nyuuzyou/wikis huggingface dataset:
ChildAgentUpdate

==Message Layout==
{
	ChildAgentUpdate High Trusted Zerocoded
	{
		AgentData				Single
		
		{	RegionHandle		U64	}
		{	ViewerCircuitCode	U32	}
		{	AgentID							LLUUID	}
		{	SessionID						LLUUID	}
		
		{	AgentPos			LLVector3	}
		{	AgentVel			LLVector3	}
		{	Center				LLVector3	}
		{ 	Size 				LLVector3 	}
		{	AtAxis				LLVector3	}
		{	LeftAxis			LLVector3	}
		{	UpAxis				LLVector3	}
		{	ChangedGrid			BOOL	}	
		 
		{	Far					F32	}
		{	Aspect				F32	}
		{	Throttles			Variable 1	}
 		{	LocomotionState		U32	}
		{	HeadRotation		LLQuaternion	}
		{	BodyRotation		LLQuaternion	}
		{	ControlFlags		U32	}
		{	EnergyLevel			F32	}
		{	GodLevel			U8	}	
		{ AlwaysRun			BOOL	}
		{	PreyAgent						LLUUID	}
		{	AgentAccess		U8	}
		{	AgentTextures		Variable	2	}
		{	ActiveGroupID	 LLUUID	}	
	}
	{
		GroupData			Variable
		{	GroupID				LLUUID	}
		{	GroupPowers			U64		}
		{	AcceptNotices		BOOL	}
	}
	{	
		AnimationData			Variable
		{	Animation			LLUUID	}
		{	ObjectID			LLUUID	}
	}
	{
		GranterBlock			Variable
		{	GranterID						LLUUID	}
	}
	{
		NVPairData				Variable
		{	NVPairs				Variable	2	}
	}
	{
		VisualParam				Variable
		{	ParamValue			U8	}
	}
}
==Usage and Notes==
Category:Messages
Chim

Chim refers to the ability of some dance HUDs to animate other avatars in addition to the wearer. It can be used as a noun to refer to a HUD that can do this, or to a wearable accessory prim that allows avatars to request this by touching it. It is also frequently used as a verb to refer to being animated this way. Most chims can animate a limited number of avatars at a time. Examples of typical uses of the word as a noun would be "My chim is full" and "My chim is on my butt". The usual example of the verb form is "Chim me." 
The word chim is derived from Chimera, which was a popular brand of dance attachment. It is used in the Second Life sense to refer to dance HUDs which feature chimming, but has been eclipsed by the more encompassing chim.
Chuckling Priestman Comedy Club

The Chuckling Priestman Comedy Club is located in the northwest corner of the Old Hollywood Sim.
== The club building ==
The external appearance of the Chuckling Priestman has taken on several different incarnations, a toxic waste dump at the bottom of the sea, an undersea cave, a giant white teapot atop the Steeletech Design Building, and at present, a group of inflatable swimming pool toys close to a waterfall.
ChurchGuide

== Church Guide ==
This page is a place that Christian groups in Second Life that have an active presence in Second Life and offer such things as services, discussion groups and Bible studies and social activities can list themselves.
If you are a member of a group, please feel free to list your group here with a link to your website. You can also create a wiki page for your group!
St Matthew's by the Sea Episcopal Chapel - Compline (Night Prayer), a short 15 minute service at 8 PM SLT Mondays through Thursdays. (LGBT Friendly)
Circuit

