nyuuzyou/wikis huggingface dataset:
Project Snowstorm

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 Snowstorm is the project name we use for contributions from the open source development community.
By nature, open source contributions generally do not fit well into schedules, but getting them into the main stream of viewer development does require some structure. If you have work that you'd like to do, it helps to understand our Viewer Integration and Release Processes. 
If you are looking for tasks you can use to get familiar with how to work on the viewer, check out the good-first-issue label.
There is a page on How To Propose A Viewer Feature; the Snowstorm team meets every other week with the Product Team (an internal cross-functional group) to review open source proposals for open source contributions. The goals of this review are:
* To determine whether or not the proposal is one that fits into our vision for the viewer
* To ensure that it does not conflict with other work being done inside the Lab
It helps to have a comprehensive and specific description of the proposed change; what the user interface will be, how it will affect the shared experience of users, what backward compatibility issues it may have, etc. For obvious bug fixes, the review can be nearly pro forma, but even then we may ask you to wait until another time or to modify the proposed fix in some way. The result of this review may be that we will ask you to modify or refine the idea further, or we may decide that it is not suitable for inclusion in the main viewer code.
The review and QA process of open source issues issues is reflected in Github issue tracking its work, so you can track the status of any contribution by watching its status there. This flow is described in How To Submit A Viewer Change#Open Source Submissions.
===Other Helpful Links===
* Develop Viewer Code a quick overview of how to set up and manage your working repositories
==Questions & Answers==
; Who gets commit access?
: Commit access by open source contributors is not available to any Linden Lab repository, including viewer-development.
: Individual development teams, whether inside or outside Linden Lab, decide who has commit access to their Project branches.
: For the Development branch, the Snowstorm Team has a Github-based queue for requests for integration (pull requests) from Project branches that have met the integration criteria. The Snowstorm team commits to servicing the items in that queue within 1 business day.
; Which issue tracker are we using?
: We use the public feedback.secondlife.com and Github Issues.
Category:Open Source Portal
Project Snowstorm/Normal Specular User Stories

This page is to provide information to users on the new Normal and Specular Maps feature, which is a open source project being done in concert with the Exodus team. For a broad overview of this feature, please see the blog post, and .
=== Normal & Specular Maps: Preliminary User Stories ===
In order to determine what functionality needs to be supported, we have identified several user stories. We reviewed these user stories with the Informal Content Creators User Group and pulled feedback into the stories. Once we have a project viewer and working sim, we will solicit additional feedback from content creators. Without further ado, here are the stories:
As a resident-builder I want to... 
#Apply a normal map to an in-world object, and specify how it is mapped onto the object (offset, repeats, scaling)
#Apply a specular map to an in-world object, and specify how it is mapped onto the object (offset, repeats, scaling), as well as choose reflectance color, environmental reflectance intensity, and shiny light exponent (i.e. sharpness) 
#Apply a normal map, specular map, texture, color, glow, and full bright all to the same object 
#Preview how my chosen maps and settings will affect the object [ Note: The Viewer already provides a preview in-world. The user can cancel the changes if desired. However, shininess and bumpiness cannot currently be canceled. ] 
#Choose from presupplied normal maps [ Note: would likely be located in the Library along with other presupplied textures ] 
#Import normal maps and specular maps into SL from my computer 
#Export normal maps and specular maps from SL to my computer so I can edit them in suitable tools, to the extent that perms permit 
#Access all of these functions easily from the build floater, which will likely already be displayed as I edit an object... ...but keep my window on the world cluttered as little as necessary by floaters, so I can see what I’m working on. If I’m not using a floater I don’t want to see it.
Stay tuned for more wiki pages about this feature...
; Material Data: describes how the various images used for materials are interpreted and other settings related to materials
Prosperity Microcontinent

Prosperity (or A173) is a small Microcontinent placed at Coordinates 902-905/1348-1349, Grid Sector I13, Northern Ocean. It small, made of 8 sims.
== Geography ==
The entire microcontinenet is a plain, with rare slopes.There are a few deep rivers.
A high number of buildings can be seen here, they are an important obective for visitors. They include: ancient Egypt palaces and temples, ancient Greek and Roman constructions, even Colosseum and many other giant constructions.
== Land Status ==
There are no accesibility restrictions. More even, large surfaces of land can be considered sandboxes, since people are alllowed to rezz. This applies to parcels of Unused Land.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Protected Land

