nyuuzyou/wikis huggingface dataset:
Physics Material Settings test

Category:Test Plans
Category:Mesh
== Verify custom Physics Material Settings are disabled in unsupported regions ==
* eg. Morris on ADITI (12-08-2010)
* eg. they all default to 0.000
== consistency testing ==
* attempt to measure the min and max physical settings for a default box. how?
* Verify you are unable to change the settings to out of bounds values:
** Gravity [-1, 28]
** Friction [0, 255]
** Density [1 to 22587]
** Restitution [0, 1]
* Gravity == how fast it falls/how much downward force is applied to it.
** Make 2 physical boxes, set the gravity of one box to 10.
** Drop both boxes at the same time
** Verify the box with more gravity falls faster.
* Friction == sliding stickiness
** Make 2 physical boxes, set the friction of one box to 255.
** Drag each box on the ground with the Drag tool (ctrl-2)
** Verify the box with more friction rolls on the ground while the other tends to slide.
* Density should affect collisions with a denser object being affected less in a collision with a less dense object, all else being equal.
** mass = density * volume. That volume is the true volume of the shape.
** Measure the mass of an object by adding this script and touching the object: default{touch_start(integer total_number){llSay(0, "mass = "+(string)llGetMass());}}
** Double the density of the object.
** Measure the mass again an Verify it has doubled.
** Make 2 physical spheres, set the Density of one sphere to 22587.
** Make the spheres collide using the Drag tool (ctrl-2)
** Verify the sphere with less Density bounces off the sphere with the greater Density.
* higher Restitution is bouncier. ...though setting it to 0 is not recommended as you'll likely get penetrations
** Make a 5x5x0.5m box "platform"
** Make 2 physical spheres. Set the Restitution of one sphere to 1.0
** Drop both spheres onto the platform
** Verify the sphere with higher Restitution bounces higher.
* Verify the material presets (wood, glass, etc.) load the correct Physics Material Settings
** Stone
*** Friction = 0.8
*** Restitution = 0.4
** Metal
*** Friction = 0.3
*** Restitution = 0.4
** Glass
*** Friction = 0.2
*** Restitution = 0.7
** Wood
*** Friction = 0.6
*** Restitution = 0.5
** Flesh
*** Friction = 0.9
*** Restitution = 0.3
** Plastic
*** Friction = 0.4
*** Restitution = 0.7
** Rubber
*** Friction = 0.9
*** Restitution = 0.9
* Test the Override material option (when that UI is finished)
== exploit testing ==
* Play with restitution = 0
* Can individual prims in a linked set have different Physics settings? Yes.
* Attempt to cause exploit by dragging a mesh asset onto a mesh object.
* Attempt to cause exploit by dropping an attached mesh on the ground.
* What else?
== griefing concerns ==
* Any ideas?
PickGodDelete

==Message Layout==
{
	PickGodDelete Low NotTrusted Unencoded
	{
		AgentData	Single
		{	AgentID			LLUUID		}
		{	SessionID		LLUUID		}
	}
	{
		Data	Single
		{	PickID			LLUUID		}
		{	QueryID			LLUUID		}
	}
}
==Usage and Notes==
Category:Messages
PickInfoReply

==Message Layout==
{
	PickInfoReply Low Trusted Unencoded
 {
 AgentData Single
 { AgentID LLUUID }
 }
 {
		Data Single
		{	PickID			LLUUID		}
		{	CreatorID		LLUUID		}
		{	TopPick			BOOL		}
		{	ParcelID		LLUUID		}
		{	Name			Variable 1	}
 {	Desc			Variable 2	}
 {	SnapshotID		LLUUID		}
 {	User			Variable 1	}
 {	OriginalName	Variable 1	}
 {	SimName			Variable 1	}
 {	PosGlobal		LLVector3d	}
 {	SortOrder		S32			}
 {	Enabled			BOOL		}
 }
}
==Usage and Notes==
Category:Messages
PickInfoUpdate

