nyuuzyou/wikis huggingface dataset:
Mentor Q&A Test Group

This group is now official. Please see Second Life Mentor Q&A
Interested in taking part in a test within the Mentors group for a new method of communication and collaboration? The focus of the Mentor Q&A test group will be to use a group channel as an avenue for questions and answers with guidelines that de-emphasize taking questions and answers to IMs. That is, the group will be used to ask questions, provide answers, for Mentors and by Mentors. This is not a substitute for Support or a social channel and Linden involvement will be minimal, however, guidelines for this group must be upheld. Chat guidelines for this group are subject to change in accordance with testing results. Your feedback throughout the process is appreciated!
Note, the chat guidelines for this channel are different from that of the standard Second Life Mentor chat guidelines. However, the Tao of Volunteers must still be upheld!
Chat Guidelines (January 9, 2008):
*Do not use the channel at all for casual chat. That belongs in private IMs. This group channel's focus should be on Inquiries and Answers.
*Use the channel to state a question that pertains to helping a resident in need.
*Use the channel to reply to a question with an answer or point in the right direction.
*Aim to consolidate your question or answer as best as possible, when possible. For example, try to state your question as completely as possible with as great detail as possible, so that those willing to respond do not have to ask many questions to reach a point of understanding. Try to aim for a 1:1 ratio of questions and answers: one message for a question, one question for an answer--when possible!
*Remember, by closing the chat you will not receive messages from the channel until your next login. Use this for instances where you do not want to be involved or do not want to read any chat from this channel.
*Please do not use this to rally mentors, seek replacement volunteers for Orientation Islands, or otherwise state requests. This should, by and large, be a Question and Answers group channel.
*Tao of Volunteer ethics and attitude apply, as always!
To enter this group:
----
Please add feedback you have on your chat experience in this group in the Mentor Q&A Discussion wiki page. Refrain from using fellow resident names in discussion. Some discussion topics include: how does this work/not work in comparison to standard chat guidelines? What ways could these chat guidelines be improved? Yay or nay?
Mentor Q&A Test Group/de

Bist Du daran interessiert an einem Test für eine neue Art der Kommunikation und Zusammenarbeit innerhalb der Mentor-Gruppe teilzunehmen? Der Schwerpunkt der "Mentor Q&A Test Group" liegt darin einen geregelten Gruppen-Channel für Fragen und Antworten zu verwenden, so dass Antworten auf Fragen nicht mehr per IM geschickt werden müssen. Das bedeutet, dass diese Gruppe dazu verwendet werden soll Fragen zu stellen und Antworten zu geben, von Mentoren für Mentoren. Das ist kein Ersatz für den offiziellen Support, soll nicht das gesellschaftliche Miteinander fördern und die Teilnahme von Lindens wird minimal sein, die Regeln für diese Gruppe müssen dennoch eingehalten werden. Die Richtlinien für den Chat in dieser Gruppe werden aufgrund der Testergebnisse wahrscheinlich noch geändert. Über Feedback während der Testphase würden wir uns sehr freuen!
Beachte bitte: Die Chat-Richtlinien für diese Gruppe sind andere als die, die Du von den Standard-Richtlinien für die "Second Life Mentor" Gruppe kennst. Dennoch, unser Tao musst Du auch hier beachten!
Chat-Richtlinien (09.01.2008):
*Verwende den Channel nicht für lockere Gespräche. Das gehört in private IMs. Der Schwerpunkt dieses Channels liegt auf Fragen und Antworten.
*Verwende den Channel um Fragen zu stellen die Hilfe für andere Mitbewohner betreffen.
*Verwende den Channel um auf eine Frage zu antworten oder einen Hinweis in die richtige Richtung zu geben.
*Versuche stets Dich in Deiner Frage oder Antwort auf das wesentliche zu beschränken. Versuche Deine Frage so umfassend wie nötig und genau wie möglich zu stellen, damit unnötige Rückfragen vermieden werden. Versuche ein 1:1 Verhältnis von Frage und Antwort zu bekommen: Eine Nachricht für eine Frage, eine Frage für eine Antwort - wann immer möglich!
*Aufgepasst! Wenn Du das Fenster dieses Channels schließt wirst Du keine Nachrichten mehr von ihm bekommen bis Du Dich wieder anmeldest (oder den Channel über Group->Info wieder öffnest). Damit kannst Du Nachrichten unterdrücken, falls Du Dich gerade nicht beteiligen oder einfach nur Deine Ruhe haben willst.
*Bitte, verwende diesen Channel nicht um andere zu bestimmten Dingen aufzurufen, Ablösung für z.B. "orientation islands" zu finden oder irgendwelche anderen Anfragen. Das hier sollte im Großen und Ganzen ein Frage- und Antwort-Channel sein.
*Die im Tao beschriebenen Verhaltensweisen gelten hier selbstverständlich auch!
Verwende den nachfolgenden Link um dieser Gruppe beizutreten:
Anmdelung für die Second Life Mentor Q&A Test Group
----
Wenn Du Deine Erfahrungen aus dem Chat innerhalb dieser Gruppe mitteilen möchtest, verwende dafür bitte die Diskussions-Seite des Hauptartikels [] auf englisch. Wie findest Du funktioniert diese Möglichkeit im Vergleich zu den Standard Chat-Richtlinien im Mentor Gruppen-Chat? Wie können die Regeln für diesen Channel verbessert werden? Alles in allem, hoopy oder eher uncool?
Mentor Special Committees

