nyuuzyou/wikis huggingface dataset:
Shopping Continent

This is the smallest continent and is a shoppers' and merchants' paradise. It has no seas, just endless shops, connected with roads, on a large plain. If you have money to waste, this is the best destination. 
Estate: Something Estates
== Geography ==
The general aspect is that of a gigantic supermarket. It is owned by a single estate. Its location is South to Satori. An interesting fact is that almost every sim has a central infohub that looks like a park or like a square. There are cars driving on local roads. This continent has automated transportation.
Altitude is 35 meters (a perfect plain). In infohubs, in places with water, altitude is 30 meters. Water level is 34 meters. Editing the altitude map for this continent makes no sense, since all land should fit between 20 and 40 meters.
Shopping Continent has no ban lines or entity orb teleporters, the highest road density of all continents and a lot of people that want you inside their shops. So, this is the continent with the highest accesibility.
=== Transportation ===
The road network has about 25 km length and automated transport. Roads are placed in paralell, like the American streets. This system allows a very good access to all parcels. It is easy for clients to move this way from a shop to another. There are taxi vehicles that circle along all roads, with stops at the sim central infohubs and with informations for travellers. They are a very good way to get a complete tour of the continent. These vehicles are owned by a single person. So, we can say that Shopping Continent has an Automated Transportation company with continental coverage.
As a result, Road efficiency index is 11.60, the highest value from all continents. For more details, see Private Continents Network.
== History ==
The date when this continent got over 30 sims is unknown. Its owner, Somebody Estate, is estabilished since 2005 and part of this continent was built a long time ago.
== Statistic data ==
Size in sims: 33 (N-S 7, E-W 6)
Size in meters: 2.16 square km (1.79/1.53 km)
Sea sims (only water): 0
Coast sims (land & water): 1
Land sims (no water): 32 (however, they might have fountains or small pools)
Sims with road access: 32
Population density: average (daily fluctuations)
== Coordinates ==
The Coordinates are in sims, format longitude(min-max)/latitude(min-max) from Gridsurvey .
Continent: 1095-1100/974-980
Grid Sector: J9
== See also ==
List Of Continents
Second Life Geography
Shortlinks

This page compiles shortlinks related to the secondlife.com domain that were setup for convenience.
For example, it can be hard to remember and type in this from scratch:
: http://community.secondlife.com/t5/English-Knowledge-Base/tkb-p/English_KB@tkb
But what about this? It's an easier redirect to the same place:
: http://secondlife.com/kb
Some of these may be transient, so please keep the list updated and sorted alphabetically.
== get.secondlife.com ==
Downloads the newest stable Second Life Viewer and tries to auto-detect your platform. More info.
== secondlife.com/kb ==
The Knowledge Base, "Second Life's manual".
== secondlife.com/tnt ==
Second Life Tips & Tricks blog, run by the Documentation Team
== secondlife.com/video ==
All Second Life Video Tutorials, curated by Torley. You need to be logged in to see this.
Category:Reference
Show your SL photos on flickr safely

Displaying your SL snapshots on Flickr is a great way to share your SL photos, but it should be done safely. 
The Flickr account should NOT be your RL account, so it should not contain any information related to your RL, like your RL name, or your RL email or date of birth, etc. This account will be linked to you by search tools, and they will eventually show these photos when someone search for your real name.
By using your RL account you allow people in SL to collect important information about your RL that can compromise your safety and security, and you allow people in RL to find out about your SL, and they will see your SL photos associated to your RL person. 
The solution, therefore, is to create a Flickr account that doesn't contain any information that can be linked to your RL. Also the email provided should be an email that you use only for this Flickr account.
Sicherheitslücken

