actually a combination of all of the other returned objects from the same area.  When you rez that object inworld from your L&amp;amp;F folder, it will rez all of your coalesced items in the same formation it was last placed inworld before having been returned to you.  If your items are being returned from various areas in a sim, you may receive several of your returned objects in your L&amp;amp;F folder. Again, each these will be bundled with rest of your returned items. This will only happen when multiple objects are returned at the same time from the same parcel or region.&lt;br /&gt;
&lt;br /&gt;
=== Scenario ===&lt;br /&gt;
&lt;br /&gt;
A resident rents land from a landlord. The resident has the following objects on their land:&lt;br /&gt;
&lt;br /&gt;
# House&lt;br /&gt;
# Kitchen Sink&lt;br /&gt;
# Table&lt;br /&gt;
# Chair&lt;br /&gt;
# Fork&lt;br /&gt;
# Object&lt;br /&gt;
&lt;br /&gt;
This resident decides to move and ask that their landlord return their objects. The landlord returns all of the objects for this resident.&lt;br /&gt;
&lt;br /&gt;
Because of the Coalesce feature, all of these objects will be &amp;quot;stuffed&amp;quot; into a single object, and then sent back to the resident&#039;s inventory. This object could be named House, Kitchen Sink, Table, Chair, Fork or Object.&lt;br /&gt;
&lt;br /&gt;
== Finding Items ==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a good way to find your returned items, utilizing the inventory tools:&lt;br /&gt;
* Open your Inventory&lt;br /&gt;
* Select the Recent Items tab&lt;br /&gt;
* In your Inventory toolbar, left-click on FILE, select SHOW FILTERS&lt;br /&gt;
* When the Recent Items window opens, go to the bottom of that window and adjust the Hours Ago or Days Ago back to the approximate time your Inventory should have been returned from the parcel&lt;br /&gt;
* Untick all categories except OBJECTS&lt;br /&gt;
* In your Inventory toolbar, left-click on SORT, select DATE&lt;br /&gt;
* Go to a parcel where you have enough prim usage to rez all your coalesced objects (do it in a sim where it&#039;s not laggy or you could risk losing all your items if the sim should crash due to a sim rollback.  If you go to a sandbox, select one that&#039;s not busy or laggy!)&lt;br /&gt;
* Rez objects inworld from your Lost &amp;amp; Found folder, starting from the top, one at a time.  If after following the above instructions, your returned items have still not rezzed, please be sure to check the land parcel it was returned from and determine whether it was truly returned.  If the items being returned were DEEDED to a group AND NON-COPYABLE, they will be returned to the Resident who originally deeded the objects to the group. If the deeded returned objects were copyable, then the objects will not be returned and merely be deleted.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve done all of this and you believe you are still missing returned objects, please file a bug report inworld (Top Toolbar/Tools/Report Bug...).&lt;br /&gt;
&lt;br /&gt;
More information regarding the coalesce feature can be found on {{slkb|4581|Inventory: How the Coalesce feature works}}&lt;br /&gt;
&lt;br /&gt;
== Original Contributors ==&lt;br /&gt;
* [[User:Kona Linden|Kona Linden]]&lt;br /&gt;
* [[User:Frontier Linden|Frontier Linden]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Text from In-world Notecards|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Tutorials|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Kona Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=History/WindLight&amp;diff=32593</id>
		<title>History/WindLight</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=History/WindLight&amp;diff=32593"/>
		<updated>2007-09-24T22:02:39Z</updated>

		<summary type="html">&lt;p&gt;Kona Linden: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
The Second Life WindLight First Look viewer offers brand-new atmospheric rendering — beautiful skies and immersive environments — for your enjoyment! See [http://blog.secondlife.com/?s=windlight our earlier WindLight blog posts] for more info.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[Render Roadmap]]&lt;br /&gt;
* [[User:Torley_Linden/Project_updates|Project updates]]&lt;br /&gt;
* [[https://osiris.lindenlab.com/mediawiki/index.php/WindLight:_Public_Release_Smoke_Test_Outline WindLight Smoke Test]]&lt;br /&gt;
&lt;br /&gt;
= Issues =&lt;br /&gt;
As emphasized in the blog posts, you can help us make WindLight better by reporting bugs with actionable details. To do this, use our [https://wiki.secondlife.com/wiki/Issue_tracker Issue Tracker]. You can also easily see [https://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10332 WindLight Issues by # of votes]. We thank you!&lt;br /&gt;
&lt;br /&gt;
= Instructions =&lt;br /&gt;
The Sky Menu gives you a fine degree of control over Second Life&#039;s sky and atmosphere. Imagine a strange alien planet with a purple sky, or a smoggy, overcast city! This guide will help you to understand the many controls at your disposal, and set you on the path to becoming a weather-controlling mad scientist.&lt;br /&gt;
&lt;br /&gt;
This article describes what each of the individual settings in the Sky Settings menu is responsible for. However, many of the settings described are closely interrelated, and may affect one another in subtle ways. The best way to truly become a sky master is to play with these settings and see how each one affects your sky. To help you get started, here are the basic facts:&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Image:icons_parature_note.jpg]]&lt;br /&gt;
| &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;&#039;&#039;&#039;Note: &#039;&#039;&#039;The WindLight sky is currently a feature of the [http://www.secondlife.com/community/firstlook.php First Look] viewer. By definition, the features and controls in this article are subject to change and improvement at any time!&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Image:icons_parature_note.jpg]]&lt;br /&gt;
| &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;&#039;&#039;&#039;Note: &#039;&#039;&#039;In order to see all of the WindLight sky effects you will need OpenGL 2.0 or higher. If you have the latest drivers for your graphics card and still can not see certain WindLight sky effects (such as clouds) try enabling Vertex Shaders (Preferences -&amp;gt; Graphics Detail -&amp;gt; Enable Vertex Shaders).&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Opening Sky Settings==&lt;br /&gt;
&lt;br /&gt;
To begin editing the sky and atmosphere, you must first open the &#039;&#039;&#039;Sky Settings &#039;&#039;&#039;menu. You can do this by selecting &#039;&#039;&#039;World &amp;gt; Sky Settings &#039;&#039;&#039;or by pressing &#039;&#039;&#039;Ctrl+Alt+W&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_menu_open.png]]&lt;br /&gt;
&lt;br /&gt;
==Region/Estate Sky Settings==&lt;br /&gt;
&lt;br /&gt;
The Region/Estate Sky Settings window is where you will be making visual changes to sky and atmosphere &amp;quot;keyframes&amp;quot; (see the Day Cycle Editor section for more about keyframes). It contains three tabs, each with a number of sliders for manipulating the sky&#039;s appearance:&lt;br /&gt;
&lt;br /&gt;
===The Atmosphere Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_atmosphere_menu.png]]&lt;br /&gt;
&lt;br /&gt;
This tab controls elements of the atmosphere itself:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Horizon: &#039;&#039;&#039;Use the Red/Green/Blue (RGB) sliders to adjust the color of the sky. You can use the Intensity (I) slider to move all three RGB sliders in unison. In meteorological terms, this setting affects &amp;quot;atmospheric scattering&amp;quot;, which is the scientific answer to the age-old question, &amp;quot;[http://www.sciencemadesimple.com/sky_blue.html Why is the sky blue]?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Density: &#039;&#039;&#039;Blue Density affects the overall color saturation of your sky. If you move the Intensity (I) slider to the right, your colors will become brighter and more vibrant. If you move it all the way to the left, your colors will become duller, eventually fading to black and white. If you&#039;d like to fine-tune your sky&#039;s color balance, you can control individual elements of saturation by using the Red/Green/Blue (RGB) sliders.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
| &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;[[Image:icons_parature_tip.jpg]]&amp;lt;/font&amp;gt;&lt;br /&gt;
| &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;&#039;&#039;&#039;Tip: &#039;&#039;&#039;Blue Horizon and Blue Density are particularly closely related. Imagine Blue Horizon as the base color for the sky, and Blue Density as the sky&#039;s color intensity and color balance effects. Try turning Haze Density to zero and playing with these settings for yourself to get a better feel for how they interact with each other.&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haze Horizon: &#039;&#039;&#039;This setting affects the height of haze on the horizon. At higher settings, the haze will reach up into the sky and obscure the actual horizon. Haze on the horizon can help to accentuate the sun, and create a dusty, smoggy, or humid effect. This setting will not work if Haze Density is set to zero.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haze Density: &#039;&#039;&#039;Haze density affects the amount of haze you can see in the atmosphere. At lower settings, this can make for some great outdoor views in dusty or tropical environments, and at higher levels it can create a thick, vision-obscuring fog. If you set Haze Density to zero, the Haze Horizon setting will have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Density Multiplier: &#039;&#039;&#039;The Density Multiplier can be used to affect the overall atmospheric density. At lower settings, it creates a feeling of &amp;quot;thin air&amp;quot;, and at higher settings, it creates a very heavy, smoggy effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distance Multiplier: &#039;&#039;&#039;This setting affects your perceived distance within the atmosphere. To make everything look hazy and distant, move the slider to the right. If you want to completely remove the Sky Settings&#039; effects from terrain and objects, set the slider to zero.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Altitude: &#039;&#039;&#039;Adjusts the altitude calculations Second Life makes when it is computing atmospheric lighting. At later times of day, it can be useful for calculating how &amp;quot;deep&amp;quot; a sunset appears, while at noon it can be used to achieve proper brightness values.&lt;br /&gt;
&lt;br /&gt;
===The Lighting Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_lighting_menu.png]]&lt;br /&gt;
&lt;br /&gt;
This tab controls the sun, ambient lighting, and the stars:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunlight Color:&#039;&#039;&#039; This setting affects the color of your sun, and the direct sunlight on the scene it produces. Keep in mind that the color of your sun&#039;s rays will affect the color of your sky! To change Sunlight Color, use the Red/Green/Blue (RGB) sliders, or use the Intensity (I) slider to move all three RGB sliders at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time of Day: &#039;&#039;&#039;The Time of Day setting affects the vertical position of the sun, from sunrise (0.0) to noon (0.5) to sunset (1.0).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;East Angle: &#039;&#039;&#039;The East Angle affects the horizontal position of the sun, and is similar to [http://en.wikipedia.org/wiki/Azimuth azimuth]. At settings of 0.0 and 1.0, the sun will rise in the East and set in the West. The settings in between define the entire circle of the horizon; at a setting of 0.5, the sun will rise in the West and set in the East, at a setting of 0.25 the sun will rise in the South and set in the North, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun Glow: &#039;&#039;&#039;There are two settings under Sun Glow: &#039;&#039;&#039;Size&#039;&#039;&#039; defines the size of the sun, and &#039;&#039;&#039;Focus&#039;&#039;&#039; adjusts how much the sun blurs over the sky. At very high settings, Focus can cause the sun to completely wash out a portion of the sky with brilliant light, and at zero, it will cause the sun (but not the light it casts) to disappear from the sky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambient: &#039;&#039;&#039;This controls the color and intensity of ambient light in the atmosphere. This is used for simulating how the light from the sun is scattered ambiently by the atmosphere and other objects one it hits the Earth.  You could theoretically have a very bright sun, and a relatively dark world (think of a sunset!) by having no ambient, but if you wanted to simulate mid-day illumination with the sun low in the sky, you would need to increase the intensity of the ambient light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scene Gamma: &#039;&#039;&#039;This control functions similarly to the &#039;&#039;&#039;Gamma&#039;&#039;&#039; setting in your Adv. Graphics preferences. It adjusts your screen&#039;s distribution of light and dark output. Lower settings will cause everything to appear dim, while higher settings may make the scene look gray and &amp;quot;washed out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star Brightness: &#039;&#039;&#039;Star Brightness defines how visible the stars are in the sky. If play with this slider while the sun is up, you can see stars in the middle of the day!&lt;br /&gt;