This is an English translation of the Portugese article Protected Land/pt, using Bing Translator, with some improvements for the private-owned land.
== What is protected land? ==
Terrain or other protected land is a property of Linden Lab (for Linden-owned land) or estate owner (for private-owned land) which is maintained for use by all residents. Although it may or may not contain roads, it provides the right of passage through any region. Is usually lightly developed, assisting in the overall performance of the region, not to use the entire capacity of the land or script resources. A protected land cannot be altered or sold to residents.
Sometimes, on private land, protected land can include mountains or other obstacles created to separate parcels.
=== Building and modifying protected land ===
In practice, many people connect their land to nearby roads and even to railways, also many people make a boat entry on their land from protected land. As long as road, rail or waterway is not affected and traffic is not disturbed, it looks like this situation is tolerated. Another solution is to make a temporary construction, that will self-delete in a minute or two (for example a temporary bridge to connect two parcels separated by a Linden road). 
You can make a support ticket to request modifications of a protected land (like a road or railway connection), but since January 2014 the answer is almost always a negative one (see Achemon Railway).
Private-owned land also includes protected land. For modifications on this kind of land, talk to the owner of the sim.
== What to do if the objects of protected lands to break in their share? ==
For Linden-owned land: Send a support_ticket detailing the subject. Please include the specific location, the name of the zone and the X and Y positions, so that they can investigate your request.
For private-owned land: Contact the estate owner with an IM and tell the problem.
== Empty land versus protected land ==
The term: Empty land (empty land) is usually a full Region scheduled to be converted as a protected ground. If you are concerned with the status of a batch called "Empty" (empty), please send a request to the support with detailed information about the case (or call the estate owner, for private-owned land).
== This being created a new land protected? ==
The term: "Protected land" (Land protected) is an example of an obsolete terminology, IE is being discontinued.The Linden Department of Public Works continues to expand geographically with the same mission to create and preserve the "natural beauty". For more information, see the blog of the Department of public works.
In the same time, many estate owners realise the importance of protected land on their lands. That is why many of them provide roads, rails, waterways for sailing and their own parks and recreation areas.
== See Also ==
Second Life Geography
*Abandoned Land (Classification)
*Inhabited Land 
*Land For Rent Or Sale 
*Land With Restricted Access 
*Protected Route 
*Rezzing Zones
*Unused Land
*Water
Protected Route

==What is a protected route?==
Protected routes are mainland routes owned by Governor Linden and maintained by LDPW (Linden Department of Public Works). They are to allow residents to travel the mainlands with various types of vehicles. They are open to all residents.
==What are they like?==
There are various types, listed below:
* Roads
* Waterways
* Greenlanes
* Walking routes
* Ski runs
* Railways
==Where are they?==
They can be found on all mainlands. See the below links for more information:
Second Life Road Network Directory
Parks and Recreation Directory
Linden Department of Public Works Seas
Second Life Coastal Waterway
Second Life Railroad
Protected-Routes.com
==Further information==
Route problem guide
Sailing in Second Life
Blake Sea Code of Conduct
Protected Route Interest Group
Explorers Information Centres - Corsica East Heterocera Atoll Jeogeot Nautilus Snowlands(Sansara)
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Category:LDPW
Protected land/pt

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= Terreno protegido =
== O que é terreno protegido ? ==
Terreno ou terra protegida é uma propriedade da Linden Lab que é mantida para o uso por todos os Residentes. Embora ela possa ou não conter estradas, ela fornece o direito de passagem através de qualquer região. Geralmente é levemente desenvolvida, auxiliando no desempenho global da região, por não utilizar toda a capacidade da terra ou dos recursos de script. Uma terra protegida não pode ser alterada ou vendida para os Residentes.
	
== O que fazer se os objetos de terras protegidas invadirem a sua parcela ? == 
Envie um pedido ao suporte (ticket) detalhando o assunto. Por favor, inclua a localização específica, o nome da região e as posições X e Y, para que possamos investigar o seu pedido.
== Terrenos vazios versus terras protegidas ==
O termo: Empty land (terreno vazio) é geralmente uma Região completa programada para ser convertida como uma terra protegida. Se você está preocupado com o status de um lote chamado "Empty" (vazio), por favor envie um pedido ao suporte com informações detalhadas sobre o caso.
== Esta sendo criada uma nova terra protegida ? ==
O termo: "Protected land" (Terra protegida) é um exemplo de uma terminologia obsoleta, ou seja está sendo descontinuada. 
O Linden Department of Public Works (Departamento de Obras Públicas da Linden) continua a se expandir geográficamente com a mesma missão de criar e preservar a "beleza natural". Para maiores informações, consulte o blog do Departamento de Obras Públicas.
== Veja também ==
* Gerenciando terrenos
Category:Ajuda Portal
Protest