Probleme, die die Sicherheit von Second Life betreffen, sollten über spezielle Mechanismen - welche im Folgenden beschrieben werden - an Linden Lab gemeldet werden. Bitte helfen Sie uns Second Life sicher zu halten, indem Sie sicherstellen, dass Sicherheitslöcher nicht der breiten Öffentlichkeit verkündet werden, bevor ein Sicherheitsupdate zur Verfügung steht.
Was macht ein Sicherheitsproblem aus? Falls ein Problem eine der folgenden Gefahren für Second Life, dessen Bürger oder Inhalte darstellt, wird es als Sicherheitsproblem angesehen und sollte gemeldet werden:
* deckt die reale Identität eines Bürgers ohne dessen Zustimmung auf
* zerstört Inhalte
* gestattet unauthorisierten Zugang zu Second Life/Linden Lab Ressourcen
* kompromittiert einen oder Server Host mit der Absicht ihn fernzusteuern
Wenn Sie eine Sicherheitslücke melden, geben sie bitte so viele informationen wie möglich. Dies beinhaltet auch die Ausstattung ihres Computers (z.B. Windows XP Service Pack 2, Nvidia 6800 usw.) sowie die komplette Anleitung zur Reproduktion. Linden Lab bietet eine Prämie von 10.000 L$ für jede vorher unbekannte Sicherheitslücke die verifiziert werden kann. Bitte melden Sie Sicherheitslücken sobald Sie sie finden!
== Sicherheitslücken melden ==
Es gibt zwei Wege um Sicherheitslücken zu melden:
* Im SEC Projekt unter jira.secondlife.com (BEVORZUGT). Es ist SEHR WICHTIG, dass Sie die Sicherheitslücke im SEC Projekt melden, da dies das einzige Projekt ist, das so eingerichtet wurde, dass nur Linden Lab und der Reporter das Thema einsehen können.
* Über E-Mail: security@lindenlab.com 
ACHTUNG: Das SEC Projekt (und die Sicherheits Mailingliste) ist NUR für Sicherheitslücken bestimmt, die die Identität eines Bürgers oder den Second Life Grid gefährden. Alle anderen Anfragen, inklusive Accountprobleme und Accountsicherheit werden dort nicht bearbeitet.
Für andere Probleme:
* Falls Sie glauben ihr Account sei von jemandem missbraucht worden, versuchen Sie bitte unverzüglich Ihr Passwort zu ändern und kontaktieren Sie ebenfalls den Support.
* Falls sie andere Probleme feststellen, kontaktieren sie bitte den Support.
* Für Informationen über das Melden von Problemen, welche keine Sicherheitsprobleme nach obiger Definition sind, lesen Sie bitte den Artikel über den allgemeinen Probleme-Tracker.
Sim

Simulator, which can mean either:
* Sim node (or sim host), the physical server machine simulating one or more regions.
* Sim processes, the processes running on the server machines that simulate regions.
The latter usage is more precise, because multiple processes may run on a single server CPU. In common usage, "sim" may also be used to mean region, though this meaning is deprecated because it is ambiguous. Most accurately, a region is simulated by a sim process running on a sim node.
== Definitions by Lil Linden == 
From the Beta Server Office Hours 2010.02.12:
* Sim means sim host, or the hardware
* Simulator is the binary that runs on the sim hosts
* Regions run in the simulator
Sim/ja

シム
シミュレータの事で、以下のいずれの意味でも使われます。
* SIM ノード (あるいは SIM ホスト) : 1 個かそれ以上のリージョンを維持する物理的なサーバ。
* SIM プロセス : リージョンを維持するサーバ機上で実行されているプロセス。
後者がより正確な用法です。なぜなら単一のサーバ CPU 上で複数のプロセスが実行され得るからです。一般的な用法として、リージョンを指して "SIM" という場合もありますが、この使い方は紛らわしので非難されています。最も正確に言うと、1 台の SIM ノード上で実行されている 1 個の SIM プロセスによって 1 個のリージョンが維持されています。
SimWideDeletes