A circuit is a two-way UDP connection between two nodes, be they the viewer and the simulator, two simulators, or the simulator and a utility server. 
==Circuit Types==
Two kinds of circuits exist, trusted and untrusted. Circuits are built with no custom session management, so endpoint processes can and do sometimes disappear and restart. Due to this fact, it cannot be accurately predicted if one node trusts another since it may have restarted since it was last contacted. 
===Untrusted Circuits===
All circuits begin as untrusted circuits, and all viewer to simulator connections are made through untrusted circuits. In the message template, messages are flagged as either trusted or untrusted. Any trusted message going over an untrusted circuit will be discarded by the receiving node.
===Trusted Circuits===
Trusted circuits only exist between simulators themselves and/or utility servers. These circuits are established in response to the DenyTrustedCircuit message, using the CreateTrustedCircuit message and a specialized handshake protocol.
==Circuit Establishment==
As all circuits are handled by the message system, a circuit is established by calling the enableCircuit function. If a circuit has not already been established, this function is in charge of creating one. While establishment of trust is also a parameter in circuit creation function, a trusted circuit will not be created unless the CreateTrustedCircuit message is sent using the correct handshake protocol.
==Circuit Lifetime==
Circuits are established at multiple points during a viewer session lifetime, including login, creation of child agents, and transfers between simulators (teleports or region crosses). Each of these circuits has multiple methods to make sure the connection is alive, as well as that it is sending/receiving correct data, including:
*Packet ID Checking
**Each packet has a 32-bit packet ID number that is incremented each time either node sends a message. The circuit is in charge of making sure this number is correct, as it aids in establishing reliable packets over UDP
**Further covered in Packet_Accounting
*Pings
**A ping ID generated by one node and sent to the other using the StartPingCheck message, and starts a timer. 
**The receiving node, assuming it still sees the circuit as valid, will retrieve the ID of the last unacknowledged packet (see Packet Accounting for more information on Packet Acknowledgment). It sends this ID as well as the original ping ID back to the sender in a CompletePingCheck message.
**On receiving the CompletePingCheck message, the sender stops its ping timer, and adds the time to the ping delay array
**Pings are sent on a timed loop. The ping system can trigger a block on a circuit. If the number of pings the circuit has in transit exceeds a threshold, the circuit will be marked as blocked, and will remain blocked until the number of pings in transit drops below the aforementioned threshold. 
**If the blocked circuits is a viewer<->simulator circuits, the simulator will put the agent in a Paused state.
City & Town

A city is a multisim map structure that has a highly-developed infrastructure (roads, rails, trams and others), many urban-themed buildings and can be differentiated from nearby surrounding sims. If this city is placed on a Continent and the city is large enough, it can be considered a Subcontinent.
A town is a map structure that has a highly-developed infrastructure (roads, rails, trams and others), many urban-themed buildings and can be differentiated from nearby surrounding sims. The main difference from a city is that a town covers a single sim.
Like in real world, a city or a town is not always made by sky-scrappers. There are places without a single building with two levels. Also, in some parts industrial areas and trainyards are present.
According to these deffinitions, the following list can be made. The list includes the name of a Geographic structure and official (or proposed) city name:
Linden - owned land:
*Heterocera - Calleta City
*Heterocera - Bembecia City
*Nautilus - Nautilus City
*Sansara - Bay City
*Sharp Continent - various names: Sharp City, Little Bay City, TSL Bay City
*Zindra - Kama City
Private - owned land:
*Arabian Microcontinent - Jeddah City
*Austria Microcontinent - the city in East
*Babbage Microcontinent - entire microcontinent is a city
*Lionheart Microcontinent - Lionheart City
From time to time, new urban places are created and deleted, on private-owned land.
A list of towns is impossible to be made.
== See Also ==
Second Life Geography
Classic clouds

== About ==
Before Second Life got WindLight atmospheric rendering, there existed a cloud layer that had been around since near the beginning of Second Life, and continues to do so today. Classic clouds can be seen from about 150-225 m (as mentioned on the Limits page) if you simply fly up.
Classic clouds, depending on context, can either enhance or detract from the current environment. For example, if you're skydiving, you may prefer to fly through the classic clouds (since the WindLight clouds are off in the untouchable distance). But, if you're building a skyscraper, you may consider classic clouds a nuisance. Some creators find a way to make classic clouds work with their builds, while others wish they were gone altogether. While there's not yet a server-side way to disable classic clouds for others, you can turn them off for yourself:
: 
# Go to World menu > Sun > Environment Editor.
# Click Advanced Sky.
# In the , click tab.
# Uncheck Draw Classic Clouds.
Disabling classic clouds can also provide a slight performance boost, as shown in the above video. For that reason, Quality and speed is set to Low in ' Graphics tab, classic clouds are automatically disabled.
== See also ==
* Lag reduction - Default classic clouds to off for all graphics settings - VWR-23398
* Technical details about how classic clouds work
ClassifiedGodDelete

