nyuuzyou/wikis huggingface dataset:
Pathfinding in Second Life

__TOC__
== Overview ==
At a high level, pathfinding provides tools and functions to enable smoother and smarter movement behavior for non-avatar entities in Second Life (for example, monsters in a game, rats in a haunted house, wisps in a fantasy forest). We refer to these entities as characters; in gaming terminology, they are sometimes called NPCs (non-player characters) or mobs (mobile objects).
Up till now, content creators had to use resource-intensive scripting workarounds to emulate intelligent character movement. With the addition of pathfinding, content creators will have a much easier and better performing way of creating characters that can move around in the world. Characters can use LSL functions to avoid obstacles, move around corners, climb inclines, and move across region boundaries: things that were very difficult or even impossible before. Pathfinding will also enable new gameplay mechanics, such as creating food that attracts monsters.
=== User group ===
Please go to the simulator user group for questions related to pathfinding. Andrew, Maestro, Falcon, or Stinson Linden should be able to help you with any technical questions. 
Transcripts:
* 2012-06-07
* 2012-05-31
* 2012-05-17
* 2012-05-10
* 2012-05-03
* 2012-04-19
=== LSL functions ===
The pathfinding LSL functions enable you to create characters that dynamically avoid obstacles while performing typical behaviors you might want in a game or other virtual experience, including: 
* Create - Initialize an object to prepare it for using pathfinding functions. LlCreateCharacter
* Delete - Stop the object from responding to pathfinding functions. LlDeleteCharacter
* Evade - Run away from a specified object or avatar. See llEvade.
* Flee - Attempt to get a specified distance from a specified location. See llFleeFrom.
* Navigate - Move to a specific location. See llNavigateTo.
* Patrol - Move through a path defined by a set of "patrol points." See llPatrolPoints.
* Pursue - Chase a specified object or avatar. See llPursue.
* Update - Update or change the parameters associated with a character. See LlUpdateCharacter.
* Wander - Randomly move around a specified distance from a specified central point. See llWanderWithin.
* ExecCharacterCmd - Miscellaneous character-related functions such as stopping and jumping. See llExecCharacterCmd.
* GetStaticPath - The only function which can be used on non-characters and on regions with dynamic pathfinding disabled. Returns a path to the goal. See llGetStaticPath
For more details, see Pathfinding LSL Functions.
=== LSL events ===
The following event is designed to react when the various pathfinding event are triggered for an active pathfinding character:
* path_update - Triggered when a pathfinding event occurs.
PayPriceReply

==Message Layout==
{
	PayPriceReply Low Trusted Unencoded
	{
		ObjectData		Single
		{	ObjectID	LLUUID }
		{	DefaultPayPrice	S32	}
	}
	{
		ButtonData		Variable
		
		{	PayButton	S32	}
	}
}
==Usage and Notes==
Sim->client reply to RequestPayPrice, lists object's pay dialog values set with llSetPayPrice
Category:Messages
Pay Object

=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
Buy Currency Test
Single Click Test (the test *should* have a pay section)
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
(none)
=== User Guides ===
(none)
Pelle

La Skin è la pelle e altro non è che una texture applicata all'avatar. Con la skin puoi modificare alcuni aspetti estetici dell'avatar quali: caratteristiche del viso e del corpo, colore della pelle, trucco, peluria, tatuaggi (quando questi sono disegnati direttamente sulla skin utilizzando programmi di grafica) etc.
L'icona delle skin nell'inventario è rappresentata da un quadratino marrone. E' possibile reperire skin freebie (gratis) o acquistarle attraverso i Linden (valuta di SL). La skin non può essere tolta ma sostituita con altra skin.
Performance Tester

Some Residents may have seen an Avatar in Second Life called Performance Tester and are wondering 'Who is that, where did she come from!? *shocked face*' 
The Performance Tester is a Linden Lab account that visits certain Locations on the Grid, to test Performance. An avatar with the surname Tester is a Linden Lab Employee, it may be a Bot or it may be a Real Person, such as a Linden doing Quality Assurance Testing!
Avatars called Performance Tester are not Likely to reply to you in chat or Instant Message.
Category:Linden QA Team
Periodicals