==Message Layout==
{
	SimWideDeletes Low NotTrusted Unencoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		DataBlock			Single
		{	TargetID		LLUUID	}
		{	Flags			U32	}
	}
}
==Usage and Notes==
TargetID is the UUID of the person that should have their objects deleted/returned.
Flags controls various aspects of exactly what is deleted/returned, and from where.
The results apply to the current region only, does not affect other regions within an estate.
No copy objects are always returned, even if the always return flag is not set. (You cannot delete others no copy objects using this.)
=== Flags values ===
Value	Flag 	Comment
0x01 	SWD_OTHERS_LAND_ONLY 	The delete/return only affects land that the target does not own within the region.
0x02 	SWD_ALWAYS_RETURN_OBJECTS	Objects are ALWAYS returned instead of being deleted. (Is this still respected on the sim?)
0x04 	SWD_SCRIPTED_ONLY 	Only objects that contain scripts are considered for being returned/deleted.
== Official Viewer Behavior ==
Currently estate/region owners are only allowed to return scripted objects, this is forced.
Category:Messages
Sim Cluster

A sim cluster is a group of many sims (more then 10) that are connected only on diagonal (and can belong to different estates). Also a sim cluster is a group of sims that are close one to another, but not in direct contact and belong to the same estate. Sometimes, a sim cluster can have more then 30 sims, that is the minimum limit for a continent, but they are not a continent since their sims are not connected.
Sim clusters are the most common feature we see on the map. Sometimes their architecture is the result of random combination, sometimes behind this there is the work of an estate manager. It is impossible to count all the sim clusters, however there should be hundreds or thousends.
The Estate Continent is composed of a central continental mass and is close to a sim cluster.
Sim Superclusters are more then 50 sims wide (12.8 km) and sometimes they host more then 100 sims.
Mathematic Sim Clusters are sim clusters where sims are placed in a mathematic order. Usually, there are two main models of mathematical sim clusters: Square Clusters orisontal and vertical, leaving void channels between them that look like American streets on a city map (between one and 5 sims wide) and Diagonal Clusters, where sims are placed in diagonal, having contact one to another only at the corners.
The fall 2013 census found 91 sim clusters. 7 of them surround a microcontinent and one surrounds Estate Continent.
== See also ==
Continent
Sim Group
Unassociated Sims
Microcontinent
Isolated Sim
List Of Continents
Microcontinent
Oceans
Subcontinent
List Of Microcontinents And Sim Clusters
Second Life Geography
Category:Sim Clusters
Sim Group

A Sim Group is a map structure that cannot be defined as a continent, subcontinent or sim cluster. It has between 2 and 9 sims. These formations are rare and usually very isolated. If they are found isolated, they are listed in the List Of Microcontinents And Sim Clusters Currently, the list contains 16 sim groups.. Many sim groups are common inside a Sim Cluster or in Unassociated Sims.
Total number of sim groups is unknown, it is estimated to be somewhere over 300 or 500.
== See Also ==
Continent
Subcontinent
Microcontinent
Sim Cluster
Isolated Sim
Unassociated Sims
List Of Continents
List Of Microcontinents And Sim Clusters
Oceans
Transcontinental Channels
Second Life Geography
Sim Map Particle Projector

*Click Here To see my page and more of my scripts
Fun little script. Drop it in a prim to see how it works. Demonstrates how to work with the map api.
string URL = "http://www.subnova.com/secondlife/api/map.php?sim=";
key httpRequestId;
float mapSize = 3.0;
 
mapParticle(key mapTexture)
{
 llParticleSystem([PSYS_PART_FLAGS, 0,
 PSYS_SRC_PATTERN, 4,
 PSYS_PART_START_ALPHA, 0.5,
 PSYS_PART_END_ALPHA, 0.5,
 PSYS_PART_START_COLOR, <1.0, 1.0, 1.0>,
 PSYS_PART_END_COLOR, <1.0, 1.0, 1.0>,
 PSYS_PART_START_SCALE, <mapSize, mapSize, 0.0>,
 PSYS_PART_END_SCALE, <mapSize, mapSize, 0.0>,
 PSYS_PART_MAX_AGE, 1.2,
 PSYS_SRC_MAX_AGE, 0.0,
 PSYS_SRC_ACCEL, <0.0, 0.0, 0.0>,
 PSYS_SRC_ANGLE_BEGIN, 0.0,
 PSYS_SRC_ANGLE_END, 0.0,
 PSYS_SRC_BURST_PART_COUNT, 8,
 PSYS_SRC_BURST_RADIUS, mapSize,
 PSYS_SRC_BURST_RATE, 0.1,
 PSYS_SRC_BURST_SPEED_MIN, 0.0,
 PSYS_SRC_BURST_SPEED_MAX, 0.0,
 PSYS_SRC_OMEGA, <0.0, 0.0, 0.0>,
 PSYS_SRC_TEXTURE, mapTexture]);
}
 
