nyuuzyou/wikis huggingface dataset:
Socks

=== Feature Design Document ===
Socks are Clothing. The socks effect the feet and possibly also the lower legs, depending on the length of the socks. The socks are a level below the Shoes.
=== Functional Spec ===
(none)
=== 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. 
(none)
=== User Guides ===
(none)
Solfeena Microcontinent

A215 or Solfeena is a Microcontinent discovered at Coordinates 806-808/1029-1032, Grid Sector H10, Western Ocean. It is made of 6 sims, with a 7th in contact at a corner. Majority of sims share the common name Solfeena.
Altitude is very low, only a few centimeters above water level. The South part of the microcontinent looks like a large plain, with all land flat and a few interesting buildings. Central part is more interesting, since ground level is a lot below sea level. Everything is built on water surface, is nuch a way that in many places a traveler can see water. The North is made of multiple islands, usually with the from of a square.
There are many buildings, majority of them look like residential land. Still, Unused Land is frequent. The high number of water channels in North and of roads in South are Protected Land and they help to separate all parcels. With such a high number of roads and waterways, it is easy to travel from one place to another.
One of the most interesting structures is an alley made of crystal, translucide and shiny, illuminated and allowing visitors to see water below it.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
SoundTrigger

==Message Layout==
{
	SoundTrigger High NotTrusted Unencoded
	{
		SoundData			Single
		{	SoundID			LLUUID		}
		{	OwnerID			LLUUID		}
		{	ObjectID		LLUUID		}
		{	ParentID		LLUUID		}	
		{ Handle			U64			}	
		{	Position		LLVector3	}	
		{	Gain			F32			}
	}
}
==Usage and Notes==
Category:Messages
Sound configuration

Category:Voice
=Windows sound configuration=
First, you have to make sure your sound settings are properly configured under windows
 Click on Start
 Control Panel
 Sound settings
 Audio devices
You will see a window that shows the Input and Output devices on your machine.
Go to the Audio Tab and make sure your devices are detected before you go any further. If they're not, go to the manufacturer's website and download the appropriate drivers.
Note for the Audigy users : You may deactivate the embedded audio controller (i.e:AC97) on your motherboard. Edit your BIOS settings to deactivate the integrated Audio Controller.
Edit your audio settings and make sure the microphone is activated, and the volume is set properly.
=Second Life sound settings=
Press CTRL+P in Second Life to see the preferences screen.
Click on the both buttons you see on the picture above.
1 - Make sure your soundcard is properly detected here. If not, go back to the 'Windows sound configuration' and make sure your card is properly detected by Windows.
2 - Run the Voice Setup Wizard and simply answer to the questions.
==Activate/Deactivate the microphone==
You have two possibilities here : Either you want to leave your mic open permanently, so people can hear you even when you're not speaking, or you can also activate the mic only when you are speaking.
We recommend you use this last option, as it could be pretty noisy if everyone keep their microphone open in a public place. Check the "Start Viewer in Push-to-Talk mode" and make sure the "Push-to-talk trigger" is set to "MiddleMouse". You can redefine or change the key here, but SL uses the Middle button of your mouse by default.Just hold the button and talk. Release the button to shut the microphone.
==Using the voice==
When the "Talk" button is highlighted, people can hear you. Push the wheelmouse or click the button to activate/deactivate the sound. The other button to the left will show you a list of people who are using voice around you. You can also mute a Resident from this window.
Jaco Graves 07:12, 5 January 2008 (PST)
Sounds