==Periodicals Related to Second Life==
*Kultivate Magazine (formerly Windlight Magazine) - Your guide to the arts in Second Life
*The SL Enquirer - A virtual world news source covering the Second Life Community since 2005. Got News? Get It Published!
*The MalQusition - SL Aviation News & Watchdog
===Archived Periodicals Related to Second Life===
*E N V Y - Second Life's only weekly magazine publication for all of SL's communities!
*Playmates Magazine- Classy Adult Magazine featuring the most beautiful women in SL
*Nu Vibez & Roleplay Guide Magazine - Nu Vibez and Roleplay Guide Magazine is a pop culture lifestyle magazine focusing on fashion, modeling, entertainment & current events for Second Life Residents
*Bright Metallic Magazine - Science Fiction in Second Life
==Editorial and Advertising Contacts for Second Life Related Periodicals==
{| border="1" class=lltable
|+ Second Life Periodicals Editorial and Press Contacts
! Periodical !! Editorial contact !! Ad contact
|-
| E N V Y || || envymagazine.sl@gmail.com 
|-
| Nu Vibez & Roleplay Guide Magazine || nuvibezm@gmail.com || Nu Vibez & Roleplay Guide Advertising
|-
|Kultivate Magazine ||publisher@kultivatemagazine.com || http://kultivatemagazine.com/advertising-information/
|-
| The SL Enquirer || lanaijarrico@gmail.com || http://www.slenquirer.com/2012/03/attention-all-media-sources-in-second.html
|- 
| AVENUE Magazine The Ultimate Fashion and Lifestyle Mag. || editorial@avenuesl.com || ads@avenuesl.com
|-
| Metaverse Messenger || Staff || advertising AT metaversemessenger.com
|-
| Playmates Magazine || Tazzyjenkins@yahoo.com || Tazzy Jenkins
|-
| Second Life Herald || Editorial Staff || Advertising Staff
|-
| Second Style Magazine || editor [AT] secondstyle.com || sales [AT] secondstyle.com
|-
| The MalQusition || n/a || n/a
|-
Back to Marketing
Category:Marketing
Permissions

=== Feature design document ===
(none)
=== Functional spec ===
(none)
=== Test scripts ===
* Container Permissions Test
* Deed Test
* Group Permissions Test
* Inventory Permissions Test
* Item Permissions Test
* Next Owner Permissions Test
* Scripted Permissions Test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
List of features that need to be tested when this feature changes, and why.
=== User guides ===
(none)
=== See also ===
* Permission
* Help:Permissions
Permissions FAQ/ja

