nyuuzyou/wikis huggingface dataset:
Integer2Binary

Code for converting integers to and from binary. Big and little endian versions provided.
Obsolete code can be found here: 
===Big Endian ===
<lsl>string integer2binary(integer a)
{//big endian
 integer c = 1;
 string d = "";
	do
 d = (string)((a&c)!=0) + d
	while(a & -(c = c << 1));
 return d;
}
integer binary2integer(string a)
{//big endian
 integer b = 0;
 integer c = llStringLength(a);
 integer d = 0;
 while(b < c)
 d = d | ((integer)llGetSubString(a, b, b++) << ~(b - c));
 return d;
}</lsl>
===Little Endian ===
<lsl>string integer2binary(integer a)
{//little endian
 integer c = 1;
 string d = "";
	do
 d += (string)((a&c)!=0);
	while(a & -(c = c << 1));
 return d;
}
integer binary2integer(string a)
{//little endian
 integer b = 0;
 integer c = llStringLength(a);
 integer d = 0;
 while(b < c)
 d = d | ((integer)llGetSubString(a, b, b++) << b);
 return d;
}</lsl>
Intellectual Property Rights

In the so-called real world, if you create something of value, then you have rights to help you try profit from your creation if you wish to do so. Second Life is no different. If you create something in Second Life, the you retain some basic rights to control your creation.
However, Second Life is not separate from real life, it is a part of it. The laws of the existing local authorities apply. 
For example, if I sell some item in Second Life, and it is clearly marked that it is not copiable, and you make copies and resell them, then...well, then what? 
Take the issue to your lawyer. Second Life is not responsible. They are like the phone company in this sense: they are usually not liable for illegal activity performed in SL, just as the phone company is not liable for crimes planned over the phone. Of course, like the phone company, they might be compelled to cooperate with various law enforcement officials to pursue law breakers.
On the other hand, Second Life does include an fairly elaborate technical mechanism to help with IP rights. For example, an item can be marked No Copy. This means that the simple methods of copying an item will fail. Remember that there is never a perfect technical solution. it is often still possible for a technically savvy person to copy an item, just as in the real world it is possible to take a photo of a work of art, frame it, and resell it.
Internal Textures

__NOTOC__ 
Various Textures built into the viewer
Texture Name 	UUID 	Description
TEXTURE_DEFAULT 	89556747-24cb-43ed-920b-47caed15465f	Default plywood texture
TEXTURE_PLYWOOD 	89556747-24cb-43ed-920b-47caed15465f	Default plywood texture
TEXTURE_BLANK 	5748decc-f629-461c-9a36-a35a221fe21f	Blank, all white texture in the Texture window
TEXTURE_TRANSPARENT 	8dcd4a48-2d37-4909-9f78-f7a9eb4ef903	*Default Transparent Texture
TEXTURE_MEDIA 	8b5fec65-8d8d-9dc5-cda8-8fdf2716e361	Also triggers targeting
Invisiprim 1 	38b86f85-2575-52a9-a531-23108d8da837	Hides alpha textures behind it
Invisiprim 2 	e97cf410-8e61-7005-ec06-629eba4cd1fb	Hides alpha textures behind it
IMG_USE_BAKED_HEAD 	5a9f4a74-30f2-821c-b88d-70499d3e7183	Sets face to use specified channel for Bakes on Mesh
IMG_USE_BAKED_UPPER 	ae2de45c-d252-50b8-5c6e-19f39ce79317	Sets face to use specified channel for Bakes on Mesh
IMG_USE_BAKED_LOWER 	24daea5f-0539-cfcf-047f-fbc40b2786ba	Sets face to use specified channel for Bakes on Mesh
IMG_USE_BAKED_EYES 	52cc6bb6-2ee5-e632-d3ad-50197b1dcb8a	Sets face to use specified channel for Bakes on Mesh
IMG_USE_BAKED_SKIRT 	43529ce8-7faa-ad92-165a-bc4078371687	Sets face to use specified channel for Bakes on Mesh
IMG_USE_BAKED_HAIR 	09aac1fb-6bce-0bee-7d44-caac6dbb6c63	Sets face to use specified channel for Bakes on Mesh
IMG_USE_BAKED_LEFTARM	ff62763f-d60a-9855-890b-0c96f8f8cd98	Sets face to use specified channel for Bakes on Mesh
IMG_USE_BAKED_LEFTLEG	8e915e25-31d1-cc95-ae08-d58a47488251	Sets face to use specified channel for Bakes on Mesh
IMG_USE_BAKED_AUX1 	9742065b-19b5-297c-858a-29711d539043	Sets face to use specified channel for Bakes on Mesh
IMG_USE_BAKED_AUX2 	03642e83-2bd1-4eb9-34b4-4c47ed586d2d	Sets face to use specified channel for Bakes on Mesh
IMG_USE_BAKED_AUX3 	edd51b77-fc10-ce7a-4b3d-011dfc349e4f	Sets face to use specified channel for Bakes on Mesh
== Related Articles ==
* User:Kizmut_Smit/ClientAssetKeys
* llSetTexture
Category:LSL Texture
International Inputs Test/Standard Test

