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  • * {{jira|MAINT-4784}} Teleport target should not be cleared when 'World Map' is in focus and a key is pressed
    10 KB (1,535 words) - 11:58, 12 October 2015
  • ...irrel Wood|Squirrel Wood]]: or check failed teleports in conjunction with target sim load ?
    37 KB (5,192 words) - 13:38, 17 February 2009
  • ...nyse Planer]]: theres more info needed here, and i think support can help target what it is
    36 KB (5,091 words) - 08:50, 27 April 2009
  • ...msg_100"></span>[[#msg_100|[14:18]]] Morgaine Dinova: Btw, what's the make target for "just bring install the prebuild libs, don't compile" ? *<span id="msg_108"></span>[[#msg_108|[14:19]]] Morgaine Dinova: Make target, not develop.py, yuck :P
    42 KB (6,236 words) - 06:41, 16 December 2009
  • :: The rate at which the Ooh and Aah sequences are processed. The morph target is updated at this rate, but the rate at which the display gets updated sti
    20 KB (3,488 words) - 07:17, 19 February 2009
  • * [15:14] [[User:Scenario Hell|Scenario Hell]]: II Target Rezzer shouts: WindFarm Hell targets available, OPEN FIRE NOW!!! * [15:15] [[User:Scenario Hell|Scenario Hell]]: II Target Rezzer shouts: WindFarm Hell targets available, OPEN FIRE NOW!!!
    49 KB (6,944 words) - 00:53, 25 June 2010
  • ...[[llTextBox]] now throttle based on sender and target pair instead of just target.
    30 KB (4,123 words) - 12:08, 17 January 2014
  • | style="white-space:normal;"|In the FPS case, they target and fire with mouse, and move with WASD. In the main MMO case, it's reverse ...ee it as a place with nothing to do. I guess "make money" is the only real target, other than socialize.
    58 KB (7,818 words) - 17:59, 28 January 2010
  • //keeps track of sitted target, position them and animate them. //agent not found. see if we have a rlv target
    84 KB (8,635 words) - 04:29, 11 February 2015
  • * [14:53] [[User:Feallight Hellershanks|Feallight Hellershanks]]: the target "RelWithDebInfo" works pretty well for that
    30 KB (4,554 words) - 13:59, 13 March 2009
  • * Change to ~ball that allows changing sit target without having to adjust .POSITIONS
    12 KB (2,021 words) - 12:32, 15 September 2012
  • * [10:37] [[User:Locklainn Linden|Locklainn Linden]]: which is target ip and port
    51 KB (7,168 words) - 14:14, 6 August 2008
  • 7) Shift-copy the 8 target boxes in the +y direction. Link each copy to its original prim, so that you
    21 KB (2,633 words) - 10:49, 24 May 2011
  • ...Taggart]]: With my patch right now, your camera is not constrained by the target prim bounding box
    37 KB (5,581 words) - 15:52, 18 October 2007
  • * [12:54] [[User:Gordon Wendt|Gordon Wendt]]: VWR-9204 seems to be a prime target for it too since that's a serious bug
    38 KB (5,496 words) - 08:03, 5 May 2009
  • +void addDeferredAttachments(LLRenderTarget& target) + target.addColorAttachment(GL_RGBA); //specular
    159 KB (16,676 words) - 21:31, 14 June 2008
  • The other workaround is to change the sit target in the poseball, so the balls will be higher for the same avatar positions.
    14 KB (2,403 words) - 17:52, 5 September 2014
  • ...break the packaging i don't see it but i was going to use the unix install target
    35 KB (5,410 words) - 15:43, 30 October 2008
  • ...nt color=#b2b200><b>Pauline Darkfury</b><nowiki>: Yeah, Prok is a bit of a target for stuff like that</nowiki></font> [17:08] <font color=#5800b2><b>Ashiri Sands</b><nowiki>: only a bit of a target?</nowiki></font>
    47 KB (7,448 words) - 17:15, 5 August 2011
  • *# {{Jira|VWR-12273}}: Crash on Advanced > Character > Display Agent Target AND Advanced > Character > Show Collision Skeleton ...is enabled, selecting the Advanced Menu 'Character' options 'Display Agent Target' or 'Show Collision Skeleton' will cause the viewer to crash.
    43 KB (6,091 words) - 08:41, 11 March 2009

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