=== Feature Design Document ===
The Sounds folder contains audio clips.
=== Functional Spec ===
Sounds must be in .WAV file in standard , (unsigned) 16-bit/44.1kHz/mono or stereo (converted to mono), and less than thirty seconds in length. Thus, 29.99 seconds is fine, but 30.0 will fail to upload. Specifically, if you do want to be able to upload 30 seconds exactly then your .WAV sample needs to be exactly 1,323,000 samples (30 * 44,100) and not a single sample more.
(source: LL Knowledge base.)
Full specs can be found on this article about sound clips.
=== Test scripts ===
Audio test
=== Discussion for future improvements ===
====Sound Synthesis====
[pardon the ramble... if it is inappropriate here please contact me]
, a much ignored aspect of game sound design is Sound Synthesis. Presently the pervasive model is 'event driven file playback' which, although often workable (e.g. gunshots, explosions, physical interactions), also limits the sound designer's ability to craft more dynamic, deeply interactive sonic events.
A simple example of this would be: 
Imagine a 'machine', emitting a low rumble, with a switch on the side which, when touched, changed the sound (say to a higher pitch).
In contrast, imagine the same machine with a lever on it, which allowed the user to arbitrarily change the sound (again say pitch) as they interacted with it.
Whereas the former can be created with well crafted looping file playback and an interactive trigger to another looping file.... 
the latter (arbitrary interaction on the user's part) would be almost impossible to create using only 'file playback'. 
Instead, this type of dynamic interaction can only be created using standard sound design synthesis tools (oscillators, filters, etc.). 
And a quick look at the API of sound engine for SL (FMOD) reveals that it is fully capable of this.
So it is my suggestion that these features be revealed to the designer.
Whether this is functionally possible, I do not know... but if so: It would allow sound designers to craft much more dynamic and interactive sonic content.
- Robb
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
(none)
=== User Guides ===
(none)
Category:Assets
SpaceLocationTeleportReply

==Message Layout==
{
	SpaceLocationTeleportReply Low Trusted Unencoded
	{
		Info		Single
		{	AgentID			LLUUID			}
		{	LocationID		U32				}
		{	SimIP			IPADDR			}
		{	SimPort			IPPORT			}
		{	RegionHandle	U64				}
		{	Position		LLVector3		}	
		{	LookAt			LLVector3		}
		{	SimName			Variable	1	}
		{	SimAccess		U8				}
		{	TeleportFlags 	U32				}
	}
}
==Usage and Notes==
Category:Messages
SpaceLocationTeleportRequest

==Message Layout==
{
	SpaceLocationTeleportRequest Low Trusted Unencoded
	{
		Info		Single
		{	AgentID			LLUUID		}
		{	SessionID		LLUUID		}
		{	CircuitCode		U32			}
		{	RegionHandle	U64			}
		{	Position		LLVector3	}	
		{	LookAt			LLVector3	}
		{ TravelAccess	U8 			}
		{	ParentEstateID	U32			}
		{	TeleportFlags	U32			}
	}
}
==Usage and Notes==
Category:Messages
SpaceLoginLocationReply

==Message Layout==
{
	SpaceLoginLocationReply Low Trusted Zerocoded
	{
		UserBlock			Single
		{	SessionID		LLUUID	}
		{	LocationID		U32		}
		{	LocationPos		LLVector3	}
		{	LocationLookAt	LLVector3	}
	}
	{
		SimulatorBlock		Single
		{	IP				IPADDR	}
		{	Port			IPPORT	}
		{	CircuitCode		U32	}
		{	Name			Variable	1	}
		{	SimAccess		U8	}
	}
	{
		RegionInfo	Single
		{	GridsPerEdge	U32	}
		{	MetersPerGrid	F32	}
		{	Handle			U64	}
		{	UsecSinceStart	U64	}
		{	SecPerDay		U32	}
		{	SecPerYear		U32	}
		{	SunDirection	LLVector3	}
		{	SunAngVelocity	LLVector3	}
	}
}
==Usage and Notes==
Category:Messages
SpaceServerSimulatorTimeMessage

==Message Layout==
{
	SpaceServerSimulatorTimeMessage Low Trusted Unencoded
	{
		TimeInfo		Single
		{	UsecSinceStart	U64	}
		{	SecPerDay		U32	}
		{	SecPerYear		U32	}
		{	SunDirection	LLVector3	}
		{	SunPhase		F32	}
		{	SunAngVelocity	LLVector3	}
	}
}
==Usage and Notes==
Category:Messages
Spam Solution