==Message Layout==
{
	PickInfoUpdate Low NotTrusted Unencoded
	{
		AgentData	Single
		{	AgentID			LLUUID		}
		{	SessionID		LLUUID		}
	}
	{
		Data		Single
		{	PickID			LLUUID		}
		{	CreatorID		LLUUID		}
		{	TopPick			BOOL		}
		{	ParcelID		LLUUID		}
		{	Name			Variable 1	}
		{	Desc			Variable 2	}
		{	SnapshotID		LLUUID		}
		{	PosGlobal		LLVector3d	}
 {	SortOrder		S32			}
 {	Enabled			BOOL		}
	}
}
==Usage and Notes==
Category:Messages
Pictures of Lindens

When Linden Lab employees appear as avatars in Second Life, they tend to be photographed. Here are most excellent galleries of Linden avatar — if you're a Linden paparazzi, feel free to add yours!
* Linden Hunting group on Flickr
* Opensource Obscure's on Flickr (please log into Flickr if you have an account to see them all)
* Daniel Voyager's on Flickr
* Gellan Glenelg's on Flickr
* Holocluck Henly's on Picasaweb
* Marianne McCann's on Snapzilla
* Pituca FairChang's on Flickr
On occasion, requests to view pictures of Linden avatars appear on the forums.
PlacesQuery

==Message Layout==
{
	PlacesQuery Low NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID		LLUUID		}
		{	SessionID	LLUUID		}
		{	QueryID		LLUUID		}
	}
	{
		TransactionData Single
		{	TransactionID	LLUUID	}
	}
	{
		QueryData		Single
		{	QueryText	Variable	1	}
		{	QueryFlags	U32				}
		{	Category	S8				}
		{	SimName		Variable	1	}
	}
}
==Usage and Notes==
QueryFlags:
Value	Name
64 	Avatar Owned
256 	Group Owned
Category:Messages
PlacesReply

==Message Layout==
{
	PlacesReply Low Trusted Zerocoded
	{
		AgentData		Single
		{	AgentID		LLUUID		}
		{	QueryID		LLUUID		}
	}
	{
		TransactionData Single
		{	TransactionID	LLUUID	}
	}
	{
		QueryData		Variable
		{	OwnerID			LLUUID			}
		{	Name			Variable	1	}
		{	Desc			Variable	1	}
		{	ActualArea		S32				}
		{	BillableArea	S32				}
		{	Flags			U8				}
		{	GlobalX			F32				}	
		{	GlobalY			F32				}	
		{	GlobalZ			F32				}	
		{	SimName			Variable	1	}
		{	SnapshotID		LLUUID			}
		{	Dwell			F32				}
		{	Price			S32				}
	}
}
==Usage and Notes==
Category:Messages
Places to Talk

== Places to talk ==
==== Where can you go to meet other people using voice? ====
:At this time most all Welcome Areas are voice enabled
:Help Island Public and Orientation Island Public
:Chalet Linden http://slurl.com/secondlife/Wengen/23/225/86
==== Private establishments with voice enabled ====
 The Voice Mentors do not promote one business over another but provide this list as reference only. 
: Krysss Wings 2 http://slurl.com/secondlife/Arcata/204/235/59
: VooDoo Lingerie Bar http://slurl.com/secondlife/VooDoo/39/235/21
: ~HOUSE OF TUNES~, Musique http://slurl.com/secondlife/Musique/107/211/56
: La Vista Nightclub & Shopping Ce, Sakai http://slurl.com/secondlife/Sakai/232/79/52
: La Boniquita de Puerto Rico http://slurl.com/secondlife/Nooribeom/217/55/22
: Juke Joint Blues http://slurl.com/secondlife/Plush%20Lambda/211/208/22
: The Elbow Room, Mare http://slurl.com/secondlife/Mare/103/52/56
: The Blarney Stone Irish Bar - Du, Dublin http://slurl.com/secondlife/Dublin/85/90/26
: Junkyard Blues http://slurl.com/secondlife/Junkyard%20Blues/82/85/21
: Bear Dream Lodge Infohub http://slurl.com/secondlife/Bear/32/132/112
: NCI Beach http://slurl.com/secondlife/Fishermans%20Cove/61/171/25
Your Voice Mentors Group
== See also ==
* Voice Mentors Group
Category:Voice
Play and Loop Sound