== グループで共有する ==
この設定はrezされたオブジェクトにて常に用いられます。このボックスがチェックされる時、グループのメンバーだれもがオーナーのようにオブジェクトを扱うことができます。制限としては、他のオブジェクトにリンクすることが不可能です。
== 誰でも動かすことを許可する ==
この設定はrezされたオブジェクトにて常に用いられます。このボックスがチェックされる時、だれもがオブジェクトを動かすことが可能になります。
== 誰でもコピーすることを許可する ==
この設定はrezされたオブジェクトにて常に用いられます。このオブジェクトがチェックされる時、だれもがコピーを取得することが可能になります。オブジェクト上での右クリックはTake Copyのパイメニューオプションを表示するでしょう。
== 検索結果に表示する ==
名前と（ある場合は）価格の構成を全検索のラベルに用いて表示するでしょう。
== 販売 ==
この設定はrezされたオブジェクトにて常に用いられます。オブジェクトの販売を許可するにはこのボックスをチェックします。あなたは価格および、現物販売、コピー販売、あるいはコンテンツとしてなど、どのように販売したいのかも設定可能です。コピーは最も用いられるオプションです。コンテンツは展示している箱からアイテムを売るために習慣的に用いられます。
== 編集 ==
この設定はどのように次のオーナがアイテムを使えるのかを決定します。アイテムの名前、テクスチャ、色、コンテンツ、そしてサイズを変更許可するにはこのボックスをチェックします。あなたが次のオーナによってアイテムを編集されたくない場合は、ボックスにチェックを入れずに手放します。
== コピー ==
この設定はどのように次のオーナがアイテムを使えるのかを決定します。あなたが次のオーナに無制限のコピーを許可する場合はこのボックスをチェックします。あなたがアイテムをコピーされたくない場合は、ボックスにチェックをいれずに手放します。
== 再販売/再配布 ==
この設定はどのように次のオーナがアイテムを使えるのかを決定します。あなたが次のオーナに再販売あるいは譲渡を可能にしたい場合は、このボックスをチェックします。現在譲渡可能で再販禁止の設定をする方法はありません。パーミッション設定時に覚えておきましょう。
== オブジェクト例 ==
パーミッションは組み合わせで働きます。これらの例はどのように機能させるかのアイデアをあなたに提供するでしょう。
=== 例 1 ===
服のデザイナーはズボンを一つ売りたい。彼らは次のオーナが望むならズボンを短く変更できるようにしたい。また、買い手が贈り物として渡せるようにもしたい。
パーミッション: 編集可能、コピー禁止、再販売／譲渡可能
=== 例 2 ===
乗りものの作成者はジェットスキーをうりたい。彼らは新しいオーナが色を変更可能で、インベントリへのバックアップに回収することについてを心配するよりもかえって、rezした後に削除も可能にしたい。そのオーナが無制限にコピーを作ってみた後は、確実にジェットスキーを再販売不可能にしなければならない。
パーミッション: 編集可能、コピー可能、再販売／譲渡禁止
=== 例 3 ===
ビルダーはソファをつくる。彼らはオーナにソファーについていずれも変更してほしくない。彼らはつぎのオーナにはソファーの詳細をみることすら可能にしたくない。彼らはコピーもまた作られたくない。
パーミッション: 編集禁止、コピー禁止、再販売／譲渡可能
=== 例 4 ===
あなたはノートカードに好きなランドマークと参考になるヒントをかいた。他の人達に渡して書き加えてもらいたい。
パーミッション: 編集可能、コピー可能、再販売／譲渡可能
== オブジェクトのコンテンツ例 ==
パーミッションは内部の他のオブジェクトにもまた設定可能です。内部オブジェクトのパーミッションは外部オブジェクトに取得されます。これらの例はどのようにパーミッションが働くかのアイデアをあなたに与えるでしょう。
=== 例 1 ===
ソファー制作者はスクリプトとアニメーションのある新しいソファーを作る。彼らは次のオーナにソファーを変更されたくない。次のオーナはスクリプトが編集可能である必要があるが、制作者はコピーあるいは譲渡されたくない。アニメーションは自由で、コピーを許可すべき。
*ソファーのパーミッション: 編集禁止、コピー禁止、再販売／譲渡可能
*スクリプトのパーミッション: 編集可能、コピー禁止、再販売／譲渡禁止
*アニメーションのパーミッション: 編集可能、コピー可能、再販売／譲渡可能
オブジェクトの入れ物であるソファーは、内部オブジェクトのパーミッションの全てをあなたのインベントリのパーミッションへ継承して、あなたがrezするまで編集禁止、コピー禁止、そして再販売／譲渡禁止として表示するでしょう。
== 寄稿 ==
* Toy LaFollette
== 関連項目 ==
*Permissions
*Permissions Explained
Person to person IM

=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
internal test
Instant Message Test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Internationalization/Unicode
Chat
Friends
llInstantMessage
Group IM
Conference IM
Teleport rides on the IM message system
Inventory Offers rides on the IM message system
=== User Guides ===
(none)
Personal ATM Machine

I made this script to allow me to store my Lindens in another account, in order to stop me from spending them so carelessly. Others may find it useful.
// ATM Machine script, Jessikiti Nikitin 2010
//
// Brief instructions for use:
//
// Give this script to your alt, ensuring their balance is L$0 (or setting the balance in the variable below),
// put it in an object and then allow debit permissions when the object requests them.
//
// You can then manage your alt's balance using the object, without the alt having to be logged in.
// To deposit lindens, pay the object. To withdraw lindens, touch the object for a menu.
key managerKey = "00000000-0000-0000-0000-000000000000"; // change this to your main avatar's key
list dialogAmounts = ["50", "100", "250", "500", "1000", "5000", "10000", "50000", "All"];
integer balance = 0;
integer opChannel;
integer listenHandle;
presentDialog()
{
 opChannel = llFloor((llFrand(1000000) * -1)-1000000); // creates random operation channel to
 // prevent spying on withdrawal amounts
 listenHandle = llListen(opChannel, "", managerKey, "");
 llSetTimerEvent(60);
 llDialog(managerKey, "Balance: L$"+(string)balance+"\n \nChoose amount to withdraw.", validAmounts(), opChannel);
}
list validAmounts()
{
 // this function prevents the script offering money that isn't available,
 // which would result in a silent failure
 list va;
 integer i;
 for(;i<llGetListLength(dialogAmounts);++i)
 {
 if((integer)llList2String(dialogAmounts,i)<=balance)
 {
 va+=llList2String(dialogAmounts,i);
 }
 }
 return va;
}
removeListens()
{
 llListenRemove(listenHandle);
 llSetTimerEvent(0);
}
default
{
 on_rez(integer omitted){ llResetScript(); }
 