&lt;br /&gt;
===The Clouds Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_clouds_menu.png]]&lt;br /&gt;
&lt;br /&gt;
This tab gives you control over the clouds in the sky:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Color: &#039;&#039;&#039;This affects the color of your clouds, if you have any. Use the individual Red/Green/Blue sliders to change the color, or the Intensity (I) slider to drag all three at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud XY/Density: &#039;&#039;&#039;Use the &#039;&#039;&#039;X&#039;&#039;&#039; and &#039;&#039;&#039;Y&#039;&#039;&#039; sliders to change the horizontal position of all clouds in the sky. The &#039;&#039;&#039;D &#039;&#039;&#039;slider affects the overall density of the individual clouds; at low settings you will see thin, wispy clouds, and at higher settings you will see thicker, more solid clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cloud Coverage: &#039;&#039;&#039;As the name implies, this control sets the amount of cloud coverage. At zero, there isn&#039;t a cloud in the sky, but at higher settings, you can get a completely overcast effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Scale: &#039;&#039;&#039;This setting affects the perceived altitude of the clouds... if you slide the control to the right, it will make the clouds appear to be higher in the sky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Detail (XY/Density): &#039;&#039;&#039;These settings affect the detailed image layer above your normal clouds. The &#039;&#039;&#039;X&#039;&#039;&#039; and &#039;&#039;&#039;Y&#039;&#039;&#039; sliders shift its horizontal position, and the &#039;&#039;&#039;D&#039;&#039;&#039; slider controls how puffy and/or fractured your clouds look.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Scroll X and Cloud Scroll Y:&#039;&#039;&#039; These sliders affect the direction and speed at which the clouds float in the sky. You may also check the &#039;&#039;&#039;Lock&#039;&#039;&#039; checkbox to prevent clouds from moving on the selected axis.&lt;br /&gt;
&lt;br /&gt;
==The Day Cycle Editor:==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_day_cycle_menu.png]]&lt;br /&gt;
&lt;br /&gt;
You can bring up the Day Cycle Editor by pressing the &#039;&#039;&#039;Day Cycle Editor&#039;&#039;&#039; button on the Region/Estate Sky Settings window. The Day Cycle Editor gives you control over the sky during Second Life&#039;s day/night cycle. This is accomplished by setting keyframes (set using the Region/Estate Sky Settings window) for different hours of the day. Second Life will interpolate the difference between keyframes, giving you smooth transitions as the day progresses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Features]]&lt;/div&gt;</summary>
		<author><name>Kona Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=History/WindLight&amp;diff=32591</id>
		<title>History/WindLight</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=History/WindLight&amp;diff=32591"/>
		<updated>2007-09-24T21:59:39Z</updated>

		<summary type="html">&lt;p&gt;Kona Linden: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
The Second Life WindLight First Look viewer offers brand-new atmospheric rendering — beautiful skies and immersive environments — for your enjoyment! See [http://blog.secondlife.com/?s=windlight our earlier WindLight blog posts] for more info.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[Render Roadmap]]&lt;br /&gt;
* [[User:Torley_Linden/Project_updates|Project updates]]&lt;br /&gt;
* WindLight Smoke Test:  [[https://osiris.lindenlab.com/mediawiki/index.php/WindLight:_Public_Release_Smoke_Test_Outline]]&lt;br /&gt;
&lt;br /&gt;
= Issues =&lt;br /&gt;
As emphasized in the blog posts, you can help us make WindLight better by reporting bugs with actionable details. To do this, use our [https://wiki.secondlife.com/wiki/Issue_tracker Issue Tracker]. You can also easily see [https://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10332 WindLight Issues by # of votes]. We thank you!&lt;br /&gt;
&lt;br /&gt;
= Instructions =&lt;br /&gt;
The Sky Menu gives you a fine degree of control over Second Life&#039;s sky and atmosphere. Imagine a strange alien planet with a purple sky, or a smoggy, overcast city! This guide will help you to understand the many controls at your disposal, and set you on the path to becoming a weather-controlling mad scientist.&lt;br /&gt;
&lt;br /&gt;
This article describes what each of the individual settings in the Sky Settings menu is responsible for. However, many of the settings described are closely interrelated, and may affect one another in subtle ways. The best way to truly become a sky master is to play with these settings and see how each one affects your sky. To help you get started, here are the basic facts:&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Image:icons_parature_note.jpg]]&lt;br /&gt;
| &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;&#039;&#039;&#039;Note: &#039;&#039;&#039;The WindLight sky is currently a feature of the [http://www.secondlife.com/community/firstlook.php First Look] viewer. By definition, the features and controls in this article are subject to change and improvement at any time!&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Image:icons_parature_note.jpg]]&lt;br /&gt;
| &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;&#039;&#039;&#039;Note: &#039;&#039;&#039;In order to see all of the WindLight sky effects you will need OpenGL 2.0 or higher. If you have the latest drivers for your graphics card and still can not see certain WindLight sky effects (such as clouds) try enabling Vertex Shaders (Preferences -&amp;gt; Graphics Detail -&amp;gt; Enable Vertex Shaders).&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Opening Sky Settings==&lt;br /&gt;
&lt;br /&gt;
To begin editing the sky and atmosphere, you must first open the &#039;&#039;&#039;Sky Settings &#039;&#039;&#039;menu. You can do this by selecting &#039;&#039;&#039;World &amp;gt; Sky Settings &#039;&#039;&#039;or by pressing &#039;&#039;&#039;Ctrl+Alt+W&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_menu_open.png]]&lt;br /&gt;
&lt;br /&gt;
==Region/Estate Sky Settings==&lt;br /&gt;
&lt;br /&gt;
The Region/Estate Sky Settings window is where you will be making visual changes to sky and atmosphere &amp;quot;keyframes&amp;quot; (see the Day Cycle Editor section for more about keyframes). It contains three tabs, each with a number of sliders for manipulating the sky&#039;s appearance:&lt;br /&gt;
&lt;br /&gt;
===The Atmosphere Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_atmosphere_menu.png]]&lt;br /&gt;
&lt;br /&gt;
This tab controls elements of the atmosphere itself:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Horizon: &#039;&#039;&#039;Use the Red/Green/Blue (RGB) sliders to adjust the color of the sky. You can use the Intensity (I) slider to move all three RGB sliders in unison. In meteorological terms, this setting affects &amp;quot;atmospheric scattering&amp;quot;, which is the scientific answer to the age-old question, &amp;quot;[http://www.sciencemadesimple.com/sky_blue.html Why is the sky blue]?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Density: &#039;&#039;&#039;Blue Density affects the overall color saturation of your sky. If you move the Intensity (I) slider to the right, your colors will become brighter and more vibrant. If you move it all the way to the left, your colors will become duller, eventually fading to black and white. If you&#039;d like to fine-tune your sky&#039;s color balance, you can control individual elements of saturation by using the Red/Green/Blue (RGB) sliders.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
| &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;[[Image:icons_parature_tip.jpg]]&amp;lt;/font&amp;gt;&lt;br /&gt;
| &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;&#039;&#039;&#039;Tip: &#039;&#039;&#039;Blue Horizon and Blue Density are particularly closely related. Imagine Blue Horizon as the base color for the sky, and Blue Density as the sky&#039;s color intensity and color balance effects. Try turning Haze Density to zero and playing with these settings for yourself to get a better feel for how they interact with each other.&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haze Horizon: &#039;&#039;&#039;This setting affects the height of haze on the horizon. At higher settings, the haze will reach up into the sky and obscure the actual horizon. Haze on the horizon can help to accentuate the sun, and create a dusty, smoggy, or humid effect. This setting will not work if Haze Density is set to zero.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haze Density: &#039;&#039;&#039;Haze density affects the amount of haze you can see in the atmosphere. At lower settings, this can make for some great outdoor views in dusty or tropical environments, and at higher levels it can create a thick, vision-obscuring fog. If you set Haze Density to zero, the Haze Horizon setting will have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Density Multiplier: &#039;&#039;&#039;The Density Multiplier can be used to affect the overall atmospheric density. At lower settings, it creates a feeling of &amp;quot;thin air&amp;quot;, and at higher settings, it creates a very heavy, smoggy effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distance Multiplier: &#039;&#039;&#039;This setting affects your perceived distance within the atmosphere. To make everything look hazy and distant, move the slider to the right. If you want to completely remove the Sky Settings&#039; effects from terrain and objects, set the slider to zero.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Altitude: &#039;&#039;&#039;Adjusts the altitude calculations Second Life makes when it is computing atmospheric lighting. At later times of day, it can be useful for calculating how &amp;quot;deep&amp;quot; a sunset appears, while at noon it can be used to achieve proper brightness values.&lt;br /&gt;
&lt;br /&gt;
===The Lighting Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_lighting_menu.png]]&lt;br /&gt;
&lt;br /&gt;
This tab controls the sun, ambient lighting, and the stars:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunlight Color:&#039;&#039;&#039; This setting affects the color of your sun, and the direct sunlight on the scene it produces. Keep in mind that the color of your sun&#039;s rays will affect the color of your sky! To change Sunlight Color, use the Red/Green/Blue (RGB) sliders, or use the Intensity (I) slider to move all three RGB sliders at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time of Day: &#039;&#039;&#039;The Time of Day setting affects the vertical position of the sun, from sunrise (0.0) to noon (0.5) to sunset (1.0).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;East Angle: &#039;&#039;&#039;The East Angle affects the horizontal position of the sun, and is similar to [http://en.wikipedia.org/wiki/Azimuth azimuth]. At settings of 0.0 and 1.0, the sun will rise in the East and set in the West. The settings in between define the entire circle of the horizon; at a setting of 0.5, the sun will rise in the West and set in the East, at a setting of 0.25 the sun will rise in the South and set in the North, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun Glow: &#039;&#039;&#039;There are two settings under Sun Glow: &#039;&#039;&#039;Size&#039;&#039;&#039; defines the size of the sun, and &#039;&#039;&#039;Focus&#039;&#039;&#039; adjusts how much the sun blurs over the sky. At very high settings, Focus can cause the sun to completely wash out a portion of the sky with brilliant light, and at zero, it will cause the sun (but not the light it casts) to disappear from the sky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambient: &#039;&#039;&#039;This controls the color and intensity of ambient light in the atmosphere. This is used for simulating how the light from the sun is scattered ambiently by the atmosphere and other objects one it hits the Earth.  You could theoretically have a very bright sun, and a relatively dark world (think of a sunset!) by having no ambient, but if you wanted to simulate mid-day illumination with the sun low in the sky, you would need to increase the intensity of the ambient light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scene Gamma: &#039;&#039;&#039;This control functions similarly to the &#039;&#039;&#039;Gamma&#039;&#039;&#039; setting in your Adv. Graphics preferences. It adjusts your screen&#039;s distribution of light and dark output. Lower settings will cause everything to appear dim, while higher settings may make the scene look gray and &amp;quot;washed out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star Brightness: &#039;&#039;&#039;Star Brightness defines how visible the stars are in the sky. If play with this slider while the sun is up, you can see stars in the middle of the day!&lt;br /&gt;