default
{
 on_rez(integer param)
 {
 llResetScript();
 }
 state_entry()
 {
 httpRequestId = llHTTPRequest(URL + llEscapeURL(llGetRegionName()), [], "");
 }
 http_response(key request_id, integer status, list metadata, string body)
 {
 if((request_id == httpRequestId) && (status == 200))
 mapParticle(body);
 }
}
Category:LSL Deprecated
Simple

== Simple E-mail sender Via Second life ==
With this simple script it´s possible send a e-mail from Second Life.
These scripts are honestly too simple for real use and shouldn't really be featured in the script library but at least they compile (unlike the original).
The owner only version is acceptable for real use since it will only respond to one user at a time.
=== Owner Only version ===
<lsl>// Say on channel 3 the email address, subject and message separated by pipes ("|")
// E.g. "/3 myemailaddress@myemailcompany.com|Hiya|How are you?"
integer channel = 3; // Channel on which to chat to the scripted object.
integer lis; // Handler for switching listening off when not needed.
key owner; // Used to filter who may use this device.
default
{
 state_entry()
 {
 owner = llGetOwner();
 }
 changed(integer change)
 { // Remove if for open use
 if(change & CHANGED_OWNER)
 llResetScript();
 }
 touch_start(integer nd)
 {
 while(nd)
 {
 if(llDetectedKey(--nd) == owner)
 {
 lis = llListen(channel, "", owner, "");
 llOwnerSay("Listening");
 }
 }
 }
 listen(integer chan, string name, key id, string msg)
 {
 llListenRemove(lis);
 list details = llParseString2List(llStringTrim(msg, STRING_TRIM), ["|"], []);
 llEmail(llStringTrim(llList2String(details, 0), STRING_TRIM),
 llStringTrim(llList2String(details, 1), STRING_TRIM),
 llStringTrim(llList2String(details, 2), STRING_TRIM));
 }
}</lsl>
=== Any User version ===
This will listen to whoever touches the object this script is in. If it is touched again (before the first user has finished) the listen parameters will change so that only the second will be listened to.
<lsl>// Say on channel 3 the email address, subject and message separated by pipes ("|")
// E.g. "/3 myemailaddress@myemailcompany.com|Hiya|How are you?"
integer channel = 3; // Channel on which to chat to the scripted object.
integer lis; // Handler for switching listening off when not needed.
default
{
 touch_start(integer nd)
 {
 lis = llListen(channel, "", llDetectedKey(0), "");
 llWhisper(0, "Listening on channel 3 to - " + llDetectedName(0));
 }
 listen(integer chan, string name, key id, string msg)
 {
 llListenRemove(lis);
 list details = llParseString2List(llStringTrim(msg, STRING_TRIM), ["|"], []);
 llEmail(llStringTrim(llList2String(details, 0), STRING_TRIM),
 llStringTrim(llList2String(details, 1), STRING_TRIM),
 llStringTrim(llList2String(details, 2), STRING_TRIM));
 }
}</lsl>
Really simple.
Simple Pay Door

This is a very simple pay door. With this, you have to pay a door to get access into something. You can set the amount of money, how long it takes to close after payment. Override coming soon.
// Pay Door that rules
// Made by: Giygas Static
// 2011/01/30
/// START USER SETTINGS 
integer time = 1; // How much time until the door closes again
integer price = 20; // Price of Admission in L
integer DEBUG = 0; // 0 for RETAIL, 1 for TESTING
/// END USER SETTINGS
integer door1chan = 696736; //channel used to communicate to the door to override and open as such
string name = "NULL"; //Name of Person who eventually gives
string own = "NULL"; //Name of Owner that is defined later
integer difference = 0; //Temp spot for difference if someone over pays.
vector mypos; // door position (objects move a tiny amount
integer DOOR_OPEN = 1;
integer DOOR_CLOSE = 2;
integer DIRECTION = -1; // direction door opens in. Either 1 (outwards) or -1 
door(integer what) {
 rotation rot;
 rotation delta;
 