I offer, to stop spamm in SL, simply limit the ammount of items that can be sent to one person frome another to 10,20,30 in 60 seconds or any other given time line. Alternetive will be simply to put an option into the client that you can select the ammount of items u will resive in a given time... Example: I select in the options that in a time window of 30 seconds i can only resive 1 item (or what ever number u want). --Kobe Ariel 07:49, 13 April 2007 (PDT)
Spanish Resources

The following list of links to helpful Spanish websites is a collaborative effort by Second Life volunteers. These links are not official or endorsed by Linden Lab.
*Spanish blog offering Second Life information.
** And there, a special page about resources for Spanish Mentors. Attention!: this page has a parallel document in this wiki: Spanish speaking Mentors Resources.
*Ayuda Virtual Community Gateway website
*Avatares Argentinos website
*Second Life Data: History, news and tutorials about Second Life***There is a good guide for beginners totally updated.
*Novata in Second Life, videotutoriales, shopping and more
----
Esta lista de enlaces útiles a sitios web en español se hace desde un trabajo cooperativo de los voluntarios de Second Life. Estos enlaces no son oficiales ni están patrocinados por Linden Lab.
* Blog en español que ofrece información sobre Second Life.
** Y, en él, una página especial sobre recursos para Mentores de lengua española. ¡Atención!: esa página tiene un documento paralelo en este wiki: Spanish speaking Mentors Resources.
*Sitio web de Ayuda Virtual Community Gateway, comunidad de nacimiento y bienvenida para usuarios de habla hispana
*Sitio webb de Avatares Argentinos 
* Second Life Data: Historia, noticias y tutoriales sobre Second LifePara los principantes existe una guía de como entrar en Second Life paso por paso que se va actualizando.
*Novata en Second Life, videotutoriales, compras y más.
Spanish SL Army

The Spanish SL Army is a Second Life military group founded first with the name of "Comando Kindoor" over the 16 of June of 2007.
Actually we have base in the Fletcher Christian sim and we're over 35 soldiers.
==Divisions==
-Engineers (General alvaro)
-Infantry (General juanhemp)
-Instruction and Recruitment (Fusioned with infantry)
-Sanitary (Red Cross) (Corporal mirnaa)
-Ciborgs (Soldier vegetix)
-Legion (Second lieutenant Nathan)
Spanish Viewer Localization Project

__NOTOC__
==CURRENT STATUS:==
:* 2009-June-30: We have finished all submissions for Viewer 1.23. The next time we make changes/updates for translations in the viewer will be August 2009.
:* BUT, we are still keeping track of any bad translations or language bugs that you find!
:** Please report any translation bugs of the viewer in this document.
:** For more information , please contact: Ramzi Linden
		 	
{| border="0" cellspacing="0" cellpadding="0" width="100%"	
{| style="width="30%"; font-size:95%; text-align:left; padding:-2px; background:none" cellpadding="0" cellspacing="0"	This Project	This Project
		 	
{| border="0" cellspacing="0" cellpadding="0" width="100%"	
{| style="width="30%"; font-size:95%; text-align:left; padding:-2px; background:none" cellpadding="0" cellspacing="0"	Tips	Tips
		 	
{| border="0" cellspacing="0" cellpadding="0" width="100%"	
{| style="width="30%"; font-size:95%; text-align:left; padding:-2px; background:none" cellpadding="0" cellspacing="0"	What To Do	What To Do
		 	
{| border="0" cellspacing="0" cellpadding="0" width="100%"	
{| style="width="30%"; font-size:95%; text-align:left; padding:-2px; background:none" cellpadding="0" cellspacing="0"	Questions	Questions
Category:Localization
Spanish speaking Mentors