So far, there is no true sense of free speech in SL, but there are many protests anyway. Because Second Life is an environment where the government is also the creator, or god, the government supplied by Linden Lab tends to be without checks and balances, this is a frequent aspect of in-world life that is protested. 
Linden Lab simply doesn't have the resources to police the ever expanding world, so they must rely on Abuse reporting instead. One criticism of AR is that Linden Lab only looks at the number of reports, rather than the reason. Because of this confusion many whom consider themselves protesters have been banned from SL as griefers. A griefer is someone who chooses to make life difficult indiscriminately within SL, they usually support no cause other than mayhem. Another type of person similar to a griefer is a troll. Trolls will bother others by trying to disagree or offend them, rather than drop prims that slow down the system.
Protocol

==Message Formats==
===Binary UDP===
* Message Layout -- Explanation of message format and the message template 
* Packet Layout -- the layout of the UDP payload.
* Circuits -- Establishment and common operation of UDP circuits between two nodes
* Packet Accounting -- how the message system handles packet sequencing, reliability, suppression, throttling, etc.
* Common Messages -- messages that are handled by every Indra message system instance.
* Xfer Manager -- messages used by the LLXFerManager class.
* Transfer Manager -- messages used by the LLTransferManger class.
* All messages -- an alphabetical listing of all messages in the system
===Capabilities===
The Capabilities system allows viewers to request abilities and be temporarily granted those abilities through a unique URL. The transport format is LLSD XML, and clients can either post new events to CAPS URLs or wait for events to come from the server on the event queue connection the client holds open.
* Capabilities
* Message_System_and_Capabilities
Capabilities use the Linden Lab Structured Data system to represent data.
See LLSD.
===XML-RPC===
Older releases of the official viewer used XML-RPC as part of the Login Protocol. The official viewer now uses a web based authentication protocol, however non-official viewers may still use XML-RPC for login.
See also Authentication Flow.
==Protocol Systems==
===Animations===
See Internal Animation Format.
===Appearance===
See Avatar Appearance.
===Assets===
===Avatars===
===Channels and Versions===
* Channel - definition of a channel
** Channel and Version Requirements - Linden Lab policy on the use of channels.
===Directory Searches===
See Search Messages.
===Estate Tools===
===Friends===
See:
* Relationship Messages
* Mute List
===Grid===
===Groups===
* Group Messages
===Inventory===
* Inventory Messages
* Inventory Capabilities
* Task Inventory
===Agent===
* Agent Messages
* Money Messages
* Communication Messages
* Buying Land and Currency
===Login===
* Login
===Movement===
===Objects===
* Object Messages
===Images===
===Parcels===
* Parcel Messages
===Simulators===
* Region Messages
===Sounds===
===Terrain===
===Protocol Sequence Diagrams===
* Login sequence
* Adding neighbor region sequence
* Disconnecting neighbor region sequence
* Teleport to distant region sequence
* Teleport to visible region sequence
* Region crossing sequence
==File Formats==
===Asset Files===
Category:Assets
ProvisionVoiceAccountRequest

Category:Capabilities
POST (body doesn't matter)
Response:
<llsd>
	<map>
		<key>password</key>
		<string>(password omitted)</string>
		<key>username</key>
		<string>xl7gX3F3TSYq90lZE0KqPtA==</string>
	</map>
</llsd>
Proxies as Components of VW Clients

[This page derives from the transient agenda page created for the meeting of AW Groupies held on 4th May 2010. The meeting was hosted by Latha Serevi on the theme of "proxy-based interop" --- see transcript.]
== Interop use cases relevant to proxy-based interop ==
:# IRC and XMPP bridging
:# Enhanced world interactions
:## Double-click TP (Par)
:## Viewer ident (Par)
:# Viewer UI enhancements
:## separable windows (SNOW-375)
:# mix and match client features 
:# Server-side rendering (??)
:# 3d scene adapters across incompatible VW's
== Examples of proxy-based and other approaches ==
:# Proxies based on SL packets and libomv
:## XMPP bridging Dahlia's proxy way
:## LordGregGreg's http://code.google.com/p/par/
:# hypothetical VWRAP proxies
:# Relay agents using multiple client-style connections
:## IRC and XMPP bridging Latif's way (Radegast agent with plugins)
:# Loosely coupled client UI components
:## SNOW-375 (Dzonatas), provides http interface to viewer/world state
:## wouldn't a SNOW-375 style REST API fit nicely into a (thick) proxy?
== Common Problems with Proxies ==
The GridProxy that is supplied with libOpenMetaverse is an excellent piece of technology, but long-term experience with it highlights that there are a few problems with the approach:
:# Users need a certain amount of networking awareness
:# Viewer has to be directed at proxy instead of at the target world
:# Proxy needs to be brought up manually before the viewer
:# There can be only one proxy at a time, which limits flexibility
:# Terminating the proxy kills or disables the viewer session
These problems severely hamper widespread deployment and adoption of proxies as a regular user facility for non-technical users. Technical users are inconvenienced by these issues as well.
== A Solution to the Problem with Proxies ==
There is a technical solution to the problems outlined above.
:# Replace the inline proxy process by a transparent proxy thread in the viewer
:# The viewer would connect to the desired target world in the normal manner
:# By default the proxy thread would be fully transparent and do nothing
:# Proxy programs/scripts can be loaded into or unloaded from the proxy thread
:# From a user perspective, the "problem with proxies" vanishes.
Possible implementation options:
:# Either load proxy code directly into the proxy thread (fast but not robust),
:# Or run a listener in the thread and attach proxy plugins to it via a socket:
:::* This places the proxy process "on the side" of the transparent inline thread which funnels the traffic into and back out of the socketed plugin process.
:::* Any number of such proxy processes could be attached and processed in parallel.
:::* A proxy process could be killed at any time (or could fail and die through software error), and the viewer would continue working normally --- the proxy thread would become transparent again as soon as the socket is disconnected.
Category: AW Groupies
Public Sandbox Group