 llSetTimerEvent(0); // kill any running timers
 
 if ( what == DOOR_OPEN ) {
 //llTriggerSound("Door open", 0.8);
 
 rot = llGetRot();
 delta = llEuler2Rot(<0, 0, -DIRECTION * PI_BY_TWO>);
 rot = delta * rot; // rotate by -45 degree
 llSetRot(rot);
 
 } else if ( what == DOOR_CLOSE) {
 rot = llGetRot();
 delta = llEuler2Rot(<0, 0, DIRECTION * PI_BY_TWO>); // rotate by 45 degree
 rot = delta * rot;
 llSetRot(rot);
 //llTriggerSound("Door close", 0.8);
 }
}
default
{
 state_entry()
 {
 llSetTimerEvent(5); 
 }
 
 timer()
 {
 llRequestPermissions(llGetOwner(), PERMISSION_DEBIT);
 }
 
 run_time_permissions(integer permissions)
 {
 //Only wait for payment if the owner agreed to pay out money
 if (permissions & PERMISSION_DEBIT)
 {
 state ready;
 }
 } 
 
 on_rez(integer start_par)
 {
 llResetScript(); 
 } 
}
state ready
{
 state_entry()
 {
 if (DEBUG == 1)
 {
 llOwnerSay("WARNING! Debug is on, you will not recieve money if someone clicks your door without paying!");
 }
 llOwnerSay("Ready.");
 own = llKey2Name(llGetOwner());
 }
 touch_start(integer total_num){
 name = llKey2Name(llDetectedKey(0));
 llSay(0, "Hello " + name + " to access " + own + "'s House you need to pay " + (string)price + "L. Thank you.");
 if (DEBUG == 1)
 {
 door(DOOR_OPEN);
 state on;
 }
 }
 on_rez(integer start_par)
 {
 llResetScript(); 
 }
 money(key giver, integer amt)
 {
 name = llKey2Name(giver);
 if( amt == price ) {
 llSay(0, "Paid, Access Granted for " + (string)time + " Seconds: " + name);
 door(DOOR_OPEN);
 state on;
 }
 if( amt < price ) {
 llSay(0, "ACCESS DENIED: you need to pay " + (string)price + "L.\n You Tried to pay " + (string)amt + "L.");
 llGiveMoney(giver, amt);
 }
 if( amt > price ) {
 difference = amt - price;
 llSay(0, "Access granted, You paid too much, here's the difference from" + (string)price + "L, which is " + (string)difference + "L." );
 llGiveMoney(giver, difference);
 door(DOOR_OPEN);
 state on;
 }
 }
}
state on
{
 state_entry()
 {
 llSetTimerEvent(time); 
 }
 
 timer()
 {
 door(DOOR_CLOSE);
 
 llSetPos(mypos); // workaround for tiny movements during rotation
 state ready; 
 }
 
 on_rez(integer start_par)
 {
 llResetScript(); 
 }
}
Simplex Text

Simplex Text is, in the creator's opinion, the successor to XyzzyText. Whether that is true or not, the future will decide. Simplex provides end users an easy way to generate dynamic text on prims. Using only one texture and one script, this becomes a viable option for many users. Unfortunately, unlike XyzzyText, it uses a linkset, rather than a single prim, to visualize its contents.
Rudy Glassfield, the sole developer of Simplex Text, has made the script open-source and currently sells it on the Marketplace for free. The script comes packaged in a box, which doubles up as a demo for the Simplex Text System.
The script is also available here on the Wiki, for those intrepid users who wish to dive right in.
 // PRELIMINARY NOTES:
 //
 // ALL CHARACTER PRIM BLOCKS MUST BE NAMED "CHARACTER" THIS IS DONE TO ENSURE NO OTHER PRIMS ARE ALTERED.
 // ALL OBJECTS MUST BE LINKED. THIS SCRIPT IS IN THE ROOT PRIM.
 