== What does this mean? ==
This is a very short and simple script. Just put it in an object along with a sound and it will loop the sound over and over again.
== Let's see the script then! ==
Okay, here we go :D.
//Bella all the way xD
//
default
{
 state_entry()
 {
 llLoopSound(llGetInventoryName(INVENTORY_SOUND,0), 1.0);
 }
}
Play with my avertar

Hiya,
its Rubyred Bashly here. i have a qustion. How the hell do you get to play with your avertar?
i have been looking around the site for at least over an hour. i want to create my avertar and dress it up and all of the fun stuff ,not just look round the site and don't no what i am doing.
please replie as soon as possible! OR ELSE 
 Thank you for your time 
 yours Sinserly 
 Rubyred Bashly xxx
 (p.s do not show this)
 (p.p.si need you to help!) 
 (p.p.p.s as soon as possible
Pleasant Microcontinent

Pleasant is a Microcontinent placed at Coordinates 650-655/1147-1151, in Grid Sector F11, Far West Ocean. It is South-West to Eden Continent. Its temporary name is A108.
== Structure ==
It is formed of 14 sims and has a shape close to a triangulum.
The microcontinent is family themed. There are places dedicated to family roleplay and family residential.
== Geography ==
Altitude is usually low. Almost all land is smooth, but there still are hills.
The first thing someone will notice while visiting this microcontinent is the incredible highly-develooped infrastructure. There is a short highway, the second in Second Life after Estate Continent. Roads are found almost everywhere and split parcels. There are passages over roads or under them, one-way roads and light signals.
Ground textures vary. The Eastern part is an urban land with a special land texture, while the center of this microcontinent is in autumn colors. Snowlands are present in North, where road network is less developed and where you can find a zoo.
== Land Status ==
There are two estates in the area. Land With Restricted Access exists, but with such a developed road netwrok (Protected Land), there is no problem for anyone to visit every sim.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Plugin LSL Communication

=Hack=
While there's no official solution, here's what I came up with for now:
Client to LSL: speaks on a channel directly. Nothing special here.
LSL to Client: llOwnerSay, with this format:
<nowiki>
$VwrComm$VERSION$COMPONENT$DATA
</nowiki>
* VwrComm: Header, must be present
* VERSION: Protocol version
* COMPONENT: Component inside the viewer the message is for
* DATA: Data being sent
===Example===
<nowiki>
$VwrComm$0$AvatarScanner$LoginComplete
</nowiki>
===Implementation===
Code for this can be found at , line 2047
Escaping the llOwnerSay chat messages with a "|" instead of a "$" may be desireable if we only check the first character to see if it is a plugin only message.
Discussion: Plugin <--> LSL Communication Channels
Many compelling applications would benefit from a pipe between the plugin process and server side LSL scripts. Anything which wants to communicate status or information which can only be gathered reliably via LSL rather than typical protocol messages the client receives would benefit from such a pipe. 
A brief discussion on the alternatives for communication follows:
* Ideally, this pipe could be written differently from the current chat channels afforded by llSay or Instant Message, to avoid performance and size limitations. However, an early implementation using available technologies would be preferable to one which may take significantly longer.
* A chat channel implementation would require the ability for an avatar to have his client register a listener with the servers on channels other than channel 0. The client would not display messages on channels other than 0, but would send them to any plugins which have been registered to listen on those channels. 
* Another implementation, using instant messages, would be useful for the added privacy, however time lag between messages are significant and it would be desirable not to have these messages show up on the client itself so a flag would need to be added for plugin-only instant messages.
* Other ideas, such as HTTP requests or Emails, for external plugin communication should be discarded quickly for the very reason that most systems now have significant firewalls and NAT'd connections which will deny such communication channels immediately.
Plugin Separate Process