&lt;br /&gt;
===The Clouds Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_clouds_menu.png]]&lt;br /&gt;
&lt;br /&gt;
This tab gives you control over the clouds in the sky:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Color: &#039;&#039;&#039;This affects the color of your clouds, if you have any. Use the individual Red/Green/Blue sliders to change the color, or the Intensity (I) slider to drag all three at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud XY/Density: &#039;&#039;&#039;Use the &#039;&#039;&#039;X&#039;&#039;&#039; and &#039;&#039;&#039;Y&#039;&#039;&#039; sliders to change the horizontal position of all clouds in the sky. The &#039;&#039;&#039;D &#039;&#039;&#039;slider affects the overall density of the individual clouds; at low settings you will see thin, wispy clouds, and at higher settings you will see thicker, more solid clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cloud Coverage: &#039;&#039;&#039;As the name implies, this control sets the amount of cloud coverage. At zero, there isn&#039;t a cloud in the sky, but at higher settings, you can get a completely overcast effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Scale: &#039;&#039;&#039;This setting affects the perceived altitude of the clouds... if you slide the control to the right, it will make the clouds appear to be higher in the sky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Detail (XY/Density): &#039;&#039;&#039;These settings affect the detailed image layer above your normal clouds. The &#039;&#039;&#039;X&#039;&#039;&#039; and &#039;&#039;&#039;Y&#039;&#039;&#039; sliders shift its horizontal position, and the &#039;&#039;&#039;D&#039;&#039;&#039; slider controls how puffy and/or fractured your clouds look.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Scroll X and Cloud Scroll Y:&#039;&#039;&#039; These sliders affect the direction and speed at which the clouds float in the sky. You may also check the &#039;&#039;&#039;Lock&#039;&#039;&#039; checkbox to prevent clouds from moving on the selected axis.&lt;br /&gt;
&lt;br /&gt;
==The Day Cycle Editor:==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_day_cycle_menu.png]]&lt;br /&gt;
&lt;br /&gt;
You can bring up the Day Cycle Editor by pressing the &#039;&#039;&#039;Day Cycle Editor&#039;&#039;&#039; button on the Region/Estate Sky Settings window. The Day Cycle Editor gives you control over the sky during Second Life&#039;s day/night cycle. This is accomplished by setting keyframes (set using the Region/Estate Sky Settings window) for different hours of the day. Second Life will interpolate the difference between keyframes, giving you smooth transitions as the day progresses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Features]]&lt;/div&gt;</summary>
		<author><name>Kona Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=History/WindLight&amp;diff=32589</id>
		<title>History/WindLight</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=History/WindLight&amp;diff=32589"/>
		<updated>2007-09-24T21:59:04Z</updated>

		<summary type="html">&lt;p&gt;Kona Linden: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
The Second Life WindLight First Look viewer offers brand-new atmospheric rendering — beautiful skies and immersive environments — for your enjoyment! See [http://blog.secondlife.com/?s=windlight our earlier WindLight blog posts] for more info.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[Render Roadmap]]&lt;br /&gt;
* [[User:Torley_Linden/Project_updates|Project updates]]&lt;br /&gt;
* [[WindLight Smoke Test:  https://osiris.lindenlab.com/mediawiki/index.php/WindLight:_Public_Release_Smoke_Test_Outline]]&lt;br /&gt;
&lt;br /&gt;
= Issues =&lt;br /&gt;
As emphasized in the blog posts, you can help us make WindLight better by reporting bugs with actionable details. To do this, use our [https://wiki.secondlife.com/wiki/Issue_tracker Issue Tracker]. You can also easily see [https://jira.secondlife.com/secure/IssueNavigator.jspa?mode=hide&amp;amp;requestId=10332 WindLight Issues by # of votes]. We thank you!&lt;br /&gt;
&lt;br /&gt;
= Instructions =&lt;br /&gt;
The Sky Menu gives you a fine degree of control over Second Life&#039;s sky and atmosphere. Imagine a strange alien planet with a purple sky, or a smoggy, overcast city! This guide will help you to understand the many controls at your disposal, and set you on the path to becoming a weather-controlling mad scientist.&lt;br /&gt;
&lt;br /&gt;
This article describes what each of the individual settings in the Sky Settings menu is responsible for. However, many of the settings described are closely interrelated, and may affect one another in subtle ways. The best way to truly become a sky master is to play with these settings and see how each one affects your sky. To help you get started, here are the basic facts:&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Image:icons_parature_note.jpg]]&lt;br /&gt;
| &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;&#039;&#039;&#039;Note: &#039;&#039;&#039;The WindLight sky is currently a feature of the [http://www.secondlife.com/community/firstlook.php First Look] viewer. By definition, the features and controls in this article are subject to change and improvement at any time!&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Image:icons_parature_note.jpg]]&lt;br /&gt;
| &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;&#039;&#039;&#039;Note: &#039;&#039;&#039;In order to see all of the WindLight sky effects you will need OpenGL 2.0 or higher. If you have the latest drivers for your graphics card and still can not see certain WindLight sky effects (such as clouds) try enabling Vertex Shaders (Preferences -&amp;gt; Graphics Detail -&amp;gt; Enable Vertex Shaders).&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Opening Sky Settings==&lt;br /&gt;
&lt;br /&gt;
To begin editing the sky and atmosphere, you must first open the &#039;&#039;&#039;Sky Settings &#039;&#039;&#039;menu. You can do this by selecting &#039;&#039;&#039;World &amp;gt; Sky Settings &#039;&#039;&#039;or by pressing &#039;&#039;&#039;Ctrl+Alt+W&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_menu_open.png]]&lt;br /&gt;
&lt;br /&gt;
==Region/Estate Sky Settings==&lt;br /&gt;
&lt;br /&gt;
The Region/Estate Sky Settings window is where you will be making visual changes to sky and atmosphere &amp;quot;keyframes&amp;quot; (see the Day Cycle Editor section for more about keyframes). It contains three tabs, each with a number of sliders for manipulating the sky&#039;s appearance:&lt;br /&gt;
&lt;br /&gt;
===The Atmosphere Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_atmosphere_menu.png]]&lt;br /&gt;
&lt;br /&gt;
This tab controls elements of the atmosphere itself:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Horizon: &#039;&#039;&#039;Use the Red/Green/Blue (RGB) sliders to adjust the color of the sky. You can use the Intensity (I) slider to move all three RGB sliders in unison. In meteorological terms, this setting affects &amp;quot;atmospheric scattering&amp;quot;, which is the scientific answer to the age-old question, &amp;quot;[http://www.sciencemadesimple.com/sky_blue.html Why is the sky blue]?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Density: &#039;&#039;&#039;Blue Density affects the overall color saturation of your sky. If you move the Intensity (I) slider to the right, your colors will become brighter and more vibrant. If you move it all the way to the left, your colors will become duller, eventually fading to black and white. If you&#039;d like to fine-tune your sky&#039;s color balance, you can control individual elements of saturation by using the Red/Green/Blue (RGB) sliders.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;600&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
| &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;[[Image:icons_parature_tip.jpg]]&amp;lt;/font&amp;gt;&lt;br /&gt;
| &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;&#039;&#039;&#039;Tip: &#039;&#039;&#039;Blue Horizon and Blue Density are particularly closely related. Imagine Blue Horizon as the base color for the sky, and Blue Density as the sky&#039;s color intensity and color balance effects. Try turning Haze Density to zero and playing with these settings for yourself to get a better feel for how they interact with each other.&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haze Horizon: &#039;&#039;&#039;This setting affects the height of haze on the horizon. At higher settings, the haze will reach up into the sky and obscure the actual horizon. Haze on the horizon can help to accentuate the sun, and create a dusty, smoggy, or humid effect. This setting will not work if Haze Density is set to zero.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haze Density: &#039;&#039;&#039;Haze density affects the amount of haze you can see in the atmosphere. At lower settings, this can make for some great outdoor views in dusty or tropical environments, and at higher levels it can create a thick, vision-obscuring fog. If you set Haze Density to zero, the Haze Horizon setting will have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Density Multiplier: &#039;&#039;&#039;The Density Multiplier can be used to affect the overall atmospheric density. At lower settings, it creates a feeling of &amp;quot;thin air&amp;quot;, and at higher settings, it creates a very heavy, smoggy effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distance Multiplier: &#039;&#039;&#039;This setting affects your perceived distance within the atmosphere. To make everything look hazy and distant, move the slider to the right. If you want to completely remove the Sky Settings&#039; effects from terrain and objects, set the slider to zero.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Altitude: &#039;&#039;&#039;Adjusts the altitude calculations Second Life makes when it is computing atmospheric lighting. At later times of day, it can be useful for calculating how &amp;quot;deep&amp;quot; a sunset appears, while at noon it can be used to achieve proper brightness values.&lt;br /&gt;
&lt;br /&gt;
===The Lighting Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_lighting_menu.png]]&lt;br /&gt;
&lt;br /&gt;
This tab controls the sun, ambient lighting, and the stars:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunlight Color:&#039;&#039;&#039; This setting affects the color of your sun, and the direct sunlight on the scene it produces. Keep in mind that the color of your sun&#039;s rays will affect the color of your sky! To change Sunlight Color, use the Red/Green/Blue (RGB) sliders, or use the Intensity (I) slider to move all three RGB sliders at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time of Day: &#039;&#039;&#039;The Time of Day setting affects the vertical position of the sun, from sunrise (0.0) to noon (0.5) to sunset (1.0).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;East Angle: &#039;&#039;&#039;The East Angle affects the horizontal position of the sun, and is similar to [http://en.wikipedia.org/wiki/Azimuth azimuth]. At settings of 0.0 and 1.0, the sun will rise in the East and set in the West. The settings in between define the entire circle of the horizon; at a setting of 0.5, the sun will rise in the West and set in the East, at a setting of 0.25 the sun will rise in the South and set in the North, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun Glow: &#039;&#039;&#039;There are two settings under Sun Glow: &#039;&#039;&#039;Size&#039;&#039;&#039; defines the size of the sun, and &#039;&#039;&#039;Focus&#039;&#039;&#039; adjusts how much the sun blurs over the sky. At very high settings, Focus can cause the sun to completely wash out a portion of the sky with brilliant light, and at zero, it will cause the sun (but not the light it casts) to disappear from the sky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambient: &#039;&#039;&#039;This controls the color and intensity of ambient light in the atmosphere. This is used for simulating how the light from the sun is scattered ambiently by the atmosphere and other objects one it hits the Earth.  You could theoretically have a very bright sun, and a relatively dark world (think of a sunset!) by having no ambient, but if you wanted to simulate mid-day illumination with the sun low in the sky, you would need to increase the intensity of the ambient light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scene Gamma: &#039;&#039;&#039;This control functions similarly to the &#039;&#039;&#039;Gamma&#039;&#039;&#039; setting in your Adv. Graphics preferences. It adjusts your screen&#039;s distribution of light and dark output. Lower settings will cause everything to appear dim, while higher settings may make the scene look gray and &amp;quot;washed out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star Brightness: &#039;&#039;&#039;Star Brightness defines how visible the stars are in the sky. If play with this slider while the sun is up, you can see stars in the middle of the day!&lt;br /&gt;