 // PLEASE MODIFY THESE VARIABLES TO YOUR LIKING
 
 integer face = 3; // FACE NUMBER WHICH THE LETTERS WILL SHOW UP ON (USE ALL_SIDES IF YOU'RE NOT SURE)
 vector color = <1, 1, 1>; // COLOR OF TEXT <1, 1, 1> = (RGB) WHITE, <0, 0, 0> = (RGB) BLACK
 
 // END USER CONTENT
 
 list charOrder = [];
 key ascii = "b2e7394f-5e54-aa12-6e1c-ef327b6bed9e";
 string gCharIndex = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz";
 float xOrigin = -0.450;
 float yOrigin = -0.550;
 setCharacter(integer linknum, string msg)
 {
 	integer index = llSubStringIndex(gCharIndex, msg);
 	float xOffset = xOrigin + (index % 10)/10.f;
 	if(xOffset > 1) xOffset -= 1.f;
 	if(xOffset < -1) xOffset += 1.f;
 	float yOffset = yOrigin - (index / 10)/10.f;
 	if(yOffset > 1) yOffset -= 1.f;
 	if(yOffset < -1) yOffset += 1.f;
 	llSetLinkPrimitiveParamsFast(linknum, [PRIM_TEXTURE, face, ascii, <0.1, 0.1, 0>, <xOffset, yOffset, 0>, 0, PRIM_COLOR, face, color, 1.0]);
 }
 
 setCharacters(string msg, list order)
 {
 	integer i;
 	for(i = 0; i < llGetListLength(order); i ++)
 	{
 		setCharacter(llList2Integer(order, i), llGetSubString(msg, i, i));
 	}
 }
 default
 {
 	state_entry()
 	{
 		list temp;
 		
 		// Set Up Letter Blocks
 		
 		integer linked = llGetNumberOfPrims();
 		
 		integer i;
 		for(i = 2; i <= linked; i ++)
 		{
 			if(llGetLinkName(i) == "Character")
 			{
 				vector pos = llList2Vector(llGetLinkPrimitiveParams(i, [PRIM_POSITION]), 0);
 				vector posNorm = llVecNorm(pos)*llGetRot();
 				temp += pos*llRot2Up(llGetRot())+posNorm.x;
 				temp += i;
 			}
 		}
 		charOrder = llList2ListStrided(llDeleteSubList(llListSort(temp, 2, FALSE), 0, 0), 0, -1, 2);
 	}
 	link_message(integer linknum, integer num, string str, key id)
 	{
 		llSetLinkPrimitiveParamsFast(LINK_ALL_CHILDREN, [PRIM_COLOR, ALL_SIDES, <0, 0, 0>, 0.0]);
 		setCharacters(str, charOrder);
 	}
 	changed(integer change)
 	{
 		if(change & CHANGED_LINK)
 		{
 			llResetScript();
 		}
 	}
 }
SimulatorAssign

==Message Layout==
{
	SimulatorAssign Low Trusted Zerocoded
	{
		RegionInfo			Single
		{	GridsPerEdge	S32	}
		{	MetersPerGrid	F32	}
		{	Handle			U64	}
		{	UsecSinceStart	U64	}
		{	SecPerDay		U32	}
		{	SecPerYear		U32	}
		{	SunDirection	LLVector3	}
		{	SunAngVelocity	LLVector3	}
		{	IP		IPADDR	}
		{	Port		IPPORT	}
	}
	{
		NeighborBlock	Multiple		4
		{	IP			IPADDR	}
		{	Port		IPPORT	}
		{	PublicIP	IPADDR	}
		{	PublicPort	IPPORT	}
		{	Name		Variable		1	}	
		{	SimAccess	U8	}
	}
}
==Usage and Notes==
Category:Messages
SimulatorFeatures

Category:Capabilities
==SimulatorFeatures Capability==
===Request===
Basic syntax for getting display name data structures for a given uuid or slid:
 GET getCapability("SimulatorFeatures")
===Response===
 