__TOC__
==Spanish speaking Volunteers==
List of Spanish speaking Volunteers with user page
== Resources for Spanish speaking Volunteers ==
# Manuales en Español. Wide documentation on Second Life in Spanish.
# Page with Resources for Spanish speaking Volunteers
# Spanish Forum about SL Volunteers
== Other activities of the Spanish speaking Mentors. Collaboration and Teamwork ==
In the last months, there has been incorporating new Mentor-speaking Mentors, some have roles in that group now. Several of them have made some activities (sometimes along with other residents) aimed at improving Volunteering in Spanish and give a greater presence of Spanish in Second Life:
* Hosting of Seminars about themes of the Volunteering in Spanish. 
* Installation of the Spanish-speaking Info Area, available to Mentors of other languages. 
* Translation of pages of Volunteer Portal and Second Life wiki. 
* Participation in various meetings or presentations aimed to Mentors.
These activities, open to any Mentor, can be developed voluntarily and individually, and of course, is not expected that a Mentor should done any of them, since they aren't directly related to helping the residents. However, we always get a better result if coordinated efforts and done a TEAMWORK.
If you're a Volunteer and want to cooperate in these activities, go to this Spanish Forum about SL Volunteers (unofficial) or the talk page of this article.
Other activities done were:
* Incorporating Mentor Buddies and Mentor Coaches. 
* Hosting Orientation Sessions in Spanish for Apprentice Mentors.
* Offering Buddy Shadowing in Spanish.
* Participation in various meetings or presentations aimed to Mentor Buddies and Mentor Coaches. 
==== Open activities ====
The following are some activities where you can participate directly. Please, if you are doing one of them, add yourself in this list. Thank you
* Articles for Spanish translation.
==== Next classes, seminars, meetings ====
(Please, add yourself to this list if you'll offer any class, seminar or meeting in Spanish aimed to Mentors. Use this template)
==== Closed activities ====
* 20080610: Sandor Balczo, SL5B linguist coordinator looks for linguists to translate notecards and signs to Spanish.
* 20080620 - Seminar: The Spanish speaking Mentors: Present and future challenges
* 20080628 - Seminar: Roles for Spanish speaking Mentors : Not held for lack of attendees.
* 20081023 - Seminar: Basic and Imperatives Resources for Mentors
Spherical Normal maps

Normal maps are different between flat faces, Spherical prim faces and Sculpted Prims. Spherical prim faces require a rotation by 90° that can be tricky for some textures, like normal maps for spherical globes:
== Planar sculpt maps work just fine on all PRIM_SCULPT_TYPE_SPHERE sculpted prims, but they do not work on prim spheres ==
3e9211d6-c42d-a9ff-95b9-5c1ab349ed38 will NOT work on prim spheres because they have their poles on the left and right side of an unrotated texture. But rotating a normal map changes the normal map, rotating a normal map by 180° inverts it.
Using .werkkzeug3 to make maps for spherical prims from a height map needs the following command chain:
(double right klick in the lower window to add a function, they are chained from top to bottom loke these functions:)
* Import: (a .png height map image that has the north pole facing up and that has high parts white and low parts black)
* Rotate: With "angle" set to -0.250, rotating 90° to the right!
* Normal: 3d (flat will be red, hills are green on the lower side)
* HSCB: With 0.600 as "hue" parameter, making "flat" BLUE.
* Rotate: With "angle" set to 0.250, rotating 90° to the left.
----
== A PRIM_TYPE_SPHERE normal map for a sphere prim must be rotated by 90°:==
but green must still be on the upper side of a hill like here: ab6adc27-e101-9d3a-1097-088104c1f607 
Using .werkkzeug3 to make these normal maps for spherical prims needs the following command chain:
* Import: (a .png height map image that has the north pole facing up and that has high parts white and low parts black)
* Normal: 3d (flat will be red, hills are green on the lower side)
* Rotate: With "angle" set to 0.250, rotating 90° to the left.
* HSCB: With 0.600 as "hue" parameter, making "flat" blue.
== This Purple-rotated normal map works on sculpt spheres and prim spheres, but not on flat prim faces: ==
1e266b9c-f842-865f-9eb2-39b43e30cb75 if good if you like spheres.
* Import: (a .png height map image that has the north pole facing up and that has high parts white and low parts black)
* Color: "Mode" set to "invert" (inverting the height map to make high places black and low places white)
* Rotate: With "angle" set to 0.250, rotating 90° to the left.
* Normal: 3d (flat will be red, hills are green on the lower side)
* HSCB: With 0.800 as "hue" parameter, making "flat" PURPLE. (0.8 is correct here, it is purple after all)
The normal map must be rotated by 270 in second life.
SplitLine