 state_entry()
 {
 opChannel = llFloor((llFrand(1000000) * -1)-1000000);
 llRequestPermissions(llGetOwner(),PERMISSION_DEBIT);
 }
 
 touch_start(integer number_detected)
 {
 integer n;
 for(;n<number_detected;++n)
 {
 if(llDetectedKey(n)==managerKey)
 {
 if(balance==0)llDialog(managerKey, "Balance: L$0", [], opChannel);
 else
 {
 presentDialog();
 }
 }
 }
 }
 
 listen( integer channel, string name, key id, string message )
 {
 removeListens();
 integer amountToGive = (integer)message;
 if(message == "All")amountToGive = balance;
 llGiveMoney(managerKey, amountToGive);
 balance -= amountToGive;
 llInstantMessage(managerKey, "New balance = L$"+(string)balance);
 }
 
 money(key id, integer amount)
 {
 if(id == managerKey) // only display balance if money came from you
 {
 balance += amount;
 llInstantMessage(managerKey, "New balance = L$"+(string)balance);
 }
 else // remove this else block if you want to allow other people
 // to put money into your safe
 {
 llGiveMoney(id, amount);
 llInstantMessage(id, "You are not the owner of this safe.");
 }
 }
 
 timer()
 {
 llInstantMessage(managerKey, "timed out");
 removeListens();
 }
}
Peter Bouscario

Rezzed Date: 11/28/2008
'''
===Information===
----
Peter Bouscario first came into the world of SL on November 28th, 2008 as a managing partner for a small, but successful gentleman's club and was allegedly a high-ranking member of the Second Life based Luciano Crime Family at one point.
After the club closed down in early 2009, Peter Bouscario was rumored to be handling low-level errands for the Luciano Crime Family of Second life through (Alleged) Capo Lyndon Westminster. 
Today, he is rumored to have been promoted multiple times, and possibly holds the rank of Captain or higher and is said to be one of the most powerful Lucianos' on the street.
The Luciano Crime Family, as of, (11/7/2010) has as many as 5 "Made" members and up to 50 associates.
Phantom

Phantom is a property that can be set on a prim through the edit window or via scripting. Setting a prim to phantom will cause it to become non-solid and no collision detection will occur. Setting prims to phantom does not stop them from being simulated by the physics engine. Use Physics Optimization to do this. 
==Menu==
* Building Tools#Object Tab
==Scripting==
* :Category:LSL Phantom
==Video tutorial==
* ?
==See also==
* Phantom Objects
Phantom Child/ja

= Phantom Child (子プリムのファントム化)抜粋 =
<lsl>default {
 state_entry() {
 llSetPrimitiveParams([ // llSetLinkPrimitiveParamsFast(LINK_THIS, [ 　　はもっと早くてもっと高いバイトコード
 PRIM_FLEXIBLE, TRUE, 0, 0.0, 0.0, 0.0, 0.0, ZERO_VECTOR]);
 }
 on_rez(integer s) {
 llResetScript();
 }
 changed (integer change){
 if (CHANGED_REGION_START & change)
 llResetScript();
 }
 collision_start(integer n){
 llResetScript();
 }
}</lsl>
Phantom Maker