&lt;br /&gt;
===The Clouds Tab===&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_clouds_menu.png]]&lt;br /&gt;
&lt;br /&gt;
This tab gives you control over the clouds in the sky:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Color: &#039;&#039;&#039;This affects the color of your clouds, if you have any. Use the individual Red/Green/Blue sliders to change the color, or the Intensity (I) slider to drag all three at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud XY/Density: &#039;&#039;&#039;Use the &#039;&#039;&#039;X&#039;&#039;&#039; and &#039;&#039;&#039;Y&#039;&#039;&#039; sliders to change the horizontal position of all clouds in the sky. The &#039;&#039;&#039;D &#039;&#039;&#039;slider affects the overall density of the individual clouds; at low settings you will see thin, wispy clouds, and at higher settings you will see thicker, more solid clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cloud Coverage: &#039;&#039;&#039;As the name implies, this control sets the amount of cloud coverage. At zero, there isn&#039;t a cloud in the sky, but at higher settings, you can get a completely overcast effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Scale: &#039;&#039;&#039;This setting affects the perceived altitude of the clouds... if you slide the control to the right, it will make the clouds appear to be higher in the sky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Detail (XY/Density): &#039;&#039;&#039;These settings affect the detailed image layer above your normal clouds. The &#039;&#039;&#039;X&#039;&#039;&#039; and &#039;&#039;&#039;Y&#039;&#039;&#039; sliders shift its horizontal position, and the &#039;&#039;&#039;D&#039;&#039;&#039; slider controls how puffy and/or fractured your clouds look.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloud Scroll X and Cloud Scroll Y:&#039;&#039;&#039; These sliders affect the direction and speed at which the clouds float in the sky. You may also check the &#039;&#039;&#039;Lock&#039;&#039;&#039; checkbox to prevent clouds from moving on the selected axis.&lt;br /&gt;
&lt;br /&gt;
==The Day Cycle Editor:==&lt;br /&gt;
&lt;br /&gt;
[[Image:kb_sky_day_cycle_menu.png]]&lt;br /&gt;
&lt;br /&gt;
You can bring up the Day Cycle Editor by pressing the &#039;&#039;&#039;Day Cycle Editor&#039;&#039;&#039; button on the Region/Estate Sky Settings window. The Day Cycle Editor gives you control over the sky during Second Life&#039;s day/night cycle. This is accomplished by setting keyframes (set using the Region/Estate Sky Settings window) for different hours of the day. Second Life will interpolate the difference between keyframes, giving you smooth transitions as the day progresses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Features]]&lt;/div&gt;</summary>
		<author><name>Kona Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Preview_Smoke_Test&amp;diff=31424</id>
		<title>Preview Smoke Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Preview_Smoke_Test&amp;diff=31424"/>
		<updated>2007-09-14T01:27:11Z</updated>

		<summary type="html">&lt;p&gt;Kona Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[PreviewSmokeTest]&lt;br /&gt;
&lt;br /&gt;
[VERSION] 0.4&lt;br /&gt;
&lt;br /&gt;
[LENGTH] 00:30&lt;br /&gt;
&lt;br /&gt;
[OVERVIEW] This test has been designed to cover a basic spread of functionality prior to &lt;br /&gt;
releasing a version to the main grid.&lt;br /&gt;
&lt;br /&gt;
[SETUP] 2 Users, 10L$ for Texture upload, Simple vehicle, default sounds, gestures and &lt;br /&gt;
items from your Library.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0010] Move to a new location that is easily recognizable.&lt;br /&gt;
&lt;br /&gt;
[0020] Logout of SL, Restart the SL Application, but don&#039;t login.&lt;br /&gt;
&lt;br /&gt;
[0030] Click the &amp;quot;Preferences&amp;quot; Button on the Login Screen&lt;br /&gt;
&lt;br /&gt;
[0030] Set/Check the General-&amp;gt;Login Location to &amp;quot;My Last Location&amp;quot;, Click &amp;quot;Apply&amp;quot; and &amp;quot;Ok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0040] Click &amp;quot;Connect&amp;quot; to Connect to SL&lt;br /&gt;
&lt;br /&gt;
[0050] Verify you are in the location where you logged off.&lt;br /&gt;
&lt;br /&gt;
[0051]Logout of SL, Restart the SL Application, but again, don&#039;t login.&lt;br /&gt;
&lt;br /&gt;
[0052]Click the &amp;quot;Preferences&amp;quot; Button on the Login Screen&lt;br /&gt;
&lt;br /&gt;
[0053]Set/Check the General-&amp;gt;Login Location to &amp;quot;My Home&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0054]Click &amp;quot;Connect&amp;quot; to Connect to SL&lt;br /&gt;
&lt;br /&gt;
[0055]Upon login, verify that you are now located at your home location.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0060] Find a Parcel of land that is set to No Build for you&lt;br /&gt;
&lt;br /&gt;
[0070] Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, and try to rez a &lt;br /&gt;
cube&lt;br /&gt;
&lt;br /&gt;
[0080] Verify you can&#039;t rez a cube, and recieve a pop-up error.&lt;br /&gt;
&lt;br /&gt;
[0081]Verify the menu bar also shows the no build icon.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0090] Find a Parcel of land on which you can build&lt;br /&gt;
&lt;br /&gt;
[0100] Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a cube&lt;br /&gt;
&lt;br /&gt;
[0110] Rez another two prims&lt;br /&gt;
&lt;br /&gt;
[0120] While editing one prim, Shift-Left-Click on the other two prims to select them all&lt;br /&gt;
&lt;br /&gt;
[0130] From the Tools Menu, Click &amp;quot;Link&amp;quot; or Press Ctrl-L&lt;br /&gt;
&lt;br /&gt;
[0140] In the Edit Window Click the &amp;quot;More &amp;gt;&amp;gt;&amp;quot; button if it hasnt already been selected&lt;br /&gt;
&lt;br /&gt;
[0150] Click the Object Tab, then tick the &amp;quot;Physical&amp;quot; checkbox&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[NOTE] If you recieve an error about interpenetration, simply move this linked set of &lt;br /&gt;
prims away from any other object and try and enable physics again.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0160] Close the Edit Window&lt;br /&gt;
&lt;br /&gt;
[0170] Toss the object around abit, walking into it, Holding Left-click and dragging it, &lt;br /&gt;
Holding Ctrl-left-click and Lifting and dropping it etc.&lt;br /&gt;
&lt;br /&gt;
[0180] Right-click on the object and select &amp;quot;Take&amp;quot; from the Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0190] Open your inventory, the object should be highlighted in the objects folder.&lt;br /&gt;
&lt;br /&gt;
[0200] Right-click on the object in the inventory and Left-click on Rename, Call it &amp;quot;blob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0210] Rez the blob object back into the world&lt;br /&gt;
&lt;br /&gt;
[0220] Right-click on the blob object and select &amp;quot;Take&amp;quot; from the Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0230] Verify you now have a second copy of the blob object in your inventory.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0240] User A: Meet up with your Testing buddy (User B:) or Find someone else online by &lt;br /&gt;
looking at the green dots on the map.&lt;br /&gt;
&lt;br /&gt;
[0250] User A &amp;amp; B: Rez your blob object&lt;br /&gt;
&lt;br /&gt;
[0260] User A &amp;amp; B: Move the blob objects, hitting the other User with them, by walking &lt;br /&gt;
into it, Holding Left-click and dragging it, Holding Ctrl-left-click and Lifting etc&lt;br /&gt;
&lt;br /&gt;
[0270] User A &amp;amp; B: Verify everything looks right.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0280] User B: Click the World Menu &amp;gt; Always Run or Ctrl-R&lt;br /&gt;
&lt;br /&gt;
[0290] User B: Run and Bump into User A:&lt;br /&gt;
&lt;br /&gt;
[0300] User A: Click the Help Menu &amp;gt; View Bumps, Pushes &amp;amp; Hits...&lt;br /&gt;
&lt;br /&gt;
[0310] User A: Verify User B: is Listed in the Bumps, Pushes &amp;amp; Hits Window&lt;br /&gt;
&lt;br /&gt;
[0320] User A: Close the Bumps, Pushes &amp;amp; Hits window, if User B: isnt listed Make sure the &lt;br /&gt;
run was hard enough.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0330] User A &amp;amp; B: Chat with each other&lt;br /&gt;
&lt;br /&gt;
[0340] User A &amp;amp; B: Verify chat is Showing correctly in the console&lt;br /&gt;
&lt;br /&gt;
[0350] User A &amp;amp; B: Click the Edit Dropdown Menu from the top main toolbar and select Preferences or Ctrl-P&lt;br /&gt;
&lt;br /&gt;
[0360] User A &amp;amp; B: From the Text Chat tab, Tick the &amp;quot;Show Chat Bubbles&amp;quot; Checkbox&lt;br /&gt;
&lt;br /&gt;
[0370] User A &amp;amp; B: Click &amp;quot;Apply&amp;quot; and then &amp;quot;Ok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0380] User A &amp;amp; B: Chat with each other&lt;br /&gt;
&lt;br /&gt;
[0390] User A &amp;amp; B: Verify chat is Showing correctly in the Chat Bubbles&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0400] User A: Right-click on User B: and select &amp;quot;Send IM...&amp;quot; from the Pie Menu.&lt;br /&gt;
&lt;br /&gt;
[0410] User A: In the new IM window send a message to User B:&lt;br /&gt;
&lt;br /&gt;
[0420] User B: Reply to the Newly Recieved IM from User A:&lt;br /&gt;
&lt;br /&gt;
[0430] User A &amp;amp; B: Verify you both were able to exchange IM&#039;s and that all correct &lt;br /&gt;
indicators for IM recieved were shown/heard.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0440] User A &amp;amp; B: If you are friends, click on the Communications button, then select the Friends tab. Click each others name &lt;br /&gt;
and select remove, then select yes to the following dialog.&lt;br /&gt;
&lt;br /&gt;
[0450] User A &amp;amp; B: Open your Inventory &amp;gt; Calling Cards and remove any cards for each other &lt;br /&gt;
if present.&lt;br /&gt;
&lt;br /&gt;
[0460] User A: Right-click on User B: Select &amp;quot;Add Friend&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0470] User B: Accept User A&#039;s Offer of Friendship.&lt;br /&gt;
&lt;br /&gt;
[0480] User A &amp;amp; B: Open the IM Window, Friends List and Inventory &amp;gt; Calling Cards&lt;br /&gt;
&lt;br /&gt;
[0490] User A &amp;amp; B: Verify the other user appears online in all three locations.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0500] User A &amp;amp; B: Hold Alt-Left-Click? and Move the mouse forward and backwards to zoom &lt;br /&gt;
in and out&lt;br /&gt;
&lt;br /&gt;
[0510] User A &amp;amp; B: First Zoom on yourself, then the other User then the blob object you &lt;br /&gt;
made.&lt;br /&gt;
&lt;br /&gt;
[0520] User A &amp;amp; B: Verify that works and looks correct.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0530] User A &amp;amp; B: From your inventory Rename your &amp;quot;blob&amp;quot; to &amp;quot;YourNameBlob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0540] User A &amp;amp; B: Give the renamed blob to the other User by dragging it over their AV &lt;br /&gt;
from the Inventory, and accept each others object&lt;br /&gt;
&lt;br /&gt;
[0550] User A &amp;amp; B: Rez the other Users blob&lt;br /&gt;
&lt;br /&gt;
[0560] User A &amp;amp; B: Verify you can transfer the renamed blob object and you can rez the &lt;br /&gt;
other users renamed blob.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0570] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez 2 &lt;br /&gt;
prim cubes&lt;br /&gt;
&lt;br /&gt;
[0580] User A &amp;amp; B: Right-click on one cube, select &amp;quot;More &amp;gt; Attach &amp;gt; Right Hand&amp;quot; From the &lt;br /&gt;
Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0580] User A &amp;amp; B: Right-click on the other cube, select &amp;quot;More &amp;gt; Attach &amp;gt; Left Leg &amp;gt; Left &lt;br /&gt;
Foot&amp;quot; From the Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0590] User A &amp;amp; B: Verify it looks right to you both.&lt;br /&gt;
&lt;br /&gt;
[0600] User A &amp;amp; B: Right-click and edit the prim cube on your hand and resize it&lt;br /&gt;
&lt;br /&gt;