==Message Layout==
{
	ClassifiedGodDelete Low NotTrusted Unencoded
	{
		AgentData	Single
		{	AgentID			LLUUID		}
		{	SessionID		LLUUID		}
	}
	{
		Data	Single
		{	ClassifiedID	LLUUID		}
		{	QueryID			LLUUID		}
	}
}
==Usage and Notes==
Category:Messages
ClassifiedInfoReply

==Message Layout==
{
	ClassifiedInfoReply Low Trusted Unencoded
 {
 AgentData Single
 {	AgentID			LLUUID		}
 }
 {
		Data Single
		{	ClassifiedID	LLUUID		}
		{	CreatorID		LLUUID		}
		{	CreationDate	U32			}
		{	ExpirationDate	U32			}
		{	Category		U32			}
		{	Name			Variable 1	}
 {	Desc			Variable 2	}
		{	ParcelID		LLUUID		}
		{	ParentEstate	U32			}
 {	SnapshotID		LLUUID		}
 {	SimName			Variable 1	}
 {	PosGlobal		LLVector3d	}
 {	ParcelName		Variable 1	}
		{	ClassifiedFlags	U8			}
		{	PriceForListing	S32			}
 }
}
==Usage and Notes==
Category:Messages
ClassifiedInfoUpdate

==Message Layout==
{
	ClassifiedInfoUpdate Low NotTrusted Unencoded
	{
		AgentData	Single
		{	AgentID			LLUUID		}
		{	SessionID		LLUUID		}
	}
	{
		Data		Single
		{	ClassifiedID	LLUUID		}
		{	Category		U32			}
		{	Name			Variable 1	}
		{	Desc			Variable 2	}
		{	ParcelID		LLUUID		}
		{	ParentEstate	U32			}
		{	SnapshotID		LLUUID		}
		{	PosGlobal		LLVector3d	}
		{	ClassifiedFlags	U8			}
		{	PriceForListing	S32			}
	}
}
==Usage and Notes==
Category:Messages
Classifieds (open source)

=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
Search test
Profile test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
(none)
=== User Guides ===
(none)
Cleaner MLP Say

* Back to MLPV2_Addons
Note that this is built-in behavior as of MLPV2.4m
What this does:
Instead of users having their vision obscured by text like this covering half their screen:
[14:04] Animated Living Sofa Combo Couple & Solo 2.1e whispers: Lie F 1
[14:04] Animated Living Sofa Combo Couple & Solo 2.1e whispers: Lie F 2
[14:04] Animated Living Sofa Combo Couple & Solo 2.1e whispers: Lie 04
[14:04] Animated Living Sofa Combo Couple & Solo 2.1e whispers: Lie 05
[14:04] Animated Living Sofa Combo Couple & Solo 2.1e whispers: Lie 06
They see just this when selecting poses from the menu:
[14:04] Lie F 1
[14:04] Lie F 2
[14:04] Lie 04
[14:04] Lie 05
[14:04] Lie 06
This both gives them a less obstructed view of their surroundings, and lets their eyes pick out quickly just the essential information they need to see.
To make this change in your MLP products:
1) Locate the script called "~menu";
2) Open it to edit it;
3) Locate, in the top half of the script, the function called "say". It looks like this:
<lsl>
say(string str) {
 if (menuusers) llWhisper(0,str);
 else llOwnerSay(str);
}
</lsl>
4. Replace it with this, and save.
<lsl>
say(string str) {
 string name = llGetObjectName();
 llSetObjectName("");
 if (menuusers) llWhisper(0, "/me " + str);
 else llOwnerSay("/me " + str);
 llSetObjectName(name);
}
</lsl>
Category:MLPV2
Clear Cache OS