OBSOLETE:	This glitch has been fixed in Second Life, this Script no longer functions as intended.
While I (Xaviar Czervik) was making a vehicle script, I discovered this glitch with llVolumeDetect that allows avatars to become phantom. This means, you can pass through all objects and avatars solid. It is a known bug, and I put it on the JIRA, , but Kate Linden has confirmed that people are allowed to use this without violating the CS or ToS.
To make this effect, save this script in an object. Then, just sit on it. It will delete itself, so it may be better to take a copy first. After you stand back up, you will be able to pass through anything.
<lsl>
default {
 state_entry() {
 llSitTarget(<0,0,.1>, <0,0,0,0>);
 }
 
 changed(integer i) {
 if (llGetOwner() != llAvatarOnSitTarget()) return;
 if (!(i & CHANGED_LINK)) return;
 llVolumeDetect(1);
 llDie();
 }
 
 on_rez(integer i) {
 llResetScript();
 }
 
}
</lsl>
To remove the effect, do the same thing for the following script. Note the only difference is that there is a "llVolumeDetect(0);" after the first volume detect.
<lsl>
default {
 state_entry() {
 llSitTarget(<0,0,.1>, <0,0,0,0>);
 }
 
 changed(integer i) {
 if (llGetOwner() != llAvatarOnSitTarget()) return;
 if (!(i & CHANGED_LINK)) return;
 llVolumeDetect(1);
 llVolumeDetect(0);
 llDie();
 }
 
 on_rez(integer i) {
 llResetScript();
 }
 
}
</lsl>
Phantom Objects

=== Feature Design Document ===
(none)
=== Functional Spec ===
* An object can be made phantom via the edit tools or by script:
** Edit tool > Object > Phantom
** Edit tool > Features > Flexible Path
*** Flexible objects are automatically made phantom.
** llSetStatus(STATUS_PHANTOM,TRUE)
** llVolumeDetect
* Objects that are both phantom and physical will fall through other objects or avatars and will collide only with the ground.
* Phantom objects cannot be sat upon.
However, setting prims to phantom does not prevent objects being simulated by the physics engine. Use Physics Optimization to do this.
Other things that appear to be phantom:
* Objects that live on an adjacent region but hang over onto this region.
* Attachments.
* Prims, sculpties and mesh using Physics Optimization
=== Test scripts ===
llSetStatus test 
llGetStatus test 
llVolumeDetect test - Can two llVolumeDetect objects detect each other?
Flexible Objects test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Physics_Test - The Physics test should ensure check that phantom objects are truly phantom.
=== User Guides ===
llSetStatus on LSLWiki.com
llGetStatus on LSLWiki.com
llVolumeDetect on LSLWiki.com
Phishing scams in Second Life/pt

= Roubo de identidade no Second Life =
Phishing pode ser entendido como uma forma de fraude eletrônica, caracterizada por tentativas de adquirir fotos, músicas e outros dados pessoais. Não existe em português uma tradução mais precisa para este termo. 
No Second Life este termo consiste no roubo de identidade, ou seja, pelo roubo da senha e do login de um avatar, levando o Residente a passar os seus dados de login a outros.
== Como acontece ? ==
Aqui estão alguns exemplos:
* Alguém posta um link ou as vezes, um texto acompanha o link, para leva-lo a clicar no link. Pode ser enviado por um amigo ou por alguém que conheceu no Second Life. Que passam o link sem saber sobre a sua periculosidade, pois ainda não tiveram suas contas sequestradas ou um oportunista já tomou a conta e envia o link malicioso para a lista de amigos do avatar. 
* O texto apresenta um oferta irresistível. Como ganhar lindens, uma skybox grátis, roupas free, etc. 
* Você clica no link e este o leva para uma página que se parece com a tela de login do Second Life ou o faz acreditar que seja um site relacionado a Linden.
* Nesta página você faz o login usando o seu nome de Residente e a sua senha.
Desta forma, você inadvertidamente passa seus dados pessoais para pessoas inescrupulosas. Você acabou de ser alvo de phishing e deu a alguém suas informações de login no Second Life. Agora eles podem entrar em sua conta no SL, ter o seu dinheiro, destruir a sua propriedade no SL, excluir o seu inventário, etc.
== Como evitar ser alvo de phishing ==
Se você clicou em um link e este o leva para algum tipo de página de login, não importa o quanto parece ser real, não insira nenhum dado.
Observe em primeiro lugar a URL. A URL de login do site da Linden Lab é: https://id.secondlife.com/
Se o endereço eletrônico não começar com https://id.secondlife.com/, então não é a verdadeira página de login do Second Life. 
Se você não tiver certeza, vá sempre para: http://secondlife.com e clique em: Login situado no canto superior direito da página. Isso o levará à legítima página de login do Second Life.
O único outro site ligado a Liden é o site do Marketplace, cujo o endereço é: https://marketplace.secondlife.com/ ou em português: https://marketplace.secondlife.com/?lang=pt-BR, tendo no alto a direita o: Logon.
Caso tenha fornecido o seu login a desconhecidos, siga imediatamente os procedimentos indicados no seguinte link: Como recuperar a sua conta.
== Veja também ==
* Senha e informações da conta
* Linden Lab Official:Email Scam (Phishing) FAQ
* Linden Lab Official:Scams
Category:Ajuda Portal
Phoenix Sim Cluster