[0610] User A &amp;amp; B: Verify it looks right to you both.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0620] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a &lt;br /&gt;
cube&lt;br /&gt;
&lt;br /&gt;
[0630] User A &amp;amp; B: In the Edit Window, Click the Content Tab&lt;br /&gt;
&lt;br /&gt;
[0640] User A &amp;amp; B: Click &amp;quot;New Script&amp;quot;, In the Script Window, Click &amp;quot;Save&amp;quot;, Then close the &lt;br /&gt;
Script and Edit Windows&lt;br /&gt;
&lt;br /&gt;
[0650] User A: Touch your Cube&lt;br /&gt;
&lt;br /&gt;
[0660] User B: Touch your Cube&lt;br /&gt;
&lt;br /&gt;
[0670] User A &amp;amp; B: Verify you both Saw &amp;quot;Touched&amp;quot; in chat from both cubes.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0680] User A: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a cube&lt;br /&gt;
&lt;br /&gt;
[0690] User A: Edit the cubes size and rotation&lt;br /&gt;
&lt;br /&gt;
[0700] User A &amp;amp; B: Verify you both see the cube change size and rotation etc.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0710] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a &lt;br /&gt;
cube&lt;br /&gt;
&lt;br /&gt;
[0720] User A &amp;amp; B: Right-click on the cube and select &amp;quot;Sit Here&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0730] User A &amp;amp; B: Click &amp;quot;Stand Up&amp;quot; on your screen.&lt;br /&gt;
&lt;br /&gt;
[0740] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Sit Here&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0750] User A &amp;amp; B: Click &amp;quot;Stand Up&amp;quot; on your screen.&lt;br /&gt;
&lt;br /&gt;
[0760] User A &amp;amp; B: Verify the avatar Sits and that the two different animations play.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0770] User A: Open the &amp;quot;Sounds&amp;quot; folder of the Library in your Inventory&lt;br /&gt;
&lt;br /&gt;
[0780] User A: Find a Sound, Right-click on it Select open, and Click &amp;quot;Play in World&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0790] User A &amp;amp; B: Verify you both heard the sound play.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0800] User A: Right-click on yourself and Select &amp;quot;Appearance&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0810] User B: Watch User A:&lt;br /&gt;
&lt;br /&gt;
[0820] User A: Change the size of your eyes, the color of your shirt, and the length of &lt;br /&gt;
your legs.&lt;br /&gt;
&lt;br /&gt;
[0830] User A: Click &amp;quot;Save All&amp;quot; and &amp;quot;Close&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0840] User B: Right-click on yourself and Select &amp;quot;Appearance&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0850] User A: Watch User B:&lt;br /&gt;
&lt;br /&gt;
[0860] User B: Change the size of your eyes, the color of your shirt, and the length of &lt;br /&gt;
your legs.&lt;br /&gt;
&lt;br /&gt;
[0870] User B: Click &amp;quot;Save All&amp;quot; and &amp;quot;Close&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0880] User A &amp;amp; B: Verify you both saw the changes on each others AV&#039;s&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0890] User A &amp;amp; B: Go into your &amp;quot;Gestures&amp;quot; folder in your inventory&lt;br /&gt;
&lt;br /&gt;
[0900] User A &amp;amp; B: Activate and play some Gestures&lt;br /&gt;
&lt;br /&gt;
[0910] User A &amp;amp; B: Verify you both hear/see each other playing gestures&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0920] User A &amp;amp; B: Go into the &amp;quot;Library &amp;gt; Objects&amp;quot; folder in your Inventory and wear &lt;br /&gt;
the &amp;quot;Party Hat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0930] User A &amp;amp; B: From the Library &amp;gt; Objects, Rez and Play with the beach ball, pop gun, &lt;br /&gt;
dice and rocket launcher&lt;br /&gt;
&lt;br /&gt;
[0940] User A &amp;amp; B: Verify you both see things working correctly&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0950] User A: Look at User B: and Click the &amp;quot;Snapshot&amp;quot; Button, Then Click &amp;quot;Save as &lt;br /&gt;
Texture (L$10)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0960] User A: Once saved Verify it shows up in your &amp;quot;Inventory &amp;gt; Photo Album&amp;quot; folder&lt;br /&gt;
&lt;br /&gt;
[0970] User A: Right-click and Rename the &amp;quot;Snapshot&amp;quot; of User B: to &amp;quot;Texture_01&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0980] User A: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a cube&lt;br /&gt;
&lt;br /&gt;
[0990] User A: In Edit select the Texture Tab and Left-Click? in the Texture Box to Open &lt;br /&gt;
the Picker&lt;br /&gt;
&lt;br /&gt;
[1000] User A: Navigate down in the picker to Photo Album, click &amp;quot;Texture_01&amp;quot; and &lt;br /&gt;
Click &amp;quot;Select&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1010] User A: Verify the texture apprears on all sides of the cube, Verify the texture &lt;br /&gt;
looks right, Verify the texture looks right if you resize the cube, Verify it looks right &lt;br /&gt;
if you attach it.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1020] User A: Click the &amp;quot;Search&amp;quot; Button, and click the people tab, type in part or all of &lt;br /&gt;
User B:&#039;s name and hit Search&lt;br /&gt;
&lt;br /&gt;
[1030] User A: Verify they are shown as online&lt;br /&gt;
&lt;br /&gt;
[1040] User A: Left-click their name to show their profile in the right window&lt;br /&gt;
&lt;br /&gt;
[1050] User A: Give them a copy of your blob by dropping on their profile in the &amp;quot;Drop &lt;br /&gt;
inventory item here&amp;quot; box&lt;br /&gt;
&lt;br /&gt;
[1060] User B: Verify you got a copy of User A:&#039;s blob&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1070] User A: From your Inventory, Rename your &amp;quot;blob&amp;quot; to &amp;quot;nocopyblob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1080] User A: From your Inventory, Right-click on &amp;quot;nocopyblob&amp;quot; select properties, under &lt;br /&gt;
the &amp;quot;Next Owner Can&amp;quot; Section, Tick the Modify Box and Make Sure The Copy Box is UnTicked?, &lt;br /&gt;
then Close the properties window.&lt;br /&gt;
&lt;br /&gt;
[1090] User A: Give a copy of nocopyblob to User B:&lt;br /&gt;
&lt;br /&gt;
[1100] User B: Try and Rez multiple copies of nocopyblob&lt;br /&gt;
&lt;br /&gt;
[1110] User B: Right-click on any succesfull rezzed nocopyblobs, Select Edit,&lt;br /&gt;
&lt;br /&gt;
[1120] User B: Select the Texture Tab and Click the Color Box, Change the Color, &lt;br /&gt;
Click &amp;quot;Select&amp;quot;, then Close Both the Color Picker and Edit Window&lt;br /&gt;
&lt;br /&gt;
[1130] User A &amp;amp; B: Verify User B: wasnt able to Rez multiple copies of nocopyblob, Verify &lt;br /&gt;
User B: was able to change its color, Verify User A: Also saw the Change in color.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1140] User A: Click the World Menu and Create Landmark Here&lt;br /&gt;
&lt;br /&gt;
[1150] User A: Step back a few meters&lt;br /&gt;
&lt;br /&gt;
[1160] User A: Open you Inventory &amp;gt; Landmarks and find the landmark&lt;br /&gt;
&lt;br /&gt;
[1170] User A: Double click on the landmark to open it and Click &amp;quot;Map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1180] User A: Verify the beacon is on the map in the right location&lt;br /&gt;
&lt;br /&gt;
[1190] User A: Close the Map&lt;br /&gt;
&lt;br /&gt;
[1200] User A: Verify that the red beacon/arrow is where you were last standing&lt;br /&gt;
&lt;br /&gt;
[1210] User A: Click on the red arrow to close the beacon.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1220] User A: Open the map and Teleport to a nearby Sim (Enter a name in the autocomplete &lt;br /&gt;
box or Double Click on the Map Itself)&lt;br /&gt;
&lt;br /&gt;
[1230] User A: Verify you appear in the right Sim, and depending on P2P settings (on the &lt;br /&gt;
Selected spot, The Parcels Landing Point, The Sims Centre, the nearest available parcel &lt;br /&gt;
with P2P Enabled or if the sim is still using a Hub that you have arrived there)&lt;br /&gt;
&lt;br /&gt;
[1240] User A: Attach the popgun from the &amp;quot;Inventory &amp;gt; Library &amp;gt; Objects&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1241] User A: Click the &amp;quot;Mouselook&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
[1242] User A: Click the mouse button to fire the pop gun at User B.&lt;br /&gt;
&lt;br /&gt;
[1243] User A: Verify you see the pop gun projectiles hit User B.&lt;br /&gt;
&lt;br /&gt;
[1244] User A &amp;amp; B: Verify that you hear the &amp;quot;splat&amp;quot; sound.&lt;br /&gt;
&lt;br /&gt;
[1244] User A: Press &amp;quot;Enter&amp;quot; to open the Chat Bar and type something. Press &amp;quot;Enter&amp;quot; to &lt;br /&gt;
send.&lt;br /&gt;
&lt;br /&gt;
[1245] User A: Verify you were able to open the chat bar and type.&lt;br /&gt;
&lt;br /&gt;
[1246] User B: Verify you heard User A.&lt;br /&gt;
&lt;br /&gt;
[1247] User A: Press ESC to exit Mouselook. Verify you exited.&lt;br /&gt;
&lt;br /&gt;
[1250] User A: Open the map and Teleport to a nearby Sim (Enter a name in the autocomplete &lt;br /&gt;
box or Double Click on the Map Itself)&lt;br /&gt;
&lt;br /&gt;
[1260] User A: Verify you appear at that hub with the popgun still attached.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1270] User A &amp;amp; B: Attach some attachments, partyhats, popguns, wear the blob, anything &lt;br /&gt;
else you can find to test with, cubes etc.&lt;br /&gt;
&lt;br /&gt;
[1280] User A &amp;amp; B: Fly across several sim boundaries with your attachments on. Zig zag a &lt;br /&gt;
lot&lt;br /&gt;
&lt;br /&gt;
[1290] User A &amp;amp; B: Keep verifying that your attachments are there when you cross a border&lt;br /&gt;
&lt;br /&gt;
[1300] User A &amp;amp; B: Teleport to a few Sims (Enter a name in the autocomplete box or Double &lt;br /&gt;
Click on the Map Itself)&lt;br /&gt;
&lt;br /&gt;
[1310] User A &amp;amp; B: Verify you appear in the right Sim, and depending on P2P settings (on &lt;br /&gt;
the Selected spot, The Parcels Landing Point, The Sims Centre, the nearest available &lt;br /&gt;
parcel with P2P Enabled or if the sim is still using a Hub that you have arrived there)&lt;br /&gt;
&lt;br /&gt;
[1320] User A &amp;amp; B: Keep verifying that your attachments are there when you get there, and &lt;br /&gt;
that you can walk/fly after you arrive.&lt;br /&gt;
&lt;br /&gt;
[1330] User A &amp;amp; B: Rez a simple vehicle.&lt;br /&gt;
&lt;br /&gt;
[1340] User A &amp;amp; B: Ride it around. Cross sim boundaries on it.&lt;br /&gt;
&lt;br /&gt;
[1350] User A &amp;amp; B: Keep verifying that your attachments are there when you cross a border&lt;br /&gt;
&lt;br /&gt;
[1360] User A &amp;amp; B: Verify everything else looks normal and correct.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[2100] User A: Test installing and running a branded viewer if you have one.&lt;br /&gt;
&lt;br /&gt;
[END]&lt;br /&gt;
&lt;br /&gt;
[[Category:QA Portal]]&lt;br /&gt;
[[Category:Quality Assurance]]&lt;/div&gt;</summary>
		<author><name>Kona Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Preview_Smoke_Test&amp;diff=31335</id>
		<title>Preview Smoke Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Preview_Smoke_Test&amp;diff=31335"/>
		<updated>2007-09-13T01:22:49Z</updated>

		<summary type="html">&lt;p&gt;Kona Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[PreviewSmokeTest]&lt;br /&gt;
&lt;br /&gt;
[VERSION] 0.4&lt;br /&gt;
&lt;br /&gt;
[LENGTH] 00:30&lt;br /&gt;
&lt;br /&gt;
[OVERVIEW] This test has been designed to cover a basic spread of functionality prior to &lt;br /&gt;
releasing a version to the main grid.&lt;br /&gt;
&lt;br /&gt;
[SETUP] 2 Users, 10L$ for Texture upload, Simple vehicle, default sounds, gestures and &lt;br /&gt;
items from your Library.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0010] Move to a new location that is easily recognizable.&lt;br /&gt;
&lt;br /&gt;
[0020] Logout of SL, Restart the SL Application, but don&#039;t login.&lt;br /&gt;
&lt;br /&gt;
[0030] Click the &amp;quot;Preferences&amp;quot; Button on the Login Screen&lt;br /&gt;
&lt;br /&gt;
[0030] Set/Check the General-&amp;gt;Login Location to &amp;quot;My Last Location&amp;quot;, Click &amp;quot;Apply&amp;quot; and &amp;quot;Ok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0040] Click &amp;quot;Connect&amp;quot; to Connect to SL&lt;br /&gt;
&lt;br /&gt;
[0050] Verify you are in the location where you logged off.&lt;br /&gt;
&lt;br /&gt;
[0051]Logout of SL, Restart the SL Application, but again, don&#039;t login.&lt;br /&gt;
&lt;br /&gt;
[0052]Click the &amp;quot;Preferences&amp;quot; Button on the Login Screen&lt;br /&gt;
&lt;br /&gt;
[0053]Set/Check the General-&amp;gt;Login Location to &amp;quot;My Home&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0054]Click &amp;quot;Connect&amp;quot; to Connect to SL&lt;br /&gt;
&lt;br /&gt;