== Local Network Tap ==
A different approach that also looks quite interesting as it provides a lot of flexibility is to add just enough code to the SL client that it will forward all SL comms packets to a local network port and will accept packets to the SL grid but also to the view itself via that same local network port.
Plugins would connect to that local network port and get to see all packets. also, they could inject packets both for the grid as well as for the viewer.
== Chat Tap ==
Alternatively, simply route chat between local scripts and applets and SL. An application would connect to the SL client and send a channel number. The client would route lines of text from that application to that channel in-world, and route chat on that channel (if possible) or instant messages starting with that channel number (so that a proxy script in an attached prim could relay the channel to the client) back to the program.
This would not be a general SL plugin, but it would give locally running scripts a mechanism to communicate efficiently with proxies in-world
== Packet Format ==
A unicode-based, "human-readable" encoding of the packets would allow us to use almost any computer language known to AV-kind: a shell script could be a plugin! One suggestion is to use XML format. The XML format has several downsides, however, not the least of which is performance.
== Plugin lifecycle ==
Plugins should only live for the duration of a session. A plugin starter in the client (in the worst case that could be done as a shell script wrapper around the SL client itself) that goes through a $HOME/.secondlife/plugin.d directory and starts all plugins in that directory in alphabetical order (00-plugin-1,
05-plugin-2, ...). 
On shutdown the client will just send a "GOOD NIGHT" message out over the socket interface --- causing the plugins to shutdown.
== Making life harder for attack scripts ==
We can make the port number random: the client (or wrapper script) picks a random available port number, passes that in to the secondlife client (if we are using a wrapper), and also as a startup argument to the plugins. 
In addition, we can generate a randomized password for each SL session and pass that in to the client and plugins and it becomes rather difficult to run an JS XMLHTTPRequest attack...
== Advantages ==
* Minimal code changes
* Very flexible: write your plugin in perl, python, java (fortran anyone?)
== Disadvantages ==
* No filter: quite a bit of (local) traffic
* May be difficult or slow to create new UI using this method.
* Latency is a concern with user-interactive plugins, especially if something with a lot of overhead like XML is used.
Category:Feature Requests
Plugin architecture RoadMap

== Development Road Map ==
The following is a rough road map we can follow as a strategy to completing and having plugins merged into the main trunk. We do not need to slavishly follow this road map, but it should provide some management of expectations of where we are in the process and what we should expect to occur at some point in the future. 
If anyone in a decision making role disagrees with this road map, please edit until you agree with the contents.
# Discussion of various approaches and technical risks 
#: Note: informal discussions can happen anywhere, but decisions should be summarized on the sldev mailing list
# Linden input. Should include extensive comments from both legal, high leadership / technical level, and concerns + comments from the trenches.
# General agreement on basic approach
# Expansive feature list. This list should be as large as possible and should include absolutely everything we could possibily ever think of. This is the plugin we'd expect to see at some point far into the future.
# Linden input
# Agree on short term feature list. This is a prioritized list from the expansive list of the features we'd like to see immediately.
# Linden sign off
# Implementation
# Example plugins
# Test Client for Release
# Testing period plus bug fixes
# Merging
Plugin architecture Stability

== Plugin Performance and Stability Issues ==
The following is a discusson on some of the performance and stability risks that plugins will create and ways to deal with them.
Stability and Performance Risks 
* Plugins consuming too much cpu time, entering into spin locks
* Plugin memory leaks
Methods for handling Client Stability and Performance 
* Master switch to turn off all plugins. 
This could be useful when Linden Lab is providing support for a problem, or someone is having issues with their client.
* Startup / Safe mode with no plugins running
* Reporting stack traces for seg faulting software to plugin developers
Plugin architecture backwards

Patching early and often, Backwards Compatibility, and Plugin Architectures
'''
There has been some discussion regarding patching early and letting the code be the design.
In some open source projects, this is obviously a very successful approach as discussion just inspires more discussion and code inspires more code. And it's code that we want.
Unfortunately for our purposes, in those types of projects, interfaces change and code evolves rapidly. With a plugin architecture where we have consumers, Plugin Developers, we do not want to be evolving in a way that forces them to refactor their code on a monthly basis to meet the latest contracts.
It is a pain, to be sure, but getting it right the first time will rescue a whole generation of platform engineers from suffering the confusion of meeting legacy decisions made because we simply didn't know better.
However, this doesn't mean we shouldn't be coding. There are a lot of prototypes and proof of concept programs that can be written so that we may advance our knowledge to a point that we can write a final plugin specification that is mostly complete and does not require constant change as we move forward.
Plugin architecture survey