__NOTOC__
== Function: string SplitLine(string , string , integer ); ==
Returns a string split by inserted 'new line' escape code at positions to portions of at least length.
In other words, a line can be split up to several lines at positions where string is found, each line with a length of at least characters.
== Specification ==
string SplitLine(string _source, string _separator, integer _stride)
{
 integer offset= _stride;
 integer sourceLen = llStringLength(_source);
 integer separatorLen = llStringLength(_separator);
 while (sourceLen > _stride)
 {
	integer split = llSubStringIndex(llGetSubString(_source, offset, -1), _separator);
	if (split != -1)
 {
	 _source = llInsertString(_source, offset + split + separatorLen, "\n");
	 sourceLen = llStringLength(_source) - offset;
	 offset += split + _stride + 2;
	}
 else sourceLen = -1;
 }
 return _source;	
}
== Example ==
Trivial example to listen to any chat from the object owner for values and respond lines split at space (" ") positions using 10 characters stride value.
// Insert code of SplitLine user function here
default
{
 state_entry()
 {
 llOwnerSay("Enter text");
	llListen(0, "", llGetOwner(), "");
 }
	
 listen(integer _chan, string _str, key _id, string _msg)
 {
 llOwnerSay(_msg + "\nsplit to:\n" + SplitLine(_msg, " ", 10));
 }
}
StMatthewsByTheSea

== St Matthew's by-the-Sea Episcopal Chapel ==
Find Us in Second Life
St Matthew's Chapel
About Us
St. Matthew's by-the-Sea is an inclusive and affirming Episcopal /Anglican chapel.
We are one of the most active, ongoing "church" groups in SL.
We are an LGBT friendly community but that is just one facet of us; we are broadly-based and focus on people as people. You do not have to be an Episcopalian, Anglican or even Christian to be part of our community.
We gather regularly for Compline Mon-Thu at 8pm SLT. Please join us! The service is short, normally lasting only 20 to 25 minutes. We just read a service together from the Book of Common Prayer; there is no sermon to endure, etc, etc. 
In World Groups
Join the Friends of St. Matthew's group if you would like to know what is going on at the Chapel and get Group Notices of services.
We also send notices and group IM's through the Inclusive Anglicans of Second Life, the LGBT Christian Community and the Episcopalians of Second Life.
For More Information Contact
Caoilin Galthie at caoilingalthie@gmail.com
Visit our St. Matthew's by-the-Sea blog.
StartAuction

==Message Layout==
{
	StartAuction	Low Trusted Unencoded
	{
		AgentData	Single
		{	AgentID		LLUUID	}
	}
	{
		ParcelData	Single
		{	ParcelID	LLUUID	}
		{	SnapshotID	LLUUID	}
		{	Name		Variable	1	}	
	}
}
==Usage and Notes==
Category:Messages
Category:Auction Messages
StartGroupProposal