 <?xml version="1.0"?>
 <llsd>
 <map>
 <key>AnimatedObjects</key>
 <map>
 <key>AnimatedObjectMaxTris</key>
 <integer>100000</integer>
 <key>MaxAgentAnimatedObjectAttachments</key>
 <integer>2</integer>
 </map>
 <key>AvatarHoverHeightEnabled</key>
 <boolean>1</boolean>
 <key>BakesOnMeshEnabled</key>
 <boolean>1</boolean>
 <key>DeadReckoningDistance</key>
 <real>20</real>
 <key>DeadReckoningTime</key>
 <real>1</real>
 <key>DynamicPathfindingEnabled</key>
 <boolean>0</boolean>
 <key>GLTFEnabled</key>
 <boolean>0</boolean>
 <key>HostName</key>
 <string>simhost-01d3500f306966b31.agni.secondlife.io</string>
 <key>LSLSyntaxId</key>
 <uuid>2d3d4b45-e4c0-d890-a49c-ca4745af1f70</uuid>
 <key>MaxAgentAttachments</key>
 <integer>38</integer>
 <key>MaxAgentGroups</key>
 <integer>70</integer>
 <key>MaxAgentGroupsBasic</key>
 <integer>42</integer>
 <key>MaxAgentGroupsPremium</key>
 <integer>70</integer>
 <key>MaxEstateAccessIds</key>
 <integer>750</integer>
 <key>MaxEstateManagers</key>
 <integer>20</integer>
 <key>MaxMaterialsPerTransaction</key>
 <integer>50</integer>
 <key>MaxTextureResolution</key>
 <integer>2048</integer>
 <key>MeshRezEnabled</key>
 <boolean>1</boolean>
 <key>MeshUploadEnabled</key>
 <boolean>1</boolean>
 <key>MeshXferEnabled</key>
 <boolean>1</boolean>
 <key>MirrorsEnabled</key>
 <boolean>1</boolean>
 <key>NoModBypassSupport</key>
 <boolean>1</boolean>
 <key>PBRMaterialSwatchEnabled</key>
 <boolean>1</boolean>
 <key>PBRTerrainEnabled</key>
 <boolean>1</boolean>
 <key>PBRTerrainTransformsEnabled</key>
 <boolean>1</boolean>
 <key>PhysicsMaterialsEnabled</key>
 <boolean>1</boolean>
 <key>PhysicsShapeTypes</key>
 <map>
 <key>convex</key>
 <boolean>1</boolean>
 <key>none</key>
 <boolean>1</boolean>
 <key>prim</key>
 <boolean>1</boolean>
 </map>
 <key>RenderMaterialsCapability</key>
 <real>4</real>
 </map>
 </llsd>
SimulatorLoad

==Message Layout==
{
	SimulatorLoad Low Trusted Unencoded
	{
		SimulatorLoad		Single
		{	TimeDilation 	F32 }
		{	AgentCount 		S32 }
		{	CanAcceptAgents	BOOL	}
	}
	{
		AgentList	Variable
		{	CircuitCode		U32	}
		{	X				U8	}
		{	Y				U8	}
	}
}
==Usage and Notes==
Category:Messages
SimulatorPresentAtLocation

==Message Layout==
{
	SimulatorPresentAtLocation Low Trusted Unencoded
	{
		SimulatorPublicHostBlock	Single
		{	Port IPPORT }
		{	SimulatorIP IPADDR }
		{ GridX U32	 }
		{	GridY U32 }
	}
	{
		NeighborBlock	Multiple		4
		{	IP			IPADDR	}
		{	Port		IPPORT	}
	}
	{
		SimulatorBlock		Single
		{	SimName			Variable	1	}
		{	SimAccess		U8	}
		{	RegionFlags		U32	}
		{	RegionID		LLUUID	}
		{	EstateID		U32	}
		{	ParentEstateID	U32	}
	}
	{
		TelehubBlock		Variable
		{	HasTelehub		BOOL		}
		{	TelehubPos		LLVector3	}
	}
}
==Usage and Notes==
Category:Messages