Special Committees are formed to assist in temporary needs or projects. Membership is open to all Mentors. Committees may be formed by any Mentor wishing to address a need within Mentors.
Committee Meetings should be posted on the Mentor Event Calendar as well as announced in other resources for Mentor communication.
Classes in a Box Development Team (created Jan. 04, 2007)
- To develop a set of standard classes for Mentor Coaches.
* Saxet Uralia (Team Lead)
* Jezzie McCellan
* Michel Lemmon
* Melodia McDonnagh
* aliceinwire Bleac
* Antoinetta Petrichor
* Orion Gjellerup
* Frisky Pixie
* Das Wade
Organization of Large Shops Team (created Jan. 04, 2007)
- To set up a maintain the Build, Tools, Script and Orientation Shops on SLVEC
* aliceinwire Bleac (Team Lead)
* Jezzie McCellan
R&R Area Development Team (created Jan. 04, 2007)
- To Design and Build the Recreation and Relaxation area on SLVEC
* Jade Atlantis (Team Lead)
* Rails Bailey
* Jezzie McCellan
* Michel Lemmon
* robispy Barbosa
Mentor Coach Peer Review Committee (created Jan. 17, 2007)
- To Develop a System to Ensure the Quality of Classes offered by Mentor Coaches and to Maintain the Standards set by the Vteam for Orientations
Contact Team Lead if you wish to participate in this Committee
* Doctor Gascoigne (Team Lead)
Mentors !

*Note: To see current information about this group, you can go to this page.
__TOC__
The Mentors ! group was created on Nov 18th, during the meeting where was announced the disband of the group 'Second Life Mentor' (SLM).
It is made up first with residents who were Mentors in SLM an with some who enter as Apprentice, willing to learn how to mentor, and to become Mentors themselves.
Each member gives volontarily part of his time to train himself, help new residents on Help Islands, InfoHubs, Sandboxes, and anywhere inworld, providing answers, advices, and guidance to find their bearings.
The Charter is the following :
 Mentors !
 'Second Life Mentor' 
 --- To be continued ! ---
 ☼
 Same rules as in 'Second Life Mentor' Group
 Short answering to questions are allowed.
 (For more, please, IM ! - No flood here)
 ☼
 'Mentors !' abide by the TAO of the group
 White Tiger Mentors : 
 http://wiki.secondlife.com/wiki/WTM
 Contact : Papol Heron
'Mentors !' abide by the TAO of the group White Tiger Mentors - (WTM Tao of Volunteers)
-------------------------------------------------------------------------------------------
Locations :
• Meetings, training class, Sandbox :
• Experimental Land and Q&A :
Resources :
• Freebies :
• Workers :
Mentors of the group (in 'mentor' role), coming directly from the official group Second Life Mentor, or trained in the respect of the SLM tradition and confirmed in this role.
Linguists in the group and so, many opportunities to intervene and help in different langages.
Scribes
Educators - Mentor "Buddies"
Category:Second Life Mentor
Mentors
Category:Second Life Mentor group members
Category:Second Life Groups
Menus

=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
Basic Menu 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 - make sure your changes work with all languages.
=== User Guides ===
(none)
Merge Sort