[0055]Upon login, verify that you are now located at your home location.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0060] Find a Parcel of land that is set to No Build for you&lt;br /&gt;
&lt;br /&gt;
[0070] Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, and try to rez a &lt;br /&gt;
cube&lt;br /&gt;
&lt;br /&gt;
[0080] Verify you can&#039;t rez a cube, and recieve a pop-up error.&lt;br /&gt;
&lt;br /&gt;
[0081]Verify the menu bar also shows the no build icon.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0090] Find a Parcel of land on which you can build&lt;br /&gt;
&lt;br /&gt;
[0100] Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a cube&lt;br /&gt;
&lt;br /&gt;
[0110] Rez another two prims&lt;br /&gt;
&lt;br /&gt;
[0120] While editing one prim, Shift-Left-Click on the other two prims to select them all&lt;br /&gt;
&lt;br /&gt;
[0130] From the Tools Menu, Click &amp;quot;Link&amp;quot; or Press Ctrl-L&lt;br /&gt;
&lt;br /&gt;
[0140] In the Edit Window Click the &amp;quot;More &amp;gt;&amp;gt;&amp;quot; button if it hasnt already been selected&lt;br /&gt;
&lt;br /&gt;
[0150] Click the Object Tab, then tick the &amp;quot;Physical&amp;quot; checkbox&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[NOTE] If you recieve an error about interpenetration, simply move this linked set of &lt;br /&gt;
prims away from any other object and try and enable physics again.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0160] Close the Edit Window&lt;br /&gt;
&lt;br /&gt;
[0170] Toss the object around abit, walking into it, Holding Left-click and dragging it, &lt;br /&gt;
Holding Ctrl-left-click and Lifting and dropping it etc.&lt;br /&gt;
&lt;br /&gt;
[0180] Right-click on the object and select &amp;quot;Take&amp;quot; from the Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0190] Open your inventory, the object should be highlighted in the objects folder.&lt;br /&gt;
&lt;br /&gt;
[0200] Right-click on the object in the inventory and Left-click on Rename, Call it &amp;quot;blob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0210] Rez the blob object back into the world&lt;br /&gt;
&lt;br /&gt;
[0220] Right-click on the blob object and select &amp;quot;Take&amp;quot; from the Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0230] Verify you now have a second copy of the blob object in your inventory.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0240] User A: Meet up with your Testing buddy (User B:) or Find someone else online by &lt;br /&gt;
looking at the green dots on the map.&lt;br /&gt;
&lt;br /&gt;
[0250] User A &amp;amp; B: Rez your blob object&lt;br /&gt;
&lt;br /&gt;
[0260] User A &amp;amp; B: Move the blob objects, hitting the other User with them, by walking &lt;br /&gt;
into it, Holding Left-click and dragging it, Holding Ctrl-left-click and Lifting etc&lt;br /&gt;
&lt;br /&gt;
[0270] User A &amp;amp; B: Verify everything looks right.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0280] User B: Click the World Menu &amp;gt; Always Run or Ctrl-R&lt;br /&gt;
&lt;br /&gt;
[0290] User B: Run and Bump into User A:&lt;br /&gt;
&lt;br /&gt;
[0300] User A: Click the Help Menu &amp;gt; View Bumps, Pushes &amp;amp; Hits...&lt;br /&gt;
&lt;br /&gt;
[0310] User A: Verify User B: is Listed in the Bumps, Pushes &amp;amp; Hits Window&lt;br /&gt;
&lt;br /&gt;
[0320] User A: Close the Bumps, Pushes &amp;amp; Hits window, if User B: isnt listed Make sure the &lt;br /&gt;
run was hard enough.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0330] User A &amp;amp; B: Chat with each other&lt;br /&gt;
&lt;br /&gt;
[0340] User A &amp;amp; B: Verify chat is Showing correctly in the console&lt;br /&gt;
&lt;br /&gt;
[0350] User A &amp;amp; B: Click the Edit Dropdown Menu from the top main toolbar and select Preferences or Ctrl-P&lt;br /&gt;
&lt;br /&gt;
[0360] User A &amp;amp; B: From the Text Chat tab, Tick the &amp;quot;Show Chat Bubbles&amp;quot; Checkbox&lt;br /&gt;
&lt;br /&gt;
[0370] User A &amp;amp; B: Click &amp;quot;Apply&amp;quot; and then &amp;quot;Ok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0380] User A &amp;amp; B: Chat with each other&lt;br /&gt;
&lt;br /&gt;
[0390] User A &amp;amp; B: Verify chat is Showing correctly in the Chat Bubbles&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0400] User A: Right-click on User B: and select &amp;quot;Send IM...&amp;quot; from the Pie Menu.&lt;br /&gt;
&lt;br /&gt;
[0410] User A: In the new IM window send a message to User B:&lt;br /&gt;
&lt;br /&gt;
[0420] User B: Reply to the Newly Recieved IM from User A:&lt;br /&gt;
&lt;br /&gt;
[0430] User A &amp;amp; B: Verify you both were able to exchange IM&#039;s and that all correct &lt;br /&gt;
indicators for IM recieved were shown/heard.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0440] User A &amp;amp; B: If you are friends, open the friends window and click each others name &lt;br /&gt;
and select remove, then select yes to the following dialog.&lt;br /&gt;
&lt;br /&gt;
[0450] User A &amp;amp; B: Open your Inventory &amp;gt; Calling Cards and remove any cards for each other &lt;br /&gt;
if present.&lt;br /&gt;
&lt;br /&gt;
[0460] User A: Right-click on User B: Select &amp;quot;Add Friend&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0470] User B: Accept User A&#039;s Offer of Friendship.&lt;br /&gt;
&lt;br /&gt;
[0480] User A &amp;amp; B: Open the IM Window, Friends List and Inventory &amp;gt; Calling Cards&lt;br /&gt;
&lt;br /&gt;
[0490] User A &amp;amp; B: Verify the other user appears online in all three locations.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0500] User A &amp;amp; B: Hold Alt-Left-Click? and Move the mouse forward and backwards to zoom &lt;br /&gt;
in and out&lt;br /&gt;
&lt;br /&gt;
[0510] User A &amp;amp; B: First Zoom on yourself, then the other User then the blob object you &lt;br /&gt;
made.&lt;br /&gt;
&lt;br /&gt;
[0520] User A &amp;amp; B: Verify that works and looks correct.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0530] User A &amp;amp; B: From your inventory Rename your &amp;quot;blob&amp;quot; to &amp;quot;YourNameBlob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0540] User A &amp;amp; B: Give the renamed blob to the other User by dragging it over their AV &lt;br /&gt;
from the Inventory, and accept each others object&lt;br /&gt;
&lt;br /&gt;
[0550] User A &amp;amp; B: Rez the other Users blob&lt;br /&gt;
&lt;br /&gt;
[0560] User A &amp;amp; B: Verify you can transfer the renamed blob object and you can rez the &lt;br /&gt;
other users renamed blob.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0570] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez 2 &lt;br /&gt;
prim cubes&lt;br /&gt;
&lt;br /&gt;
[0580] User A &amp;amp; B: Right-click on one cube, select &amp;quot;More &amp;gt; Attach &amp;gt; Right Hand&amp;quot; From the &lt;br /&gt;
Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0580] User A &amp;amp; B: Right-click on the other cube, select &amp;quot;More &amp;gt; Attach &amp;gt; Left Leg &amp;gt; Left &lt;br /&gt;
Foot&amp;quot; From the Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0590] User A &amp;amp; B: Verify it looks right to you both.&lt;br /&gt;
&lt;br /&gt;
[0600] User A &amp;amp; B: Right-click and edit the prim cube on your hand and resize it&lt;br /&gt;
&lt;br /&gt;
[0610] User A &amp;amp; B: Verify it looks right to you both.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0620] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a &lt;br /&gt;
cube&lt;br /&gt;
&lt;br /&gt;
[0630] User A &amp;amp; B: In the Edit Window, Click the Content Tab&lt;br /&gt;
&lt;br /&gt;
[0640] User A &amp;amp; B: Click &amp;quot;New Script&amp;quot;, In the Script Window, Click &amp;quot;Save&amp;quot;, Then close the &lt;br /&gt;
Script and Edit Windows&lt;br /&gt;
&lt;br /&gt;
[0650] User A: Touch your Cube&lt;br /&gt;
&lt;br /&gt;
[0660] User B: Touch your Cube&lt;br /&gt;
&lt;br /&gt;
[0670] User A &amp;amp; B: Verify you both Saw &amp;quot;Touched&amp;quot; in chat from both cubes.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0680] User A: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a cube&lt;br /&gt;
&lt;br /&gt;
[0690] User A: Edit the cubes size and rotation&lt;br /&gt;
&lt;br /&gt;
[0700] User A &amp;amp; B: Verify you both see the cube change size and rotation etc.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0710] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a &lt;br /&gt;
cube&lt;br /&gt;
&lt;br /&gt;
[0720] User A &amp;amp; B: Right-click on the cube and select &amp;quot;Sit Here&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0730] User A &amp;amp; B: Click &amp;quot;Stand Up&amp;quot; on your screen.&lt;br /&gt;
&lt;br /&gt;
[0740] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Sit Here&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0750] User A &amp;amp; B: Click &amp;quot;Stand Up&amp;quot; on your screen.&lt;br /&gt;
&lt;br /&gt;
[0760] User A &amp;amp; B: Verify the avatar Sits and that the two different animations play.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0770] User A: Open the &amp;quot;Sounds&amp;quot; folder of the Library in your Inventory&lt;br /&gt;
&lt;br /&gt;
[0780] User A: Find a Sound, Right-click on it Select open, and Click &amp;quot;Play in World&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0790] User A &amp;amp; B: Verify you both heard the sound play.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0800] User A: Right-click on yourself and Select &amp;quot;Appearance&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0810] User B: Watch User A:&lt;br /&gt;
&lt;br /&gt;
[0820] User A: Change the size of your eyes, the color of your shirt, and the length of &lt;br /&gt;
your legs.&lt;br /&gt;
&lt;br /&gt;
[0830] User A: Click &amp;quot;Save All&amp;quot; and &amp;quot;Close&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0840] User B: Right-click on yourself and Select &amp;quot;Appearance&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0850] User A: Watch User B:&lt;br /&gt;
&lt;br /&gt;
[0860] User B: Change the size of your eyes, the color of your shirt, and the length of &lt;br /&gt;
your legs.&lt;br /&gt;
&lt;br /&gt;
[0870] User B: Click &amp;quot;Save All&amp;quot; and &amp;quot;Close&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0880] User A &amp;amp; B: Verify you both saw the changes on each others AV&#039;s&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0890] User A &amp;amp; B: Go into your &amp;quot;Gestures&amp;quot; folder in your inventory&lt;br /&gt;
&lt;br /&gt;
[0900] User A &amp;amp; B: Activate and play some Gestures&lt;br /&gt;
&lt;br /&gt;
[0910] User A &amp;amp; B: Verify you both hear/see each other playing gestures&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0920] User A &amp;amp; B: Go into the &amp;quot;Library &amp;gt; Objects&amp;quot; folder in your Inventory and wear &lt;br /&gt;
the &amp;quot;Party Hat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0930] User A &amp;amp; B: From the Library &amp;gt; Objects, Rez and Play with the beach ball, pop gun, &lt;br /&gt;
dice and rocket launcher&lt;br /&gt;
&lt;br /&gt;
[0940] User A &amp;amp; B: Verify you both see things working correctly&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0950] User A: Look at User B: and Click the &amp;quot;Snapshot&amp;quot; Button, Then Click &amp;quot;Save as &lt;br /&gt;
Texture (L$10)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0960] User A: Once saved Verify it shows up in your &amp;quot;Inventory &amp;gt; Photo Album&amp;quot; folder&lt;br /&gt;
&lt;br /&gt;
[0970] User A: Right-click and Rename the &amp;quot;Snapshot&amp;quot; of User B: to &amp;quot;Texture_01&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0980] User A: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a cube&lt;br /&gt;
&lt;br /&gt;
[0990] User A: In Edit select the Texture Tab and Left-Click? in the Texture Box to Open &lt;br /&gt;
the Picker&lt;br /&gt;
&lt;br /&gt;
[1000] User A: Navigate down in the picker to Photo Album, click &amp;quot;Texture_01&amp;quot; and &lt;br /&gt;
Click &amp;quot;Select&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1010] User A: Verify the texture apprears on all sides of the cube, Verify the texture &lt;br /&gt;
looks right, Verify the texture looks right if you resize the cube, Verify it looks right &lt;br /&gt;
if you attach it.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1020] User A: Click the &amp;quot;Search&amp;quot; Button, and click the people tab, type in part or all of &lt;br /&gt;
User B:&#039;s name and hit Search&lt;br /&gt;
&lt;br /&gt;
[1030] User A: Verify they are shown as online&lt;br /&gt;
&lt;br /&gt;
[1040] User A: Left-click their name to show their profile in the right window&lt;br /&gt;
&lt;br /&gt;
[1050] User A: Give them a copy of your blob by dropping on their profile in the &amp;quot;Drop &lt;br /&gt;
inventory item here&amp;quot; box&lt;br /&gt;