== Standard test ==
These tests can't be used alone. They are call at various steps of parts of International Inputs Test/Easy Level, International Inputs Test/Mid Level, International Inputs Test/Higher Level.
INSTRUCTIONS FOR TESTER: For all of these tests, you will want to try to discover bugs in the viewer by using characters in your language which are non-English characters, including accent marks, diacritical consonants, etc):
# Create a username on your Operating System (your MacOS or WinXP username) which contains non-English characters. Run Second Life after switching to this user on your Operating System.
# Create a folder on your hard drive which is named using non-English characters. You will use this folder many times in the Test, wherever the Test refers to \YOURFOLDER.
# Prepare a sample sentence (or just a collection of words) that use many different non-English characters. This is your SAMPLE STRING. You will use this sentence many times whenever you are typing words into the SL viewer.
#* Strings proposed for tests :
#*# String 1: -12345697890 (figures)
#*# String 2: ABC..Zabc...z (letters)
#*# String 3: &"'(-_@$*%!:;,² (symbols)
#*# String 4: ☺♫☼►↨◙♀ (very special characters)
#*# String 5: àéèùâëÂç (french characters)
#*# String 6: äÄöÖüÜß (german characters)
#*# String 7: àśłåíőűø (e. europe characters)
#*# String 8: オーナー (double-byte characters - japanese)
#*# String 9: (double-byte characters - chinese)
#*# String 10: Владелец (cyrillic characters)
==== TEXTURE Test ====
* Open the texture tab (double-click on the texture swatch)
* Modify object's name from your 'Inventory' and search the SAMPLE STRING (in the texture window)
** OBSERVED:
*** String 1, 2, 3 : OK 
*** String 4 - 5 : KO (available for the search fields but unavailable for item's name (as ²)) 
*Modify object's name from your texture window and search the new name
**Some special char (♂☺) remains visible once item's name have been edited, but the update is not visible in the inventory and the search fails, it's allow to create object without name.
==== NUMERICAL test====
*enter in the fields and type the SAMPLE STRING
*only figures (0-9) are possible
*- is possible. If negative value are not possible, - is ignored
*² is replaced by the lowest value
====COLOR test====
*Open the "Color Picker" window
*Control that only numerical values are possible in Red, Green, Blue, Hue, Sat, Lum
**² is replaced by the lowest value 
**- is ignored 
====NAME-DESCRIPTION test====
*Enter in the name field and type the SAMPLE STRING
** OBSERVED:
***String 1, 2, 3 are possible (² is not possible)
***String 4 : possible but char are automatically deleted (ex : ² and ☺)
***String 5 : not possible
*Enter in the Description field and type the SAMPLE STRING
** OBSERVED:
***String 1, 2, 3 are possible (² is not possible)
***String 4-5 aren't possible
====RESIDENT test====
*type the SAMPLE STRING in the input field
** OBSERVED:
***Only string 1-2 are accepeted
====General notes :====
* A special folder (with corrupted user name) have been created in the folder Documents and Settings,
Internationalization

=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
UTF-8 Test
internal test
Other stuff that needs to be put in a test script:
* Create a Windows profile name containing accent marks or any allowable UTF-8 characters. Verify you can install and run SL.
* Name groups, group roles, group titles with UTF-8 characters. Verify they can log in.
* Name items with UTF-8 characters. Verify you can rez, wear and give them.
=== Discussion for future improvements ===
Issues that need to be addressed:
* 
* 
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
(none)
Just about every aspect of the UI.
Anything that can be named.
Scripts that can send poorly formated UTF-8 to or through the simulator.
Interpolation