== Survey Of Client Plugins As Potential Models ==
* Old Netscape Plugin
Wiki Link 
* New Mozilla Extensions
XUL Framework, challenging to build.
Wiki Link 
* Browser Helper Object in IE
Wiki Link 
* Eclipse Plug In Model
Java callbacks and contracts. 
== == Others == ==
* XChat / Python 
* CGI
* Client-server models
== == Languages designed as plugins == ==
* Applescript
* Tcl/Tk 
* Lua
Podcast

Due to lack of resources, until further notice, the podcast is on hiatus. If you want an iTunes-compatible feed of Torley's video tutorials, use http://feeds.feedburner.com/slvideos
Our Second Life podcast features:
# Insightful interviews with Linden Lab staff
# Video Tutorials by Torley which teach you how to use SL in a fun and fast fashion
# Selected machinima works by community creators
You can subscribe via RSS or visit us in the iTunes Store. Searching the Store for "second life official" will find us, too.
You can also subscribe to us on Miro free Internet TV, where we've been a featured channel.
== Inside the Lab ==
We feature interviews focused on a different area of what Linden Lab's working on to make Second Life better. Topics covered so far include discussion of behind-the-scenes tech, the graphical wonders of WindLight, and what real-life educators are doing inworld.
In addition to the podcast, each Inside the Lab episode is announced on our Official Blog with links to useful resources and text transcripts for your convenience.
== Video Tutorials ==
Vidtuts on the podcast are high-quality MP4 files which are iPod-compatible and playable from other mobile devices. They're usually updated weekly, downloadable for free (no DRM!), and much clearer/crisper than their equivalents available on YouTube.
Podcasts

This is a catalog of podcasts produced by Second Life residents.
Residents with Podcasts are strongly encouraged to add their own to the list.
* The Drax Files Radio Hour by Draxtor Despres and Jo Yardley
* Angelocracy News and Politics by Angelocracy Xue
* The Naked Scientists by Dr. Chris Smith and colleagues, in the SciLands sim on Sundays at 10:00 AM Pacific Time
* The History Files by Rittmaster Peterman and Nabila Nadir (Peterman), released weekly.
* Gordon's Gun Closet by Rittmaster Peterman and Nabila Nadir (Peterman), released bi-weekly.
* Audio Gumshoe by Rich DeSoto
* 100 Word Stories by Crap Mariner - Daily microfiction, with a weekly challenge open to other storytellers on a selected topic.
* Horror Addicts by Emerian Rich
* The Quest for the Golden Prim by PJ Trenton and Saffia Widdershins
==Podfaded==
When a podcast is no longer produced, has left Second Life or hasn't released a new episode in a long time, the podcast is said to have Podfaded.
If you run one of these podcasts and you are still producing new episodes, please cut-paste the podcast back into the relevant section of this page.
* Ride the Dragon by Silas Scarborough
* The Band That Never Was by Matthew Perreault
* Coronaverse by Itazura Radio & the Corona Cay Residents
* Off The Shelf by Kghia Gherardi and Simeon Beresford
* Metareality by Sand Castle Studios
* Science Friday by Ira Flatow
* Crescent by PR Lovenkraft
* Dale Jarvis - Storyteller by Gilbert Sapwood
* Hellhole Tavern by Mark Eller
* I Have To Tell You Something by Salome Strangelove and Grace McDunnough
* Chillcast by Anji Riel
* Meet Scottlo Scorbal by Scottlo Scorbal
* Grizzly Growls
* Kittywitchin by Kitty O'Toole
* Phil Rossi Podcast by PR Lovenkraft
* Merciless Storytellers by Keeme Brown, Solomon Sixpence, Crap Mariner, PR Lovenkraft
* Dive Bar Radio by Banana Stein
* Podmafia by Gomem DeSoto, Itazura Radio, Stuart Warf and Yxes Delacroix
* Milk n Kookies by Yuki Eliot, KoffeeKid Smalls, and Sage Kostenboom
* Copper Robot by Mitch Wagner
* Phaylen by Phaylen Fairchild
* Green Guy Lounge by Kat Glimmer
* Voices in the Machine by Gabrielle Riel (Caledon)
* Angelocracy News and Politics by Angelocracy Xue, Angelocracy is on Itunes
* The Broad Cast by TheDiva Rockin, Kat Glimmer, Peaches Berchot
* Diamonds and Rust by Keeme Brown and Nika Dreamscape
* Brooklyn is Watching by Nebulosus Severine and Bettina Tizzy
* Daphne's Random Thoughts by Daphne Abernathy
* Gomem Show by Gomem DeSoto
* Rezzed and Confused by Itazura Radio
* Metaverse in a Minute by Radar Masukami
* Pizzababe by Jenny Shackle
* Metanews Daily by Stuart Warf (with guest hosts)
* On The Grid by Erbo Evans (news segments with music)
* Fantasy and Fairytales by Yxes Delacroix
* Black Tie Martini Club by CalebBullen Balut
* Alternative Classix by Ribbons Whitfield and Tarsis Korobase
* Beatchicks by Hope Clary and TheDiva Rockin
* Blogs, Views, and Blues by Rich DeSoto
* Night Guy by Bluesmoke Hextall
* Spartacus Roosevelt by Spartacus Roosevelt
* Rez Ed by Sasha Barab
* SecondCast by Johnny Ming and Torrid Midnight
Back to Marketing
Category:Marketing
Pointing Stick