=== Feature Design Document ===
None yet. See Texture cache for a discussion on improvements to the design.
=== Functional Spec ===
(none)
=== Test scripts ===
Clear Cache test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Inventory:
Clear Cache (in Ctl-P) Preferences Menu Network tab restores lost or missing inventory.
Start Location:
The subsequent cache reconstruction is more efficient if one logs into a low-traffic sim, such as KARA. Enable this in Preferences Menu General Tab by a check in "Show Start Location on Login Screen", then enter the sim name in the Start Location Box on the login screen, then log in.
Teleport:
Teleporting to a low-traffic sim expedites reconstruction of the cache after Cache Clear.
Cache Location:
Clear the cache manually by removing all files from the cache location (found in Preference Menu, Network Tab) when "clear cache" is not successful in restoring data. The subsequent cache reconstruction is more lengthy than simply using the clear cache button, but can restore inventory that the button does not restore.
=== User Guides ===
(none)
To restore inventory by clear cache:
1) Open Preferences Menu Network Tab.
 
2) Click Clear Cache button.
3) Exit Second Life.
4) (*perform optional steps below here if indicated)
5) Open and log onto Second Life.
6) Open Inventory and observe item count is increasing until complete.
7) Wait perhaps 5 minutes while cache reconstructs inventory.
If cache does not reconstruct inventory in full, perform these
*Optional steps: 
4a) Open Preferences Menu General Tab. 
4b) Enable "Select Start Location on Login" box.
4c) Open Preferences Menu Network Tab. Note your Cache location. It is likely to be: 
 On a Windows PC: C:\Documents and Settings\[YOUR USERNAME]\Application Data\SecondLife\cache
 On a Mac: [YOUR USERNAME]/Library/Application Support/SecondLife/cache
4d) Exit Second Life.
4e) Navigate your computer browser to that location. 
4f) Delete all items, files, folders and sub-folders in the Cache.
5g) Open Second Life viewer and log onto a low traffic sim, such as "Kara".
Clear Cache test

Category:Test Scripts
== ClearCacheTest ==
Length: 00:15
Goal: This script will test the Clear Cache button in the preferences
Requirements: 1 account
Created 07-12-05, James Linden
Full Test:
# Run Second Life normally, login, wander around in two regions.
# Quit Second Life
# Open the cache directory, now in Documents and Settings/<user>/Application Data/SecondLife/cache
# You should see at least two .inv files (inventory cache for my inventory and library), at least two .slc files (object caches, one per region), one name.cache file, one data.db2.x.### file, and one index.db2.x.### file.
# Leave the explorer window open
# Launch Second Life again, but don't log in
# From the login screen, open Preferences -> Advanced
# Click "Clear Cache"
# You should see a dialog saying "Cache will be cleared after you restart Second Life"
# Quit Second Life
# Launch Second Life again, don't log in
# Look in the cache directory. All files should be gone, except for data.db2.x.### and index.db2.x.### and 2 folders. The files should have modification dates close to the current time (they should have been created on viewer startup). The objectcache folder should be ~3KB and the texturecache folder should be about 8 bytes.
# Log in.
# You should see slow texture loads, as all textures should have to re-download.
# You should see your inventory download (incrementing count at top of inventory window).
Quick Test:
# After using SL for other QA tasks, open Preferences -> Advanced
# Click Clear Cache
# Click OK
# Quit SL
# Restart SL
# Texture loads should be slow - not cached
# Inventory should re-download
Click here for the Directory.

Please submit all entries for the Directory in a notecard to Thormec Micheline in-world.
==Content Creators==
::Lauritz Larsson Architecture
:::Content Creators in SL since 2007! Mainly custom building, terraforming and scripting for sims and parcels, but also specialty prefabs, architecture, interior and exterior design, decoration, plants and furnitures. Visit us on PALLAS Sim! SLURL: http://slurl.com/secondlife/Pallas/174/127/22/?&title=visit+us+in+SL Website: http://wiki.secondlife.com/wiki/Pallas
==Flags==
::Flag Factory
:::SLURL: http://maps.secondlife.com/secondlife/Flag%20Factory/129/129/33
==Flowers==
::(See Gardens)
==Gardens==
::Crazy Garden
:::SLURL: http://maps.secondlife.com/secondlife/Crazy%20Garden/79/135/24
Click to touch