Interpolation is a way of constructing new data points within a range of known data points.
The range of applications is varied, but here in SL it can most directly be used for animating and/or moving prims or linksets via any attribute you can creatively make use of.
Attributes:
* Prim/Object Position
* Prim/Object Rotation
* Texture Scale/Offsets
* or you can just simply interpolate internal values
Potential applications:
* Movement
* Animation
* User Interfaces
* Graphics
* Games
There are many different types of interpolation, which may exhibit different preferred or controllable behaviour.
== Interpolation Library ==
Linear Interpolation
* Float
* Vector
* Rotation
* List of Vectors
Cosine Interpolation
* Float
* Vector
* Rotation
 
Cubic Interpolation
* Float
* Vector
* Rotation
Catmull-Rom Cubic Interpolation
* Float
Hermite Interpolation
* Float
* Vector
Spline Interpolation
* List of Vectors
Rescale
* Float
* Float Fixed
Target
* Float
Interpolation/Examples

Moves linearly upwards, then slides down speeding up and slowing down as well, then it takes a curvy path using a cubic curve to the beginning. Each step activated with a touch to show it in practice.
<lsl>
vector vLin(vector v0, vector v1,float t){
 return v0*(1-t) + v1*t;}
vector vCos(vector v0,vector v1,float t){
 float F = (1 - llCos(t*PI))/2;
 return v0*(1-F)+v1*F;}
vector vCub(vector v0,vector v1,vector v2,vector v3,float t){
 vector P = (v3-v2)-(v0-v1);vector Q = (v0-v1)-P;vector R = v2-v0;vector S = v1;
 return P*llPow(t,3) + Q*llPow(t,2) + R*t + S;}
default{
 touch_start( integer d ){
 vector A = llGetPos();
 vector B = A + < 0, 0, 2>;
 
 float x;
 while( x <= 1.0 ){
 llSetPos( vLin( A, B, x += 0.05 ) );
 }
 state Two;
 }
}
state Two{
 touch_start( integer d ){
 vector A = llGetPos();
 vector B = A + < 2, 0,-2>;
 
 float x;
 while( x <= 1.0 ){
 llSetPos( vCos( A, B, x += 0.05 ) );
 }
 state Three;
 }
}
state Three{
 touch_start( integer d ){
 vector A = llGetPos();
 vector B = A + <-2, 0, 0>;
 vector C = A + < 0, 4, 0>;
 vector D = A + <-2,-4, 0>;
 
 float x;
 while( x <= 1.0 ){
 llSetPos( vCub( C, A, B, D, x += 0.05 ) );
 }
 state default;
 }
}
</lsl>
Interpolation/Old

