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  • ...but only a limited space on vertical and a smaller allowed prim number per surface. In majority of cases, there is a tier box close to the land surface. The land tier (for purchased land) or rental fee (for rented land) can be
    7 KB (1,145 words) - 15:23, 29 March 2014
  • ...contiguous with the rest of the build by creating a portal using a volume-detect prim, zones that are entered using a magic word, zones that are "caves" in ...house entirely in the privacy zone, with a simple single-prim model on the surface using llVolumeDetect... walking through the door would transfer you to the
    8 KB (1,338 words) - 01:33, 2 September 2008
  • *[[llCastRay]] will not detect prims having no physics shape ([[PRIM_PHYSICS_SHAPE_TYPE]] = [[PRIM_PHYSICS *[[llCastRay]] will not detect a prim if the line starts inside the prim. This makes it safe to use the pr
    15 KB (2,230 words) - 09:48, 5 November 2023
  • ...d follow the right border of road parcel, but sometimes it looks like they detect the prims that actually make the road. ...phy team'' found this to be very rare. Yava pods are able to move on water surface and are convertable (they float and some models transform in boats on water
    5 KB (843 words) - 16:02, 11 July 2016
  • - Root prim is used as the 'draggable' surface, you can imagine it as the surface handle. This has to be the root, due to a limitation with llDetectedGrab. LeftRight = 0; // We won't be able to detect screen edges. (TODO: Have other HUDs communicate screen width?)
    16 KB (1,563 words) - 23:39, 30 May 2023
  • ...ct a lot of treasures and gifts. To the end, we are teleported back tu the surface. ...alth is enabled. Even if down we are in a relative safe zone, up, near the surface, it is not a good idea to stay for long.
    12 KB (2,066 words) - 15:48, 13 March 2014
  • ...of the [[Talk:Texture_cache|texture cache discussion]], which will likely surface again. ...d only make changes to the US English text. There is a process in place to detect what needs translation before release. Further:<br />
    10 KB (1,682 words) - 20:27, 1 April 2007
  • ...color=#000f44><b>Simon Linden</b><nowiki>: In the Rift it's projected on a surface around you ... so you look up to see the menus</nowiki></font> ...Urriah</b><nowiki>: Andrew, in anaglyph and shutter the UI is stuck on the surface of the screen, which is like a window you look through. The world is like o
    34 KB (5,341 words) - 16:12, 28 August 2013
  • [2013/10/10 15:06] Maestro Linden: Yeah, I guess the viewer could detect the grid change and clear them out ...n the causer leaves the surface, but not as long the causer is stil on the surface. Like the llVolumeDetect works but without the causer is falling into the c
    32 KB (4,240 words) - 16:25, 10 October 2013
  • ...nt color=#808080><b>tehKellz (kelly.linden)</b><nowiki>: Collisions always detect the root prim, which for sitting avatars is the object they are on.</nowiki ...ta.destiny)</b><nowiki>: This is true, because GM weapons uses llSensor to detect who they are near ad they work on sitting avatars</nowiki></font>
    32 KB (4,801 words) - 10:56, 10 January 2012
  • * A new UV-picking feature that allows a prim to report where on its surface/texture it has been clicked. ...secondlife.com/wiki/llDetectedTouchST llDetectedTouchST]() ''- returns the surface coordinates of the point touched.
    35 KB (5,307 words) - 10:19, 17 October 2008
  • ...ghtfield, but does make it easier for fast objects to "tunnel through" its surface</nowiki></font> [12:43] <font color=#440044><b>Andrew Linden</b><nowiki>: but we could detect when an object is penetrating the mesh, and the set that object to collide
    33 KB (5,308 words) - 09:43, 6 February 2013
  • ...tion. Regarding the fix for graphics crashers, I heard that sculpts with a surface area greater than 32 are rendered as plain spheres. What unit is that 32 in ...><b>Joshy Aulder</b><nowiki>: Well I think it had something to do with the surface area of the sculpt itself, not the prim</nowiki></font>
    42 KB (6,475 words) - 15:04, 5 July 2011
  • * A new UV-picking feature that allows a prim to report where on its surface/texture it has been clicked. ...secondlife.com/wiki/llDetectedTouchST llDetectedTouchST]() ''- returns the surface coordinates of the point touched.
    57 KB (8,293 words) - 10:25, 17 October 2008
  • ** Thread monitor will detect when the application is frozen for a period greater than 20 seconds and pos * A new UV-picking feature that allows a prim to report where on its surface/texture it has been clicked. (NOTE: This requires a region running server v
    29 KB (4,351 words) - 10:52, 9 October 2008
  • [2013/11/14 15:26] Mæstro Linden (maestro.linden): Hm, I believe you could detect it via the object_rez() event, Jenna [2013/11/14 15:27] Lucia Nightfire: but a debug listing script coudl detect the error afaik
    29 KB (3,935 words) - 17:41, 14 November 2013
  • ...w get collision_start and collision_end events any object, not just volume detect ...collision_end? That is not something that was previously limited to volume detect objects as far as I am aware.
    31 KB (4,492 words) - 16:10, 15 March 2012
  • |width=100% style="padding:0 6px;"|and "volume detect" to "horribly inefficient" ...ves on a particular surface and how likely it is to prefer to walk on that surface
    232 KB (29,006 words) - 17:09, 3 May 2012
  • ...umetric space". The AI characters that use the navmesh must walk along its surface.</nowiki></font> ...nden</b><nowiki>: If you move an AI character too high off of the naviable surface it won't know what to do.</nowiki></font>
    57 KB (8,961 words) - 09:01, 28 February 2012
  • ...discussion])'' || Strife Onizuka || 2005-04-08 || uses time comparisons to detect region crashes; [[CHANGED_REGION_START]] was not available then ...forums-archive.secondlife.com/54/3e/61647/1.html discussion])'' || Seifert Surface || 2005-09-15 || creates [http://en.wikipedia.org/wiki/Fractal fractal] tre
    107 KB (13,179 words) - 14:41, 7 September 2012

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