&lt;br /&gt;
[1060] User B: Verify you got a copy of User A:&#039;s blob&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1070] User A: From your Inventory, Rename your &amp;quot;blob&amp;quot; to &amp;quot;nocopyblob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1080] User A: From your Inventory, Right-click on &amp;quot;nocopyblob&amp;quot; select properties, under &lt;br /&gt;
the &amp;quot;Next Owner Can&amp;quot; Section, Tick the Modify Box and Make Sure The Copy Box is UnTicked?, &lt;br /&gt;
then Close the properties window.&lt;br /&gt;
&lt;br /&gt;
[1090] User A: Give a copy of nocopyblob to User B:&lt;br /&gt;
&lt;br /&gt;
[1100] User B: Try and Rez multiple copies of nocopyblob&lt;br /&gt;
&lt;br /&gt;
[1110] User B: Right-click on any succesfull rezzed nocopyblobs, Select Edit,&lt;br /&gt;
&lt;br /&gt;
[1120] User B: Select the Texture Tab and Click the Color Box, Change the Color, &lt;br /&gt;
Click &amp;quot;Select&amp;quot;, then Close Both the Color Picker and Edit Window&lt;br /&gt;
&lt;br /&gt;
[1130] User A &amp;amp; B: Verify User B: wasnt able to Rez multiple copies of nocopyblob, Verify &lt;br /&gt;
User B: was able to change its color, Verify User A: Also saw the Change in color.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1140] User A: Click the World Menu and Create Landmark Here&lt;br /&gt;
&lt;br /&gt;
[1150] User A: Step back a few meters&lt;br /&gt;
&lt;br /&gt;
[1160] User A: Open you Inventory &amp;gt; Landmarks and find the landmark&lt;br /&gt;
&lt;br /&gt;
[1170] User A: Double click on the landmark to open it and Click &amp;quot;Map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1180] User A: Verify the beacon is on the map in the right location&lt;br /&gt;
&lt;br /&gt;
[1190] User A: Close the Map&lt;br /&gt;
&lt;br /&gt;
[1200] User A: Verify that the red beacon/arrow is where you were last standing&lt;br /&gt;
&lt;br /&gt;
[1210] User A: Click on the red arrow to close the beacon.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1220] User A: Open the map and Teleport to a nearby Sim (Enter a name in the autocomplete &lt;br /&gt;
box or Double Click on the Map Itself)&lt;br /&gt;
&lt;br /&gt;
[1230] User A: Verify you appear in the right Sim, and depending on P2P settings (on the &lt;br /&gt;
Selected spot, The Parcels Landing Point, The Sims Centre, the nearest available parcel &lt;br /&gt;
with P2P Enabled or if the sim is still using a Hub that you have arrived there)&lt;br /&gt;
&lt;br /&gt;
[1240] User A: Attach the popgun from the &amp;quot;Inventory &amp;gt; Library &amp;gt; Objects&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1241] User A: Click the &amp;quot;Mouselook&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
[1242] User A: Click the mouse button to fire the pop gun at User B.&lt;br /&gt;
&lt;br /&gt;
[1243] User A: Verify you see the pop gun projectiles hit User B.&lt;br /&gt;
&lt;br /&gt;
[1244] User A &amp;amp; B: Verify that you hear the &amp;quot;splat&amp;quot; sound.&lt;br /&gt;
&lt;br /&gt;
[1244] User A: Press &amp;quot;Enter&amp;quot; to open the Chat Bar and type something. Press &amp;quot;Enter&amp;quot; to &lt;br /&gt;
send.&lt;br /&gt;
&lt;br /&gt;
[1245] User A: Verify you were able to open the chat bar and type.&lt;br /&gt;
&lt;br /&gt;
[1246] User B: Verify you heard User A.&lt;br /&gt;
&lt;br /&gt;
[1247] User A: Press ESC to exit Mouselook. Verify you exited.&lt;br /&gt;
&lt;br /&gt;
[1250] User A: Open the map and Teleport to a nearby Sim (Enter a name in the autocomplete &lt;br /&gt;
box or Double Click on the Map Itself)&lt;br /&gt;
&lt;br /&gt;
[1260] User A: Verify you appear at that hub with the popgun still attached.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1270] User A &amp;amp; B: Attach some attachments, partyhats, popguns, wear the blob, anything &lt;br /&gt;
else you can find to test with, cubes etc.&lt;br /&gt;
&lt;br /&gt;
[1280] User A &amp;amp; B: Fly across several sim boundaries with your attachments on. Zig zag a &lt;br /&gt;
lot&lt;br /&gt;
&lt;br /&gt;
[1290] User A &amp;amp; B: Keep verifying that your attachments are there when you cross a border&lt;br /&gt;
&lt;br /&gt;
[1300] User A &amp;amp; B: Teleport to a few Sims (Enter a name in the autocomplete box or Double &lt;br /&gt;
Click on the Map Itself)&lt;br /&gt;
&lt;br /&gt;
[1310] User A &amp;amp; B: Verify you appear in the right Sim, and depending on P2P settings (on &lt;br /&gt;
the Selected spot, The Parcels Landing Point, The Sims Centre, the nearest available &lt;br /&gt;
parcel with P2P Enabled or if the sim is still using a Hub that you have arrived there)&lt;br /&gt;
&lt;br /&gt;
[1320] User A &amp;amp; B: Keep verifying that your attachments are there when you get there, and &lt;br /&gt;
that you can walk/fly after you arrive.&lt;br /&gt;
&lt;br /&gt;
[1330] User A &amp;amp; B: Rez a simple vehicle.&lt;br /&gt;
&lt;br /&gt;
[1340] User A &amp;amp; B: Ride it around. Cross sim boundaries on it.&lt;br /&gt;
&lt;br /&gt;
[1350] User A &amp;amp; B: Keep verifying that your attachments are there when you cross a border&lt;br /&gt;
&lt;br /&gt;
[1360] User A &amp;amp; B: Verify everything else looks normal and correct.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[2100] User A: Test installing and running a branded viewer if you have one.&lt;br /&gt;
&lt;br /&gt;
[END]&lt;br /&gt;
&lt;br /&gt;
[[Category:QA Portal]]&lt;br /&gt;
[[Category:Quality Assurance]]&lt;/div&gt;</summary>
		<author><name>Kona Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Preview_Smoke_Test&amp;diff=31334</id>
		<title>Preview Smoke Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Preview_Smoke_Test&amp;diff=31334"/>
		<updated>2007-09-13T01:22:22Z</updated>

		<summary type="html">&lt;p&gt;Kona Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[PreviewSmokeTest]&lt;br /&gt;
&lt;br /&gt;
[VERSION] 0.4&lt;br /&gt;
&lt;br /&gt;
[LENGTH] 00:30&lt;br /&gt;
&lt;br /&gt;
[OVERVIEW] This test has been designed to cover a basic spread of functionality prior to &lt;br /&gt;
releasing a version to the main grid.&lt;br /&gt;
&lt;br /&gt;
[SETUP] 2 Users, 10L$ for Texture upload, Simple vehicle, default sounds, gestures and &lt;br /&gt;
items from your Library.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0010] Move to a new location that is easily recognizable.&lt;br /&gt;
&lt;br /&gt;
[0020] Logout of SL, Restart the SL Application, but don&#039;t login.&lt;br /&gt;
&lt;br /&gt;
[0030] Click the &amp;quot;Preferences&amp;quot; Button on the Login Screen&lt;br /&gt;
&lt;br /&gt;
[0030] Set/Check the General-&amp;gt;Login Location to &amp;quot;My Last Location&amp;quot;, Click &amp;quot;Apply&amp;quot; and &amp;quot;Ok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0040] Click &amp;quot;Connect&amp;quot; to Connect to SL&lt;br /&gt;
&lt;br /&gt;
[0050] Verify you are in the location where you logged off.&lt;br /&gt;
&lt;br /&gt;
[0051]Logout of SL, Restart the SL Application, but again, don&#039;t login.&lt;br /&gt;
&lt;br /&gt;
[0052]Click the &amp;quot;Preferences&amp;quot; Button on the Login Screen&lt;br /&gt;
&lt;br /&gt;
[0053]Set/Check the General-&amp;gt;Login Location to &amp;quot;My Home&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0054]Click &amp;quot;Connect&amp;quot; to Connect to SL&lt;br /&gt;
&lt;br /&gt;
[0055]Upon login, verify that you are now located at your home location.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0060] Find a Parcel of land that is set to No Build for you&lt;br /&gt;
&lt;br /&gt;
[0070] Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, and try to rez a &lt;br /&gt;
cube&lt;br /&gt;
&lt;br /&gt;
[0080] Verify you can&#039;t rez a cube, and recieve a pop-up error.&lt;br /&gt;
&lt;br /&gt;
[0081]Verify the menu bar also shows the no build icon.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0090] Find a Parcel of land on which you can build&lt;br /&gt;
&lt;br /&gt;
[0100] Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a cube&lt;br /&gt;
&lt;br /&gt;
[0110] Rez another two prims&lt;br /&gt;
&lt;br /&gt;
[0120] While editing one prim, Shift-Left-Click on the other two prims to select them all&lt;br /&gt;
&lt;br /&gt;
[0130] From the Tools Menu, Click &amp;quot;Link&amp;quot; or Press Ctrl-L&lt;br /&gt;
&lt;br /&gt;
[0140] In the Edit Window Click the &amp;quot;More &amp;gt;&amp;gt;&amp;quot; button if it hasnt already been selected&lt;br /&gt;
&lt;br /&gt;
[0150] Click the Object Tab, then tick the &amp;quot;Physical&amp;quot; checkbox&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[NOTE] If you recieve an error about interpenetration, simply move this linked set of &lt;br /&gt;
prims away from any other object and try and enable physics again.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0160] Close the Edit Window&lt;br /&gt;
&lt;br /&gt;
[0170] Toss the object around abit, walking into it, Holding Left-click and dragging it, &lt;br /&gt;
Holding Ctrl-left-click and Lifting and dropping it etc.&lt;br /&gt;
&lt;br /&gt;
[0180] Right-click on the object and select &amp;quot;Take&amp;quot; from the Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0190] Open your inventory, the object should be highlighted in the objects folder.&lt;br /&gt;
&lt;br /&gt;
[0200] Right-click on the object in the inventory and Left-click on Rename, Call it &amp;quot;blob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0210] Rez the blob object back into the world&lt;br /&gt;
&lt;br /&gt;
[0220] Right-click on the blob object and select &amp;quot;Take&amp;quot; from the Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0230] Verify you now have a second copy of the blob object in your inventory.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0240] User A: Meet up with your Testing buddy (User B:) or Find someone else online by &lt;br /&gt;
looking at the green dots on the map.&lt;br /&gt;
&lt;br /&gt;
[0250] User A &amp;amp; B: Rez your blob object&lt;br /&gt;
&lt;br /&gt;
[0260] User A &amp;amp; B: Move the blob objects, hitting the other User with them, by walking &lt;br /&gt;
into it, Holding Left-click and dragging it, Holding Ctrl-left-click and Lifting etc&lt;br /&gt;
&lt;br /&gt;
[0270] User A &amp;amp; B: Verify everything looks right.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0280] User B: Click the World Menu &amp;gt; Always Run or Ctrl-R&lt;br /&gt;
&lt;br /&gt;
[0290] User B: Run and Bump into User A:&lt;br /&gt;
&lt;br /&gt;
[0300] User A: Click the Help Menu &amp;gt; View Bumps, Pushes &amp;amp; Hits...&lt;br /&gt;
&lt;br /&gt;
[0310] User A: Verify User B: is Listed in the Bumps, Pushes &amp;amp; Hits Window&lt;br /&gt;
&lt;br /&gt;
[0320] User A: Close the Bumps, Pushes &amp;amp; Hits window, if User B: isnt listed Make sure the &lt;br /&gt;
run was hard enough.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0330] User A &amp;amp; B: Chat with each other&lt;br /&gt;
&lt;br /&gt;
[0340] User A &amp;amp; B: Verify chat is Showing correctly in the console&lt;br /&gt;
&lt;br /&gt;
[0350] User A &amp;amp; B: Click the Edit Dropdown Menu from the top main toolbar and select Preferences or Ctrl-P&lt;br /&gt;
&lt;br /&gt;
[0360] User A &amp;amp; B: From the Chat/IM Tab, Tick the &amp;quot;Show Chat Bubbles&amp;quot; Checkbox&lt;br /&gt;
&lt;br /&gt;
[0370] User A &amp;amp; B: Click &amp;quot;Apply&amp;quot; and then &amp;quot;Ok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0380] User A &amp;amp; B: Chat with each other&lt;br /&gt;
&lt;br /&gt;
[0390] User A &amp;amp; B: Verify chat is Showing correctly in the Chat Bubbles&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0400] User A: Right-click on User B: and select &amp;quot;Send IM...&amp;quot; from the Pie Menu.&lt;br /&gt;
&lt;br /&gt;
[0410] User A: In the new IM window send a message to User B:&lt;br /&gt;
&lt;br /&gt;
[0420] User B: Reply to the Newly Recieved IM from User A:&lt;br /&gt;
&lt;br /&gt;
[0430] User A &amp;amp; B: Verify you both were able to exchange IM&#039;s and that all correct &lt;br /&gt;
indicators for IM recieved were shown/heard.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0440] User A &amp;amp; B: If you are friends, open the friends window and click each others name &lt;br /&gt;
and select remove, then select yes to the following dialog.&lt;br /&gt;
&lt;br /&gt;
[0450] User A &amp;amp; B: Open your Inventory &amp;gt; Calling Cards and remove any cards for each other &lt;br /&gt;
if present.&lt;br /&gt;
&lt;br /&gt;
[0460] User A: Right-click on User B: Select &amp;quot;Add Friend&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0470] User B: Accept User A&#039;s Offer of Friendship.&lt;br /&gt;
&lt;br /&gt;
[0480] User A &amp;amp; B: Open the IM Window, Friends List and Inventory &amp;gt; Calling Cards&lt;br /&gt;
&lt;br /&gt;
[0490] User A &amp;amp; B: Verify the other user appears online in all three locations.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0500] User A &amp;amp; B: Hold Alt-Left-Click? and Move the mouse forward and backwards to zoom &lt;br /&gt;