== Old non-documented Library ==
Changes/
1.0-1.1 - Added rotation types
1.1-1.2 - Added Hermite for float and vector
Example Script
<lsl>
//===================================================//
// Interpolation Library 1.2 //
// "May 12 2008", "6:16:20 GMT-0" //
// Copyright (C) 2008, Nexii Malthus (cc-by) //
// http://creativecommons.org/licenses/by/3.0/ //
//===================================================//
float fLin(float v0, float v1,float t){
 return v0*(1-t) + v1*t;}
float fCos(float v0,float v1,float t){
 float F = (1 - llCos(t*PI))/2;
 return v0*(1-F)+v1*F;}
float fCub(float v0,float v1,float v2,float v3,float t){
 float P = (v3-v2)-(v0-v1);float Q = (v0-v1)-P;float R = v2-v0;float S = v1;
 return P*llPow(t,3) + Q*llPow(t,2) + R*t + S;}
float fHem(float v0,float v1,float v2,float v3,float t,float tens,float bias){
 float t2 = t*t;float t3 = t2*t;
 float a0 = (v1-v0)*(1+bias)*(1-tens)/2;
 a0 += (v2-v1)*(1-bias)*(1-tens)/2;
 float a1 = (v2-v1)*(1+bias)*(1-tens)/2;
 a1 += (v3-v2)*(1-bias)*(1-tens)/2;
 float b0 = 2*t3 - 3*t2 + 1;
 float b1 = t3 - 2*t2 + t;
 float b2 = t3 - t2;
 float b3 = -2*t3 + 3*t2;
 return ( b0 * v1+b1 * a0+b2 * a1+b3 * v2 );}
vector vLin(vector v0, vector v1,float t){
 return v0*(1-t) + v1*t;}
vector vCos(vector v0,vector v1,float t){
 float F = (1 - llCos(t*PI))/2;
 return v0*(1-F)+v1*F;}
vector vCub(vector v0,vector v1,vector v2,vector v3,float t){
 vector P = (v3-v2)-(v0-v1);vector Q = (v0-v1)-P;vector R = v2-v0;vector S = v1;
 return P*llPow(t,3) + Q*llPow(t,2) + R*t + S;}
vector vHem(vector v0,vector v1,vector v2,vector v3,float t,float tens,float bias){
 float t2 = t*t;float t3 = t2*t;
 vector a0 = (v1-v0)*(1+bias)*(1-tens)/2;
 a0 += (v2-v1)*(1-bias)*(1-tens)/2;
 vector a1 = (v2-v1)*(1+bias)*(1-tens)/2;
 a1 += (v3-v2)*(1-bias)*(1-tens)/2;
 float b0 = 2*t3 - 3*t2 + 1;
 float b1 = t3 - 2*t2 + t;
 float b2 = t3 - t2;
 float b3 = -2*t3 + 3*t2;
 return ( b0 * v1+b1 * a0+b2 * a1+b3 * v2 );}
rotation rLin(rotation r0,rotation r1,float t){
 // Spherical-Linear Interpolation
 float ang = llAngleBetween(r0, r1);
 if( ang > PI) ang -= TWO_PI;
 return r0 * llAxisAngle2Rot( llRot2Axis(r1/r0)*r0, ang*t);}
rotation rCos(rotation r0,rotation r1,float t){
 // Spherical-Cosine Interpolation
 float f = (1 - llCos(t*PI))/2;
 float ang = llAngleBetween(r0, r1);
 if( ang > PI) ang -= TWO_PI;
 return r0 * llAxisAngle2Rot( llRot2Axis(r1/r0)*r0, ang*f);}
rotation rCub(rotation r0,rotation r1,rotation r2,rotation r3,float t){
 // Spherical-Cubic Interpolation
 // r0 = Start, r1 = End, r2 and r3 affect path of curve!
 return rLin( rLin(r0,r1,t), rLin(r2,r3,t), 2*t*(1-t) );}
default{state_entry(){}}
</lsl>
Interview request

Please send your interview requests for Linden Lab to presscontact at secondlife dot com and include:
# Who you are interested in contacting?
# Who you are, what your publication is about, and a link to your publication?
# The questions you would like answered?
The more detailed you are, the better we can understand and consider your request.
If you'd like a Linden employee to speak at your event, please use the Event & Speaker Requests form.
Inventar