Created by Xaviar Czervik. Do whatever you wish with this function: Sell it (good luck), use it, or modify it.
This code sorts a list through use of a Merge Sort. I have no idea why you would want to use it as it is more than 150 times slower than llListSort(), but it is a good demonstration of how a Merge Sort works.
I realize I shouldn't be using iteration in a recursive method... Sue me.
list sort(list l) {
 if (llGetListLength(l) > 1) {
 integer mid = llGetListLength(l)/2;
 list l2 = sort(llList2List(l, 0, mid-1));
 list l3 = sort(llList2List(l, mid, -1));
 return merge(l2, l3);
 }
 return l;
}
list merge(list l, list r) {
 integer lm = llGetListLength(l);
 integer rm = llGetListLength(r);
 integer lc;
 integer rc;
 list ret;
 while (lc < lm || rc < rm) {
 if (lc >= lm) {
 ret += llList2Integer(r, rc);
 rc++;
 } else if (rc >= rm) {
 ret += llList2Integer(l, lc);
 lc++;
 } else {
 if (llList2Integer(l, lc) <= llList2Integer(r, rc)) {
 ret += llList2Integer(l, lc);
 if (lc < lm)
 lc++;
 } else {
 ret += llList2Integer(r, rc);
 if (rc < rm)
 rc++;
 }
 }
 }
 return ret;
}
Category:LSL Library
Category:LSL Examples
Mesh

__NOTOC__
Mesh is the capability to bring 3D models, known as meshes, created in third-party tools into Second Life. Mesh background information explains in detail.
== Prerequisites ==
=== Viewer ===
To upload and render mesh content, you need a mesh-enabled viewer, such as the official Second Life Viewer.http://secondlife.com/support/downloads/. If you are using a third-party viewer, check its documentation to see if it supports mesh.
If you don't already have a mesh-enabled viewer:
# Download the Second Life Viewer from Second Life's Downloads page.
# Install and run the Viewer.
=== Mesh tutorial ===
To upload mesh content you must accept the IP terms and have payment info on file.
* IP terms for the beta grid (Aditi). You do not need payment information on file for the beta grid.
* IP terms for the Main Grid (Agni)
== Related Resources ==
* Prims, Prim Equivalent, Land Impact... a too long guide An in-depth exploration of land impact, originally posted by Jenni Darkwatch in the Mesh forum.
* Resident-run Mesh images group on Flickr, also search Flickr for the "slmesh" tag
* Depth of Field An optional graphical effect, particularly useful for enhancing screenshots.
* Mesh Optimizations A tutorial covering the transition from sculpted prims to mesh models.
* SL Answers Page Answers to common Mesh questions on the Second Life community website.
* Mesh Enablement How to enable mesh upload abilities on your Second Life account.
* Basic Intro to Maya Tutorials A series of tutorials for learning Autodesk Maya, an external 3D software program for making mesh for Second Life.
Category:Mesh
Mesh/Advanced/pt

O tópico Avançado envolve tutoriais, uso das melhores práticas de execução e ferramentas para a utilização de modelos mesh em toda a sua extensão.
O site The Kettle Quest contém uma série de tutoriais para os criadores de Sculpted Prim, que desejam saber mais, de como fazer um mesh ideal.
Por favor, contribua com seus tutoriais sobre mesh e suas experiências aqui!
Mesh/Archive/2012-03-26

==Agenda==
# Not a question, but major thanks for implementing the transparent rigged mesh fix in such a way it broke absolutely zero content. [Tiberious]
# Increase the default rendervolumeLODFactor setting from the current 1.25 to 6 [Tray Guisse]
# Why has linden lab never provided mesh builders with Files of the second life mesh skeleton to download that work correctly and are ready to be rigged for all major 3d programs so People will stop asking for it and having to look for it or pull it out of some other thing? Why is find the avatar skeleton you must use like hunting bigfoot? Why cant we name the bones anything we want yet? why cant we move the bones to fit the mesh? Why does it fail to upload if you move the bones out of the T pose? :Trice beam:
# Keli has a very different Collision Skeleton. Does that affect only CastRay or is there also and affect on the Physics Collion shape and are the related? Nalates Urriah 12:05, 26 March 2012 (PDT)
# New Mesh stats? :) Nalates Urriah 12:16, 26 March 2012 (PDT)
==Meeting Notes==
Mesh/Archive/2012-04-02