in and out&lt;br /&gt;
&lt;br /&gt;
[0510] User A &amp;amp; B: First Zoom on yourself, then the other User then the blob object you &lt;br /&gt;
made.&lt;br /&gt;
&lt;br /&gt;
[0520] User A &amp;amp; B: Verify that works and looks correct.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0530] User A &amp;amp; B: From your inventory Rename your &amp;quot;blob&amp;quot; to &amp;quot;YourNameBlob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0540] User A &amp;amp; B: Give the renamed blob to the other User by dragging it over their AV &lt;br /&gt;
from the Inventory, and accept each others object&lt;br /&gt;
&lt;br /&gt;
[0550] User A &amp;amp; B: Rez the other Users blob&lt;br /&gt;
&lt;br /&gt;
[0560] User A &amp;amp; B: Verify you can transfer the renamed blob object and you can rez the &lt;br /&gt;
other users renamed blob.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0570] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez 2 &lt;br /&gt;
prim cubes&lt;br /&gt;
&lt;br /&gt;
[0580] User A &amp;amp; B: Right-click on one cube, select &amp;quot;More &amp;gt; Attach &amp;gt; Right Hand&amp;quot; From the &lt;br /&gt;
Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0580] User A &amp;amp; B: Right-click on the other cube, select &amp;quot;More &amp;gt; Attach &amp;gt; Left Leg &amp;gt; Left &lt;br /&gt;
Foot&amp;quot; From the Pie Menu&lt;br /&gt;
&lt;br /&gt;
[0590] User A &amp;amp; B: Verify it looks right to you both.&lt;br /&gt;
&lt;br /&gt;
[0600] User A &amp;amp; B: Right-click and edit the prim cube on your hand and resize it&lt;br /&gt;
&lt;br /&gt;
[0610] User A &amp;amp; B: Verify it looks right to you both.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0620] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a &lt;br /&gt;
cube&lt;br /&gt;
&lt;br /&gt;
[0630] User A &amp;amp; B: In the Edit Window, Click the Content Tab&lt;br /&gt;
&lt;br /&gt;
[0640] User A &amp;amp; B: Click &amp;quot;New Script&amp;quot;, In the Script Window, Click &amp;quot;Save&amp;quot;, Then close the &lt;br /&gt;
Script and Edit Windows&lt;br /&gt;
&lt;br /&gt;
[0650] User A: Touch your Cube&lt;br /&gt;
&lt;br /&gt;
[0660] User B: Touch your Cube&lt;br /&gt;
&lt;br /&gt;
[0670] User A &amp;amp; B: Verify you both Saw &amp;quot;Touched&amp;quot; in chat from both cubes.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0680] User A: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a cube&lt;br /&gt;
&lt;br /&gt;
[0690] User A: Edit the cubes size and rotation&lt;br /&gt;
&lt;br /&gt;
[0700] User A &amp;amp; B: Verify you both see the cube change size and rotation etc.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0710] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a &lt;br /&gt;
cube&lt;br /&gt;
&lt;br /&gt;
[0720] User A &amp;amp; B: Right-click on the cube and select &amp;quot;Sit Here&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0730] User A &amp;amp; B: Click &amp;quot;Stand Up&amp;quot; on your screen.&lt;br /&gt;
&lt;br /&gt;
[0740] User A &amp;amp; B: Right-click on the ground and select &amp;quot;Sit Here&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0750] User A &amp;amp; B: Click &amp;quot;Stand Up&amp;quot; on your screen.&lt;br /&gt;
&lt;br /&gt;
[0760] User A &amp;amp; B: Verify the avatar Sits and that the two different animations play.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0770] User A: Open the &amp;quot;Sounds&amp;quot; folder of the Library in your Inventory&lt;br /&gt;
&lt;br /&gt;
[0780] User A: Find a Sound, Right-click on it Select open, and Click &amp;quot;Play in World&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0790] User A &amp;amp; B: Verify you both heard the sound play.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0800] User A: Right-click on yourself and Select &amp;quot;Appearance&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0810] User B: Watch User A:&lt;br /&gt;
&lt;br /&gt;
[0820] User A: Change the size of your eyes, the color of your shirt, and the length of &lt;br /&gt;
your legs.&lt;br /&gt;
&lt;br /&gt;
[0830] User A: Click &amp;quot;Save All&amp;quot; and &amp;quot;Close&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0840] User B: Right-click on yourself and Select &amp;quot;Appearance&amp;quot; from the pie menu&lt;br /&gt;
&lt;br /&gt;
[0850] User A: Watch User B:&lt;br /&gt;
&lt;br /&gt;
[0860] User B: Change the size of your eyes, the color of your shirt, and the length of &lt;br /&gt;
your legs.&lt;br /&gt;
&lt;br /&gt;
[0870] User B: Click &amp;quot;Save All&amp;quot; and &amp;quot;Close&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0880] User A &amp;amp; B: Verify you both saw the changes on each others AV&#039;s&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0890] User A &amp;amp; B: Go into your &amp;quot;Gestures&amp;quot; folder in your inventory&lt;br /&gt;
&lt;br /&gt;
[0900] User A &amp;amp; B: Activate and play some Gestures&lt;br /&gt;
&lt;br /&gt;
[0910] User A &amp;amp; B: Verify you both hear/see each other playing gestures&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0920] User A &amp;amp; B: Go into the &amp;quot;Library &amp;gt; Objects&amp;quot; folder in your Inventory and wear &lt;br /&gt;
the &amp;quot;Party Hat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0930] User A &amp;amp; B: From the Library &amp;gt; Objects, Rez and Play with the beach ball, pop gun, &lt;br /&gt;
dice and rocket launcher&lt;br /&gt;
&lt;br /&gt;
[0940] User A &amp;amp; B: Verify you both see things working correctly&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[0950] User A: Look at User B: and Click the &amp;quot;Snapshot&amp;quot; Button, Then Click &amp;quot;Save as &lt;br /&gt;
Texture (L$10)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0960] User A: Once saved Verify it shows up in your &amp;quot;Inventory &amp;gt; Photo Album&amp;quot; folder&lt;br /&gt;
&lt;br /&gt;
[0970] User A: Right-click and Rename the &amp;quot;Snapshot&amp;quot; of User B: to &amp;quot;Texture_01&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[0980] User A: Right-click on the ground and select &amp;quot;Create&amp;quot; from the pie menu, rez a cube&lt;br /&gt;
&lt;br /&gt;
[0990] User A: In Edit select the Texture Tab and Left-Click? in the Texture Box to Open &lt;br /&gt;
the Picker&lt;br /&gt;
&lt;br /&gt;
[1000] User A: Navigate down in the picker to Photo Album, click &amp;quot;Texture_01&amp;quot; and &lt;br /&gt;
Click &amp;quot;Select&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1010] User A: Verify the texture apprears on all sides of the cube, Verify the texture &lt;br /&gt;
looks right, Verify the texture looks right if you resize the cube, Verify it looks right &lt;br /&gt;
if you attach it.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1020] User A: Click the &amp;quot;Search&amp;quot; Button, and click the people tab, type in part or all of &lt;br /&gt;
User B:&#039;s name and hit Search&lt;br /&gt;
&lt;br /&gt;
[1030] User A: Verify they are shown as online&lt;br /&gt;
&lt;br /&gt;
[1040] User A: Left-click their name to show their profile in the right window&lt;br /&gt;
&lt;br /&gt;
[1050] User A: Give them a copy of your blob by dropping on their profile in the &amp;quot;Drop &lt;br /&gt;
inventory item here&amp;quot; box&lt;br /&gt;
&lt;br /&gt;
[1060] User B: Verify you got a copy of User A:&#039;s blob&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1070] User A: From your Inventory, Rename your &amp;quot;blob&amp;quot; to &amp;quot;nocopyblob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1080] User A: From your Inventory, Right-click on &amp;quot;nocopyblob&amp;quot; select properties, under &lt;br /&gt;
the &amp;quot;Next Owner Can&amp;quot; Section, Tick the Modify Box and Make Sure The Copy Box is UnTicked?, &lt;br /&gt;
then Close the properties window.&lt;br /&gt;
&lt;br /&gt;
[1090] User A: Give a copy of nocopyblob to User B:&lt;br /&gt;
&lt;br /&gt;
[1100] User B: Try and Rez multiple copies of nocopyblob&lt;br /&gt;
&lt;br /&gt;
[1110] User B: Right-click on any succesfull rezzed nocopyblobs, Select Edit,&lt;br /&gt;
&lt;br /&gt;
[1120] User B: Select the Texture Tab and Click the Color Box, Change the Color, &lt;br /&gt;
Click &amp;quot;Select&amp;quot;, then Close Both the Color Picker and Edit Window&lt;br /&gt;
&lt;br /&gt;
[1130] User A &amp;amp; B: Verify User B: wasnt able to Rez multiple copies of nocopyblob, Verify &lt;br /&gt;
User B: was able to change its color, Verify User A: Also saw the Change in color.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1140] User A: Click the World Menu and Create Landmark Here&lt;br /&gt;
&lt;br /&gt;
[1150] User A: Step back a few meters&lt;br /&gt;
&lt;br /&gt;
[1160] User A: Open you Inventory &amp;gt; Landmarks and find the landmark&lt;br /&gt;
&lt;br /&gt;
[1170] User A: Double click on the landmark to open it and Click &amp;quot;Map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1180] User A: Verify the beacon is on the map in the right location&lt;br /&gt;
&lt;br /&gt;
[1190] User A: Close the Map&lt;br /&gt;
&lt;br /&gt;
[1200] User A: Verify that the red beacon/arrow is where you were last standing&lt;br /&gt;
&lt;br /&gt;
[1210] User A: Click on the red arrow to close the beacon.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1220] User A: Open the map and Teleport to a nearby Sim (Enter a name in the autocomplete &lt;br /&gt;
box or Double Click on the Map Itself)&lt;br /&gt;
&lt;br /&gt;
[1230] User A: Verify you appear in the right Sim, and depending on P2P settings (on the &lt;br /&gt;
Selected spot, The Parcels Landing Point, The Sims Centre, the nearest available parcel &lt;br /&gt;
with P2P Enabled or if the sim is still using a Hub that you have arrived there)&lt;br /&gt;
&lt;br /&gt;
[1240] User A: Attach the popgun from the &amp;quot;Inventory &amp;gt; Library &amp;gt; Objects&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[1241] User A: Click the &amp;quot;Mouselook&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
[1242] User A: Click the mouse button to fire the pop gun at User B.&lt;br /&gt;
&lt;br /&gt;
[1243] User A: Verify you see the pop gun projectiles hit User B.&lt;br /&gt;
&lt;br /&gt;
[1244] User A &amp;amp; B: Verify that you hear the &amp;quot;splat&amp;quot; sound.&lt;br /&gt;
&lt;br /&gt;
[1244] User A: Press &amp;quot;Enter&amp;quot; to open the Chat Bar and type something. Press &amp;quot;Enter&amp;quot; to &lt;br /&gt;
send.&lt;br /&gt;
&lt;br /&gt;
[1245] User A: Verify you were able to open the chat bar and type.&lt;br /&gt;
&lt;br /&gt;
[1246] User B: Verify you heard User A.&lt;br /&gt;
&lt;br /&gt;
[1247] User A: Press ESC to exit Mouselook. Verify you exited.&lt;br /&gt;
&lt;br /&gt;
[1250] User A: Open the map and Teleport to a nearby Sim (Enter a name in the autocomplete &lt;br /&gt;
box or Double Click on the Map Itself)&lt;br /&gt;
&lt;br /&gt;
[1260] User A: Verify you appear at that hub with the popgun still attached.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[1270] User A &amp;amp; B: Attach some attachments, partyhats, popguns, wear the blob, anything &lt;br /&gt;
else you can find to test with, cubes etc.&lt;br /&gt;
&lt;br /&gt;
[1280] User A &amp;amp; B: Fly across several sim boundaries with your attachments on. Zig zag a &lt;br /&gt;
lot&lt;br /&gt;
&lt;br /&gt;
[1290] User A &amp;amp; B: Keep verifying that your attachments are there when you cross a border&lt;br /&gt;
&lt;br /&gt;
[1300] User A &amp;amp; B: Teleport to a few Sims (Enter a name in the autocomplete box or Double &lt;br /&gt;
Click on the Map Itself)&lt;br /&gt;
&lt;br /&gt;
[1310] User A &amp;amp; B: Verify you appear in the right Sim, and depending on P2P settings (on &lt;br /&gt;
the Selected spot, The Parcels Landing Point, The Sims Centre, the nearest available &lt;br /&gt;
parcel with P2P Enabled or if the sim is still using a Hub that you have arrived there)&lt;br /&gt;
&lt;br /&gt;
[1320] User A &amp;amp; B: Keep verifying that your attachments are there when you get there, and &lt;br /&gt;
that you can walk/fly after you arrive.&lt;br /&gt;
&lt;br /&gt;
[1330] User A &amp;amp; B: Rez a simple vehicle.&lt;br /&gt;
&lt;br /&gt;
[1340] User A &amp;amp; B: Ride it around. Cross sim boundaries on it.&lt;br /&gt;
&lt;br /&gt;
[1350] User A &amp;amp; B: Keep verifying that your attachments are there when you cross a border&lt;br /&gt;
&lt;br /&gt;
[1360] User A &amp;amp; B: Verify everything else looks normal and correct.&lt;br /&gt;
&lt;br /&gt;
[*]&lt;br /&gt;
&lt;br /&gt;
[2100] User A: Test installing and running a branded viewer if you have one.&lt;br /&gt;
&lt;br /&gt;
[END]&lt;br /&gt;
&lt;br /&gt;
[[Category:QA Portal]]&lt;br /&gt;
[[Category:Quality Assurance]]&lt;/div&gt;</summary>
		<author><name>Kona Linden</name></author>
	</entry>
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