==Overview==
The Public Sandbox Group(PSG) is a group based in the online community Second Life. PSG owns and operates three sandboxes and one learning center on the grid. PSG performs regular cleaning of these sandboxes, helps other Residents, and provides security for these locations.
==History==
The Mauve Public Sandbox was initially operated by Jamie Otis and The Learning Center (TLC) in 2004-2005 in the Mauve region of Second Life. The land was taken over and PSG was founded on September 3rd, 2006 by Bryon Ruxton. The first initial members were Whodini Krugman, Elbereth Witte, martey Spengler and Dee Drebin. Since that time, the Public Sandbox Group has expanded to include sandboxes in the Columbia region during Novermber 2006 and in the Hyboria region March 15, 2007. A learning center in the Kings Bishop region has been the most recent addition and was obtained September 2007.
==Purpose==
The purpose of PSG is to provide a friendly environment for the Residents of Second Life to explore their creativity and to administer those parcels in such a way that they benefit everyone as best as possible. This includes regular cleaning of the sandboxes, assisting Residents with questions, and providing security for the Residents who are visiting.
They also blame Armand.
==Think Factory==
When PSG obtained the land in Hyboria it was decided to set part of it aside for the members of PSG to have as a marketplace. Thus Think Factory was formed as a group that only members of PSG would be invited to that would enable them to market their wares in the newly created Think Factory location next to the Hyboria sandbox.
==Locations==
*Mauve PG sandbox
*Columbia Mature sandbox and weapons testing area
*Hyboria Mature sandbox
*Kings Bishop learning center
Puis-je masquer le nom de mon avatar

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==Puis-je masquer le nom de mon avatar pour que les autres ne l’aperçoivent pas ?==
Non, il n’y a aucun moyen de masquer le nom de votre avatar.
 
Par contre, vous pouvez choisir de ne pas afficher les noms des autres avatars à partir du menu Préférences.
Donc les autres résidents peuvent choisir de ne pas voir le nom de votre avatar, mais il s'agit de leur choix et non du vôtre.
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Merci Yann Dufaux pour avoir traduit cette page !
Punkyhome

==Welcome to Punky's scripting page! Look below for codes that might fit your need!==
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Hi! I am MissPony Pelous aka Punky, I put this page together in hopes of helping anyone
that may need help, or would like little snippets and doodads :) Please send me a notecard
in world if you find this page useful! Would love to hear feedback! <3
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==Current page links!==
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===Basic snippets!===
Punkysnippets#Basic_Scripts
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===RLV Scripts===
Punkysnippets#RLV_Scripts
Puppetry Mocap

Category:Puppetry
Puppetry Mocap
This is a high level look at how the webcam_puppetry module works in the Second Life Puppetry viewer.
This is a high level look at the program logic, showing how the module starts and then enters a main loop where it fetches an image from the camera, tries to find a face and apply position and pose detection, then attempts to locate hand and fingers as well.    After enough time has elapsed, it sends the information to the Second Life viewer.
The source code has some comments and more information on how this works, and some of the calculations needed to correct the data and make it work better.   The position of the camera can be sensitive here, affecting the quality of the data and how your avatar will look.  It's good to experiment with camera placement and see how it interacts with the positions.
As we initially release the Puppetry feature, the data from webcam motion capture is restricted in the Z direction, out of the screen.     This means it works best for moving hands around up and to the side, not reaching towards the camera.   The pipeline between the raw data and landmarks from the camera to your Second Life avatar in-world is fractured, and the motion isn't right.  
There are a lot of complexities to solve to get this right, factoring in the camera setup, person's size and position, speed, capture rate, landmark detection, translation and mapping to Second Life skeleton and dimensions, swapping coordinate systems, broadcast speed, server transmission, inverse kinematics, animation priority and perhaps lag.