==Agenda==
# DrFran Babcock: On some meshes I have imported (Created by me with SKetchUP and used on Campello sim, if you want to see), the LI Zoooooms up, The City Hall I built was a little over 100 prims, but when I had to unlink to edit, it became over 500 prims!!! Perhaps this is not a question for this group, but a need for me to learn more about how mesh is constructed, but if you can point me in the right direction, I would appreciate it much. Thanks. Not sure I will be out of work in time for this.
# Veleda Lorakeet: Builds with both prims and mesh, can get the prims calculated as mesh, resulting in higher than 1 land impact for a normal prim... it does not help in vehicle messing about...
# Helena Lycia: add information to the mesh upload screen about Physics PE of meshes if they are set to Physics Type Prim after upload. Currently you can only guess what this will be until after you've uploaded the mesh, rezzed it, and changed its Physics Type. Which can waste a lot of time.
# Helena Lycia: When uplaoding a complex model with a separate physics model, different components seem from the physical model seem to be attributed to the normal model by their position within the file, rather than their spatial position relative to other components. As I can't find any way to control the order components appear in the files it makes uploading complex models very difficult. Often I have to resort to multiple uploads, which not only adds time and costs more but means I lose relative alignments of the components, which takes even more time and effort to fix in-world.
# Domsson Lean: When crafting basic shapes with mesh - for example, a sphere - the physics cost will be extremely high when using a sphere-shaped physics model, too (even when using one with less faces). Therefore, its uneconomical to craft such things with mesh. However, a PRIM sphere will be 1 prim/LI while having a nice sphere-shaped physics shape. Still, it would often be desirable to craft those from mesh, too. That said, is there any way to tell the uploader: "Use basic physics shape <<SPHERE>> for this object" instead of caluclated/uploaded model? When looked at from a programmatic point of view, this seems to make sense, since a sphere is easy to calculate when it comes to collisions. Same goes for cylinders, too. So, is there such an option that I'm missing (or an entirely other way to get a spheric physics shape with a reasonable LI for a mesh sphere) or is something like that planned?
# Is Borrowdale on a Pathfinding build? Nalates Urriah
# Any mesh stats? Are mesh stats a thing of the past? Nalates Urriah
# Any news on Cloudy, Blurry avatars? Nalates Urriah
==Meeting Notes==
Mesh/Archive/2012-04-16

==Agenda==
# Is there (likely to be) any progress on fixing SVC-7727 https://jira.secondlife.com/browse/SVC-7727 (inventory changes lost between logins on Aditi)? Drongle McMahon
# What are the current mesh number of prims limits for physical vehicules, are they calculated by PME`s? can we as an example for physical vehicules use mesh prims calculations like one mesh prim with 3 PME`s in substitution of 3 mesh prims of 1 PME each? JR4201 Kruyschek
# Status on Mesh Deformer? -- ₪ 12:03, 16 April 2012 (PDT)
# Custom Bumpmaps for Meshes? Or custom bumpmaps in general? Any chance? Squirrel Wood
==Meeting Notes==
Mesh/Archive/2012-07-23

==Agenda==
# Would it at all be possible to show worn weighted avatars in the animation preview? If not, would it at all be possible to do temporary animation uploads to allow for in-world adjustments prior to final upload? Aki Shichiroji 07:36, 23 July 2012 (PDT)
# Mabye Nyx could/should push the viewer team a bit on getting the mesh uploader improved, would be nice if everything in the preview window was not just white and hard to tell apart, also if you set the scale of your upload (like to 10) it wont fit in the preview window, some autozoom would be nice. The very Sexy Motor Loon
# I demand a better way of hiding water! .. ok I just really really want it alot... The very Sexy Motor Loon
==Meeting Notes==
Mesh/Archive/2012-09-24

==Agenda==
#Mesh bugs - any additional bugs to report this week? Nyx Linden
#Answer to Nyx, especially petites and micro mesh avatars are suffering from this bug all the time https://jira.secondlife.com/browse/VWR-28458 Yabusaka Loon Sep19. 
#Answer to Nyx, I am still strongly for user defined model centers, for the reason of making it possible to maintain the intended relation between different LODs and custom physics shapes. This is especially important for custom physics shapes as you can't really make extra geometry for it to be placed right. Davido Chrome
#Still hoping for a mirror option (CTS-581). What if it only worked on the visual mesh, not the physical shape?Bunnie Mills
#Not mesh-related, but isn't it time to be able to animate the mFoot* bones without resorting to BVH 'hacking'? I think lToe and rToe would be perfect additions to the BVH structure. what say you? Tiberious Neruda
==Meeting Notes==
Mesh/Archive/2012-11-26