Deine Hosentaschen sind *sehr* groß. Wenn du eine Weile in SL gelebt hast, wirst du Häuser, Schiffe, Möbel und allerlei Krimskrams mit dir herumtragen.
Bitte klicke auf den Knopf "Inventory" unten rechts.
Dein Inventar besteht wie deine Festplatte aus verschiednen Ordnern. Schließe alle Ordner, die du schließen kannst. Benutze dazu die kleinen Pfeile vor den Ordnern.
Es sollten nur 2 Ordner übrig bleiben: "My Inventory" und "Library". In der "Library" (=Bibliothek) liegen alle Dinge, die jeder Newbie mit auf den Weg bekommt. Du kannst hier alles benutzen, aber nichts verändern.
Bitte öffne den Ordner "Library", um die Unterverzeichnisse zu sehen. Manche Objekt kategorisiert SL automatisch. Kleidung z.B. landet immer im Ordner "Clothing".
Klicke mit rechts auf etwas im Inventar und wähle "Properties". Du siehst den Namen des Objektes, wer es gebaut hat, wem es gehört (dir!) und v.a. welche Rechte du an dem Objekt besitzt.
Modify = du kannst das Objekt verändern (Texture usw.).
Copy = du kannst beliebig viele Kopien von dem Objekt erzeugen.
Resell/Give away = Du kannst das Objekt weitergeben.
Der Erbauer kann ursprünglich festlegen, welche Rechte er allen anderen Personen an seinem Objekt gibt. 
Wenn du das "Copy"-Recht nicht besitzt (im Inventar siehst du dann ein graues "(no copy)" hinter dem Namen, kannst du das Objekt nur ein einziges Mal in die Welt setzen. Es ist entweder in deinem Inventar oder in der Welt.
Du kannst es wieder in dein Inventar mit einem Rechtsklick (--> Take) aufnehmen.
Wenn du ein Objekt aus der Welt mit "Entf" entfernst, dann landet es in dem Ordner "Trash". Du kannst es von dort wieder in einen anderen Ordner kopieren (Rechtsklick-> Restore) oder den Müll leeren im Menü deines Inventarfensters (File --> Empty Trash).
Auch wenn es langweilig ist, solltest du dein Inventar von Zeit zu Zeit aufräumen. Leg dazu am besten auch eigene Ordner an. Wenn du einen Ordner mit der Rechten Taste anklickst, kannst du über "New Folder" einen Unterordner erstellen.
Der Ordner "Lost and Found" enthält Dinge, die du liegen gelassen hast. Ein Landbesitzer kann deine Gegenstände auf seinem Land löschen oder sie dir zurückschicken. Dann landen sie in "Lost and Found".
Der Ordner "Photo Album" enthält deine Snapshots, die du mit dem Knopf in der unteren Menüleiste erstellst und für eine Gebühr von 10 L$ hochgeladen hast.
Du kannst Dinge aus dem Inventar anziehen, indem du auf dich fallen lässt oder sie mit Rechts anklickst und "Wear" wählst. Wenn der Erbauer nicht festgelegt hat, ob und wie ein Objekt angezogen werden kann, hängt es erst einmal an deiner Hand. (Früher war der Standard-Attachment-Point der Kopf, und man erkannte Newbies an der Kiste, die auf ihrem Kopf steckte.)
Du kannst bei jedem Gegenstand auch selbst festlegen, an welchem Körperteil du sie tragen willst. Wähle dazu nach dem Rechtsklick "Attach to ...". Wenn du hier eine Wahl triffst, legst du das Objekt fest.
"Attach to HUD" bedeutet, dass du ein Objekt sozusagen vor deiner Kamera befestigst. Nur du kannst es sehen.
== Ersteller/Contributor ==
* Funaria Moose
Category:Text from In-world Notecards (German)
Inventory/Recent Items Tab

Items received when you are not in world will now go to your inventory In Box - ("Recent Items" tab)
If it appears your inventory is missing items, please try these steps:
* Make sure your search bar is empty
* Select the "Recent Items" tab
* Go to File - Show Filters
* Make sure All boxes next to items are checked
* Toggle the None and All button
* Change the "Days Ago" number (at the bottom) to 1.0 (or more)
You may also want to check under Sort, it may have defaulted to sort by Name, instead of Date, making your inventory look different to you.
If that doesnt resolve the issue , please clear your cache (in Preferences) and relog.
Inventory, Recent Items Tab
Inventory, Recent Items Tab
Inventory/Recent Items Tab/es

Los objetos recibidos cuando usted no está conectado, se encuentran ahora en su inventario - (en la pestaña "Objetos Recientes" (“Recent Items”))
 
Si parece que se han extraviado objetos de su inventario, por favor, siga estos pasos:
 
* Asegúrese de que su barra de búsqueda está vacía 
* Seleccione la pestaña Objetos Recientes (Recent Items)
* Vaya a Archivo - Mostrar Filtros (File - Show Filters)
* Asegúrese de que Todas las casillas al lado de los objetos están marcadas 
* Pulse los botones Ninguno (None) y Todos (All)
* Cambie el número de "Días Atrás" ("Days Ago") (debajo del todo) a 1.0 (o más) 
También puede comprobar en Ordenar (Sort), ya que quizás se ha marcado por defecto mostrar ordenado por Nombre, en lugar de por Fecha, haciendo que su inventario parezca diferente. 
Si esto no resuelve el problema, por favor, limpie su cache (en Preferencias) y salga y reconéctese.
Inventory/fr