==Message Layout==
{
	StartGroupProposal Low NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		ProposalData		Single
		{	GroupID		LLUUID			}
		{	Quorum		S32			}
		{	Majority	F32			}	
		{	Duration	S32			}	
		{	ProposalText	Variable	1	}	
	}
}
==Usage and Notes==
This message is used to intiate a group proposal for a given group in which an agent is a member of. The requesting agent must be a member of the group and have sufficient group powers to start a proposal for the proposal to be created.
Quorum - The number of group members that need to vote for the proposal to be "valid" and be able to be passed. If quorum is not reached, the proposal will not be able to pass despite how many yes votes are cast for it. Quorum must be larger than 0 and no larger than the number of members in the group.
Majority - The fraction of members voting that is needed to pass the proposal once quorum is met. A value of 0.0 is a simple majority, 1.0 is indicative of a unanimous vote. 0.6666 would be a 2/3s majority, etc. Any values outside of this range will be considered invalid.
Duration - The duration in seconds from NOW in which members are able to vote on the proposal. After the proposal's duration is up, the proposal is archived. Duration must be larger than 0.
ProposalText - The text of the proposal is truncated at 254 bytes worth of text and cannot be empty.
Category:Messages
StartGroupProposal CAP

Create a group proposal
POST:
<llsd><map><key>agent-id</key><uuid>01234567-0123-0123-0123-0123456789ab</uuid><key>duration</key><integer>604800</integer><key>group-id</key><uuid>fdecba98-fdec-fdec-fdec-fdecba987654</uuid><key>majority</key><real>0</real><key>proposal-text</key><string>I propose a toast!</string><key>quorum</key><integer>3</integer><key>session-id</key><uuid>01234567-0123-0123-0123-0123456789ab</uuid></map></llsd>
Response:
<llsd><string>Success.</string></llsd>
Replacement for StartGroupProposal UDP message
StartLure

==Message Layout==
{
	StartLure	Low	NotTrusted Unencoded
	{
		AgentData	Single
		{	AgentID			LLUUID			}
		{	SessionID		LLUUID			}
	}
	{
		Info	Single
		{	LureType 		U8	 			}
		{	TargetID		LLUUID			}
		{	Message			Variable	1	}
	}
}
==Usage and Notes==
Category:Messages
StartPingCheck

==Message Layout==
{
 StartPingCheck High 1 NotTrusted Unencoded
 {
 PingID Single
 { PingID U8 }
 { OldestUnacked U32 }
 }
}
==Usage and Notes==
* Used to measure circuit ping times.
* PingID is increased by 1 each time StartPingCheck is sent by the source.
** After 255, PingID rolls over to 0.
** The recipient is expected to respond with CompletePingCheck and return this PingID back to the source.
* OldestUnacked is simply the sequence number (see Packet Layout) of the most recent message sent by the source (excluding this packet), regardless of whether that message was sent reliably.
** It is stored as little-endian.
For example, the following packet (hex data) is the 88th ping, with the last unacked message being sequence number 1364.
00 00 00 05 55 00 01 58 54 05 00 00
Category:Common Messages
Category:Messages
State

Description
In LSL, most scripts sit idle until they receive some input, or detect some change in their environment. At any moment, the script is in some state, and will react to events or inputs according to some scheme defined by the programmer. However, a script can also contain two or more different states, and react differently to events or inputs depending on what state it is in.
The main state is the default state. When a script is compiled, reset or loaded, this is the state it enters by default. A script will NOT automatically re-enter the default state state_entry event when the task is rezzed or attached (even by a new owner), nor if the task is moved to another SIM, nor on SIM restart. 
After the default state definition, additional state definitions may follow, which the script may use to change how and which events are handled.
State/fr

__TOC__
En LSL, la plupart des scripts attendent sans rien faire jusqu'à ce qu'ils reçoivent une information ou qu'ils détectent un changement dans leur environnement.
À tout moment, le script est dans un état (state) donné et réagira à des évènements (events) ou à des données en entrée en fonction de ce que le programmeur aura déterminé.
Par ailleurs, un script peut contenir deux états différents ou plus et réagir différemment aux évènements ou aux données en entrée, selon l'état dans lequel il se trouve à ce moment.
L'état principal est l'état par défaut (default). Quand un script est compilé, réinitialisé ou chargé, c'est l'état dans lequel il ira par défaut.
Après la définition de l'état par défaut, d'autres états peuvent être définis, de façon à ce que le script réagisse différemment aux évènements.