PosJump
Here's an interesting method for bypassing the 10m limitation in Non-Physical movement. It has its similarities to warpPos, but with minimal overhead.
<lsl> posJump(vector target_pos) { // An alternative to the warpPos trick without all the overhead. // Trickery discovered by Uchi Desmoulins and Gonta Maltz. More exact value provided by Fake Fitzgerald. llSetPrimitiveParams([PRIM_POSITION, <1.304382E+19, 1.304382E+19, 0.0>, PRIM_POSITION, target_pos]); } </lsl>
If the target position turns out to be no-entry, your object will go offworld. So Alias Turbo included a step that sends the object back to its starting position (just in case!) before trying the target position again. So if it can't enter the target position, it doesn't move at all.
<lsl>
safe_posJump(vector target_pos)
{
// An alternative to the warpPos trick without all the overhead.
// Trickery discovered by Uchi Desmoulins and Gonta Maltz. More exact value provided by Fake Fitzgerald. Safe movement modification provided by Alias Turbo.
vector start_pos = llGetPos();
llSetPrimitiveParams([PRIM_POSITION, <1.304382E+19, 1.304382E+19, 0.0>, PRIM_POSITION, target_pos, PRIM_POSITION, start_pos, PRIM_POSITION, target_pos]); } </lsl>
Don't rely on this behavior without first discussing it with a Physics Linden. It's certainly a bug, and likely to be fixed.