Si vous cherchez la page Opensource page liées à "l'inventaire", s'il vous plaît consulter Inventory OS''
La fenêtre qui contient tout ce que vous avez n'est pas manifeste dans le monde. Votre inventaire contient la collection de vêtements, d'objets, de textures, etc que votre avatar possède. Votre inventaire se déplace avec vous, et vous pouvez utiliser n'importe quand et à tout moment.
== Inventory Types ==
Icon	Name 	Description 	
 	Dossier animation Animation 	Dossier par défaut où les animations seront stockées une fois que vous avez créés ou reçus. 	
 	Dossier parties du corps Bodypart 	Dossier par défaut où les parties du corps: peau, cheveux, yeux... (skin, hair, eyes...) seront stockées une fois que vous avez créés ou reçus.	
 	Dossier cartes de visite Calling Card	Dossier par défaut où les cartes de visite seront stockées une fois que vous avez créés ou reçus. 	
 	Dossier Vêtements Clothing 	Dossier par défaut où les vêtements: pantalon, chemise etc.. (pants, skirts, ...) seront stockées une fois que vous avez créés ou reçus. 	
 	Dossier gestures Gesture 	Dossier par défaut où les gestures seront stockées une fois que vous avez créés ou reçus.
InventoryBetaTest

= Overview =
We are performing a functional test of some Inventory infrastructure changes on ADITI. We can use as many willing participants as we can get.
= Details =
* Who: You!
* What: A functional test of Inventory changes
* Where: ADITI, the preview grid.
** Instructions for accessing ADITI are here: Preview Grid#How do I log in to Aditi?
* When: Ongoing
* Why: To help make Inventory more reliable and faster
* How: However you can.
= How To Help =
Testing will be as simple as rezzing objects and transferring them between yourselves and others by any method you can imagine.
* Step 1: Log into ADITI with any Viewer
** Instructions for accessing ADITI are here: Preview Grid#How do I log in to Aditi?
* Step 2: Teleport to a random region chosen below:
* Step 3: Start performing various inventory operations.
** Derez an object.
** Remove an attachment such that it tries but cannot rez and must be returned.
** Create a landmark.
** Create an inventory link or outfit.
** Create an inventory item.
** Create a notecard.
** Copy a notecard.
** Create a notecard with contained objects
** Add a calling card.
** Buy an object in-world.
** Give inventory (various object types) from a script to a user.
** Give inventory (various object types) from a user to another user.
** Move objects back and forth between inventory and an inworld object (as a container for those objects) 
* Step 4: File JIRAs for any issues you find using project SVC and component "Inventory"
== Regions ==
* GC Test 2: secondlife://Aditi/secondlife/GC%20Test%202/128/128/26
* GC Test 3: secondlife://Aditi/secondlife/GC%20Test%203/128/128/26
* GC Test 8: secondlife://Aditi/secondlife/GC%20Test%208/128/128/26
* GC Test 9: secondlife://Aditi/secondlife/GC%20Test%209/128/128/26
== Special Testing Parcels ==
* We have some special parcels set up to help facilitate testing needs. 
* No rez, no object entry parcel
** Red color
** secondlife://Aditi/secondlife/GC%20Test%209/24/225/26
* No rez, parcel
** Yellow color
** secondlife://Aditi/secondlife/GC%20Test%209/24/194/26
* No object entry parcel
** Blue color
** secondlife://Aditi/secondlife/GC%20Test%209/24/148/26
* Fast autoreturn
** Green color
** secondlife://Aditi/secondlife/GC%20Test%209/24/111/26
InventoryDescendents

==Message Layout==
{
	InventoryDescendents Low Trusted Zerocoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
		{	FolderID		LLUUID	}
		{	OwnerID			LLUUID	} 
		{	Version			S32		} 
		{	Descendents		S32		} 
	}
	{
		FolderData		Variable
		{	FolderID		LLUUID	}
		{	ParentID		LLUUID	}
		{	Type			S8	}
		{	Name			Variable	1	}
	}
	{
		ItemData		Variable
		{	ItemID			LLUUID	}
		{	FolderID		LLUUID	}
		{	CreatorID		LLUUID	}	
		{	OwnerID			LLUUID	}	
		{	GroupID			LLUUID	}	
		{	BaseMask		U32	}	
		{	OwnerMask		U32	}	
		{	GroupMask		U32	}	
		{	EveryoneMask	U32	}	
		{	NextOwnerMask	U32	}	
		{	GroupOwned		BOOL	}	
		{	AssetID			LLUUID	}
		{	Type			S8	}
		{	InvType			S8	}
		{	Flags			U32	}
		{	SaleType		U8	}
		{	SalePrice		S32	}
		{	Name			Variable	1	}
		{	Description		Variable	1	}
		{	CreationDate	S32	}
		{	CRC				U32	}
	}
}
==Usage and Notes==
Category:Messages