Made this to point at folk when its their turn at games lolz right. the useful tidbit is how it goes in the direction of what ever angle its pointing in.
 
<source lang="lsl2">
integer switch = TRUE;
key user;
default
{
 state_entry()
 {
 vector goal = <90, 0, 90>;
 llSetRot(llEuler2Rot(goal*DEG_TO_RAD));
 llSetText("Touch to activate", <0,1,0>, 1);
 }
 on_rez(integer x)
 {
 llResetScript();
 }
 touch_start(integer y)
 {
 if (switch)
 {
 user = llDetectedKey(0);
 llRequestPermissions(user, PERMISSION_TAKE_CONTROLS);
 llSetText("Touch to Release Controls", <1,0,0>, 1);
 }
 else
 {
 if (llDetectedKey(0) != user) return;
 llReleaseControls();
 llRegionSayTo(user, 0, "Controls Released");
 llSetText("Touch to activate", <0,1,0>, 1);
 }
 switch = !switch;
 }
 run_time_permissions(integer perm)
 {
 if (perm & PERMISSION_TAKE_CONTROLS)
 {
 llTakeControls( CONTROL_FWD|CONTROL_BACK|CONTROL_ROT_LEFT|CONTROL_ROT_RIGHT|CONTROL_UP|CONTROL_DOWN,TRUE,FALSE);
 }
 }
 control(key id, integer level, integer edge)
 {
 if (level & CONTROL_UP)
 {
 llSetLinkPrimitiveParamsFast(-4,[ PRIM_POSITION, llGetPos() +<0,0,0.20> ]);
 }
 if (level & CONTROL_DOWN)
 {
 llSetLinkPrimitiveParamsFast(-4,[ PRIM_POSITION, llGetPos() +<0,0,-0.20> ]);
 }
 if (level & CONTROL_FWD)
 {
 llSetLinkPrimitiveParamsFast(-4,[ PRIM_POSITION, llGetPos() +<0,0,0.20> * llGetLocalRot()]);
 }
 if (level & CONTROL_BACK)
 {
 llSetLinkPrimitiveParamsFast(-4,[ PRIM_POSITION, llGetPos() +<0,0,-0.20> * llGetLocalRot()]);
 }
 if(level & CONTROL_ROT_LEFT)
 {
 llSetLinkPrimitiveParamsFast(-4,[PRIM_ROT_LOCAL, llGetLocalRot() * llEuler2Rot(<0,0,4>*DEG_TO_RAD)]);
 }
 if (level& CONTROL_ROT_RIGHT)
 {
 llSetLinkPrimitiveParamsFast(-4,[PRIM_ROT_LOCAL, llGetLocalRot() * llEuler2Rot(<0,0,-4>*DEG_TO_RAD)]);
 }
 }
}