=== Feature Design Document ===
(none)
=== Functional Spec ===
* An object can be designated a touchable object by adding a script that has a touch* event in it, such as the default script does.
* You touch an object by left clicking it while in move mode (ctrl + 2) or in normal mode (ie. if you hit escape, or by right clicking the object, then selecting "touch" from the pie menu.
* Your cursor should turn into a hand icon when you hover it over an object that has a touch* event script on it.
* Touch events will not register if you are in focus(ctrl+1), edit(ctrl+3), create(ctrl+4) or land(ctrl+5) mode.
* Alpha texturing on an object does not affect whether it can be touched. Objects with fully transparent textures will still register clicks.
* You can change the left-click behavior of an object on the general tab of the edit tools.
** "Touch/grab (default)"
** "Sit on object" will cause anyone clicking the object to sit on the object.
** "Buy object" will pop up a buy dialog if the object is for sale.
** "Pay object" will pop up a buy dialog if the object has a money event in one of its scripts.
** "Open" will open the contents of an object if you have permissions to modify said object.
* Touch allows you to move objects.
* Touching an object should trigger any touch events on the object.
* Touching and dragging your own object that has touch script and is not physical should NOT move it, even if you have the move tool (ctrl-2) selected.
* Touching and dragging on an object, then releasing should put your cursor back to the same screen coordinates they were at when you first touched the object.
* (you cannot drag a physical and movable object by dragging on a child prim if either the root or child prim has a touch script in it. bug?)
=== Test scripts ===
(none)
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
llSetTouchText - Replace the pie cursor "Touch" label with a user defined label.
llPassTouches - Touch events on a child object should obey llPassTouches when passing touches to the parent prim.
=== User Guides ===
touch event on LSLWiki.com
touch_start event on LSLWiki.com
touch_end event on LSLWiki.com
Client sounds/fr

Vous trouverez ci dessous une liste des sons disponibles par défaut dans SL
nom du sonUUIDDescription-
 Son de cloche ed124764-705d-d497-167a-182cd9fa2e6c 
 Clic 4c8c3c77-de8d-bde2-b9b8-32635e0fd4a6 
 Perte de vie (femme) 219c5d93-6c09-31c5-fb3f-c5fe7495c115 
 Perte de vie (homme) e057c244-5768-1056-c37e-1537454eeb62 
 Réception d'un message par IM 67cc2844-00f3-2b3c-b991-6418d01e1bb7 (2 cloches)
 Ouverture d'une session d'IM c825dfbc-9827-7e02-6507-3713d18916c1 
 Réception d'une notification 67cc2844-00f3-2b3c-b991-6418d01e1bb7 
 Opération invalide 4174f859-0d3d-c517-c424-72923dc21f65 
 Touche clavier enfoncée 5e191c7b-8996-9ced-a177-b2ac32bfea06 
 Paiement 77a018af-098e-c037-51a6-178f05877c6f (argent)
 Encaissement 104974e3-dfda-428b-99ee-b0d4e748d3a3 (tiroir caisse)
 Frappe clavier 2ca849ba-2885-4bc3-90ef-d4987a5b983a 
 Colision be582e5d-b123-41a2-a150-454c39e961c8 
 Colision 212b6d1e-8d9c-4986-b3aa-f3c6df8d987d (caoutchouc)
 Colision d55c7f3c-e1c3-4ddc-9eff-9ef805d9190e (plastique)
 Colision 2d8c6f51-149e-4e23-8413-93a379b42b67 (chair)
 Colision 6f00669f-15e0-4793-a63e-c03f62fee43a (bois)
 Colision 85cda060-b393-48e6-81c8-2cfdfb275351 (verre)
 Colision d1375446-1c4d-470b-9135-30132433b678 (métal)
 Création d'un objet 3c8fc726-1fd6-862d-fa01-16c5b2568db6 (grincement)
 Suppression d'un objet 0cb7b00a-4c10-6948-84de-a93c09af2ba9 
 Rez d'un objet f4a0660f-5446-dea2-80b7-6482a082803c 
 Apparition du pie menu 8eaed61f-92ff-6485-de83-4dcc938a478e (ding)
 Pie menu Selection1 d9f73cf8-17b4-6f7a-1565-7951226c305d 
 Pie menu Selection2 f6ba9816-dcaf-f755-7b67-51b31b6233e5 (idem que précédement)
 Pie menu Selection3 7aff2265-d05b-8b72-63c7-dbf96dc2f21f (idem que précédement)
 Pie menu Selection4 09b2184e-8601-44e2-afbb-ce37434b8ba1 (idem que précédement)
 Pie menu Selection5 bbe4c7fc-7044-b05e-7b89-36924a67593c (idem que précédement)
 Pie menu Selection6 d166039b-b4f5-c2ec-4911-c85c727b016c (idem que précédement)
 Pie menu Selection7 242af82b-43c2-9a3b-e108-3b0c7e384981 (idem que précédement)
 Pie menu Selection8 c1f334fb-a5be-8fe7-22b3-29631c21cf0b (idem que précédement)
 Photo 3d09f582-3851-c0e0-f5ba-277ac5c73fb4 
 Téléportation/application de textures d7a9a565-a013-2a69-797d-5332baa1a947 
 Tonnerre e95c96a5-293c-bb7a-57ad-ce2e785ad85f 
 Fermeture de fenêtre 2c346eda-b60c-ab33-1119-b8941916a499 
 Ouverture de fenêtre c80260ba-41fd-8a46-768a-6bf236360e3a (idem que précédement)
 Zipper 6cf2be26-90cb-2669-a599-f5ab7698225f 
*
Clock