Phoenix or A168 is a Sim Cluster found North West of Heterocera, at Coordinates 929-949/1060-1080, Grid Sector I10, Little Northern Ocean. It is formed of 25 sims, all of them sharing the word Phoenix. This is a mixture of all types of land, including residential, shoping, wilderness, castles, glass buildings, also for adult staff in the form of a combat sim. Land is usually flat, terraforming is rare, maximum Altitude is below 60 meters. People should beware that people here don't accept visitors on their land. One sim that might worth a visit is Wildwoods. All land is owned by a single estate.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Photo Album

=== Feature Design Document ===
The Photo Album folder is the default folder for textures that you upload via the Snapshot feature. However, if you give a Photo to anther person, it will appear in the recipient's Textures folder.
=== Functional Spec ===
(none)
=== Test scripts ===
Snapshot test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Asset Upload
=== User Guides ===
(none)
Physical

== General ==
All objects interact with the physics engine to a certain extent. All objects have mass and volume both of which have implications for scripting, even attachments.
Objects which are 'Physical' are those that have opted into having the physics engine update their position and rotation. Objects that are non-physical will not have their positions and rotations updated by the physics engine. This means that 'Physical' objects will experience gravity and can be pushed around while non-physical objects will just float in midair. 
There is a limit on object complexity. Objects which have a physics cost greater than 32 cannot have physical enabled.
There are some interesting combining of 'physical' with object attributes:
* Phantom objects will not collide nor rebound with other objects or avatars but will collide and rebound with the ground.
* Volume detect (a scripting feature) is like phantom except that it won't collide with the ground. If an avatar or physical object interpenetrates the object the objects scripts will be notified (unless it is another volume detect object).
== Tips ==
* Don't enable physics on your object unless you are prepared for it to immediately fall to the ground.
* Physical objects have momentum, when you drag them around, you maybe imparting momentum on the object.
* When scripting physical objects you may want to consider using STATUS_SANDBOX to keep the object from escaping.
* Strange things happen when physical objects interpenetrate.
** Do not make chains, the results will be less than satisfactory.
== Scripting ==
See: :Category:LSL Physics
Physical (project page)

=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
Physics Test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Simulator performance
Physics related LSL
Vehicle related LSL 
=== User Guides ===
Physics related LSL on LSLwiki.net
Vehicle related LSL on LSLwiki.net
Physics Cost test

Category:Test Plans
Category:Mesh
Test Plan Name:
: Physics Cost test
Sources
: https://wiki.secondlife.com/wiki/Mesh/Mesh_physics
== Purpose ==
Test the Physics Cost of prims, meshes and linked sets.
== Setup ==
* Open Advanced menu > Show Debug Settings and set ShowAdvancedBuilderOptions = TRUE
* When editing an object its Physics weight appears in the edit tools just above the tabs.
== Tests ==
=== Boxes set to Convex Hull ===
* Create a linkset consisting of 10 boxes. Set one of them to have shape type Convex Hull (to trigger the new accounting)
* Arrange them and scale the linkset so that the overall linkset scale is 3m x 4m x 5m
* Verify the object is 2 prim equivalents.
=== Mesh model 1 ===
* Import/upload the duck model using a physics decomposition. Let's say the resulting decomposition has a physics cost of 13 prim equivalents (it did in my experiment)
* After setting the duck to "PRIM" so that it uses the decomposition, the cost is 13
* Scale the duck to 10m x 10m x 10m. 
* Verify its physics cost is still 13
* Set the duck Physical. 
* Verify its physics cost is 65 prim equivalents.