==Agenda==
# STORM-1800 Eval Report-back. Darien Caldwell 10:09, 26 November 2012 (PST)
# What is being done to address the frequent problem with mesh upload timeouts? Pandora Wrigglesworth 11:25, 26 November 2012 (PST)
# Is there a chance that Mesh manipulation via LSL will ever be added? Given that it would have certain restrictions to discourage usage for animation purposes. Lares Carter 11:57, 26 November 2012 (PST)
==Meeting Notes==
Mesh/Archive/2013-01-06

==Agenda==
# How was Christmas break?
# At exactly what point does the viewer force blended alpha into masked alpha? The results are inconsistent, and some older textures are turning useless with advanced lightning turned on.
# Updates on mesh work in progress TankMaster Finesmith 12:10, 6 January 2014 (PST)
# Any chance that we'll eventually see support for procedural textures in SL? Mona Eberhardt 12:50, 6 January 2014 (PST)
==Meeting Notes==
Mesh/Archive/2013-01-13

==Agenda==
# The UV mapping get strange when LOD changes to lower settings and thet can make tectures darker or fullbright or poorly aligned Kennylex Luckless 12:07, 13 January 2014 (PST)
# pile-on test? TankMaster Finesmith 12:09, 13 January 2014 (PST)
# The two most wanted content features I dream of these days is the LSL ability to play attached sounds or loops from any prim in a linkset (which we've already talked about a few times) and the ability to disable physics collisions on avatars sitting on a linkset, with many animations the sitting avatars often collide in unwanted manners with ground or the world while on a vehicle. Motor Loon
==Meeting Notes==
Mesh/Archive/2013-01-27

==Agenda==
# Has there been any progress with the issue of scripted primitive property changes not reliably reflecting in the viewer until it is re-rendered? (BUG-4427) Even though this issue has been accepted, I have seen no changes in the problem, nor do I have a means of following the issue. This issue causes a %99 malfunction rate in complex scripted objects. Callak Skytower 09:14, 27 January 2014 (PST)
#When holding shift, the viewer will send fwd/back key inputs when you are standing. But it won't when you are seated. Was this intentional? (updating the keys.xml to include the extra definitions will "correct" the issue - but I was wondering if this was intentional?) Fenix Eldritch 12:20, 27 January 2014 (PST)
==Meeting Notes==
Mesh/Archive/2013-01-28

==Agenda==
#Status on the materials project? (Motor Loon)
#I'd still love to get a new way to hide water inside my boats since the old "invisi-texture" method is non-functional under deferred rendering (Motor Loon)
#hello, i have a problem with llTargetOmega at linked childs on Mesh. When i link a door what uses llTargetOmaga for slow rotation, it will not refresh the physics. If an Avatar collidier with the Object and the child rotate, it set the physics of the complete linkset to concex hull so long the a´vatar has collision with the building. thet means, i i use the door from outside, then its no problem. If i use the door from inside, i cant go out. Daemonika Nightfire 12:13, 28 January 2013 (PST)
# What's likely to happen to a bug that gets classified as "trivial"? Drongle McMahon
==Meeting Notes==
Mesh/Archive/2013-02-04

==Agenda==
#Some of us might like to make free mesh components that would bring some of the advantages pf mesh to those builders who don't want to use 3D authoring software. Others already sell full perm mesh for this sort of thing. The problem for both is that these will always carry the originator's name as creator, which can have all sorts of unwanted consequences. Would it be possible to extend the permissions system with a setting that would allow a single reassignment of the visible creator field on transfer? The originators id could still be keep in the asset database for necessary tracing for security and/or copyright issues. It would be like a display name setup for the creator field.Drongle McMahon
#Mesh Deformer; when will it be implented? Rough indication, please. 
#Merchants are able to protect their ingame stores by adding users to their region banlist but still can not do the same for their Marketplace stores, when will this be resolved? Jira regarding this started a Year ago: http://bit.ly/11Jz1qp Beanster Potato
# Will we be able change textures for objects that use the coming Materials System? Will we be able to script normal map swaps? Nalates Urriah
#Is there a way of showing the full LI of an object rather than just the integer, on the edit window? And if not, would it be possible to add that functionality for those who wish to diagnose changes to LI on that basis? Aki Shichiroji 12:24, 4 February 2013 (PST)
#Server side baking progress? TankMaster Finesmith 12:30, 4 February 2013 (PST)
==Meeting Notes==