=====Show the current SL time (PST/PDT)=====
// Simple SLT 12-hour clock with AM/PM and PDT/PST indicators. Uses llGetWallClock() and llGetGMTclock()
// Omei Qunhua
default
{
 state_entry()
 {
 llSetTimerEvent(1);
 }
 timer()
 {
 integer sltSecs = (integer) llGetWallclock(); // Get SL time in seconds (will be either PST or PDT)
 integer diff = (integer) llGetGMTclock() - sltSecs; // Compute the difference between UTC and SLT
 string PST_PDT = " PST"; // Assume Pacific Standard Time
 // If the difference between SLT and UTC is 7 hours or -17 hours, then SLT is currently PDT
 if (diff == 25200 || diff == -61200) 
 PST_PDT = " PDT"; // Pacific Daylight Time
 integer Mins = sltSecs / 60;
 integer Hours = Mins / 60;
 Mins = Mins % 60;
 string AMPM = " AM";
 if (Hours > 11) // Convert to 12-hour format with PM indication
 {
 AMPM = " PM";
 Hours -= 12;
 }
 if (Hours == 0)
 Hours = 12;
 llSetText( (string) Hours + ":" + llGetSubString("0" + (string) Mins, -2, -1) + AMPM + PST_PDT, <1,1,1> ,1);
 }
}
Category:LSL Examples
ClosestSimulator

==Message Layout==
{
	ClosestSimulator Medium Trusted Unencoded
	{
		SimulatorBlock	Single
		{	IP			IPADDR	}
		{	Port		IPPORT	}
		{	Handle		U64	}
	}
	{
		Viewer			Single
		{	ID			LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
Clothes design starter tips

Your Second Life Avatar starts out with enough clothing and fabric choices to create a number of different outfits and looks to suit your mood -- and Second Life's many clothing boutiques are always open and ready to help you expand your selection. Eventually, you might want to create your own, one-of-a-kind design. Maybe you've got an eye for fashion and want to enter the competitive world of haute couture. Second Life provides you with all of the tools you need to be your own favorite designer.
Your career in high fashion starts with the Second Life Fashion Design Guide and Templates, available under 
== Fashion Design ==
Using the Templates is step-by-step guide to using the Second Life Fashion Design Templates, a series of easy-to-use Photoshop template files corresponding to different parts of your clothing and appearance -- available for download along with the Guide, to create custom clothing textures. Designer clothing for your Second Life Avatar requires access to and a basic understanding of Photoshop, Paint Shop Pro, or a similar paint program capable of opening Photoshop .psd files.
Another resource is the Second Life Design and Texture forumsYou can ask other designers questions and look for resources.
== Related Links ==
* General tips for creating Avatar clothing
* Clothing Tutorials
Clothes design
Clothes design