nyuuzyou/wikis huggingface dataset:
FetchInventoryReply

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

==Message Layout==
{
	FindAgent Low NotTrusted Unencoded
	{
		AgentBlock		Single
		{	Hunter		LLUUID	}
		{	Prey		LLUUID	}
		{	SpaceIP		IPADDR	}
	}
	{
		LocationBlock	Variable
		{	GlobalX		F64	}
		{	GlobalY		F64	}
	}
}
==Usage and Notes==
Category:Messages
FindScreenWidth

The script below will give the width of the screen in meters by touching anywhere on the visible face, given that the prim is a box with zero rotation and attached at one of the corner HUD attachment points.
//Find Screen Width
//By Darwin Recreant
default
{
 touch_start(integer total_number)
 {
 vector scale = llGetScale();
 vector off_point = llGetLocalPos();
 vector face_pos = llDetectedTouchST(0);
 vector screen_pos = llDetectedTouchPos(0);
 
 float screen_width = ((face_pos.x - .5) * scale.y - off_point.y + screen_pos.y) * 2;
 
 llOwnerSay((string)screen_width);
 }
}
Finding lost attachments

On occasion, objects attached to your avatar may be "lost". What this actually means is that they're still attached to you, but they're probably stuck inside your avatar body's mesh and obscured. There are a couple ways you can fix this:
== Reset attachment slot ==
Your avatar has multiple attachment slots, 30 to be precise. If you can find the worn attachment in inventory, you can reset its slot. Doing so resets it to the default position which means you need to reposition it again, but at least you can see it now. Here's how:
# Go to Edit > Detach Object. All attachments are shown. Find the one you're looking for and also remember its attachment slot, you'll need this later.
# Choose that object to detach.
# Click Inventory button on the toolbar, and search for that attachment's name.
# Right-click the attachment, choose Attach To, and select a different attachment point. Preferably a free one so it doesn't detach something else.
# Right-click the attachment again and choose Detach From Yourself.
# Right-click the attachment yet again, choose Attach To, and attach it back to the original attachment point. It should be visible, but positioned incorrectly.
# Near your avatar, right-click the attachment and choose Edit. Reposition it back into place.
This video shows you how; although it's more focused on finding the attachment in your inventory, it serves the same goal:
== Enable wireframe view ==
# Enable the unsupported Advanced menu.
# Go to Advanced > Rendering > Wireframe. Everything appears see-through — it's like having X-ray goggles! You should be able to see the outline of the attachment in your body.
# Right-click the attachment, choose Edit, and drag it out with the positioning arrows.
== Camera through your avatar ==
# Hold while left-clicking to orbit your camera so it cuts into your avatar.
# When you're looking through your avatar (spooky, huh?), right-click the attachment and choose Edit.
# Carefully drag it out with the positioning arrows.
This video shows you how:
== See also ==
* Finding lost objects - Including stuff you detached and dropped on the ground.
Fire Killers

== General ==
The Fire Killers Group was founded by Nafets Germi on March 2007. The basic idea was ... heating some clubs with a male dancer stripp group. The outfit ... a compleate firefighters dress.
== Fineprint ==
Are you looking for the ultimate dance team to entertain your guests? Are you about to open a club and do you need experienced animators to keep the party going? Would you like to surprise a friend with a sexy dance on his / her birthday party? 
Our experienced dance team hosts your event in a unique and sexy uniform, not only 'killing' fire, also lighting the fire of your guests. 
We offer you a wide range of dance services for your event - please IM to Nafets Germi,Kawa Tomson or Kenian Losangeles for further information or come and visit our Homepage! 
The Fire Killers Dance Team 
== Contact ==
Fire-Killers
Office of the Fire-Killers
Vision of Success 
*open SURL
To get in contact with the Fire Killers plz use the seach function from your client. Open the group and klick on one of the chiefs (shown in bold) and send a IM
== Roles ==
=== Chief ===
The Chiefs are the top management of the Fire Killers. They care all about
=== Management ===
As the names display .. that are the manager of the group. They care about scenes, billing and special offers.
=== Leaddancer ===
The Leaddancer cares about the applications and the training of the group members
=== DJ ===
At DJ´s role we have some confessed DJ´s out of SL
=== Dancer ===
We have male and female dancer both are at dancers role
last edit: Nafets Germi 10:41, 20 February 2008 (PST)
Firewall Usecases

== Writing Usecases ==
These use case follow Alistair Cockburn's template. Note that there are several stages of usecase. If you want to grab a template for the early stage of a use case, you can get it here
== Firewall Realted Use Cases ==
===Use Case: User behind firewall accessing Regions both behind firewall and outside of firewall ===
Goal in Context:
 
Given a user (avatar) behind a fire wall, he should be able to access (teleport) to both regions within the fire wall and to public regions outside of the fire wall. He should have access to public assets and private (behind the firewall) assets. Some examples would be:
* Employee at company XYZ meeting with other employees at XYZ to discuss purchasign a new product from a third party. During meeting, employees teleport to public location to see the product.
* Organization sets up a security prototype area behind the firewall to try out new ideas. The organizaion allows its people to access this region to refine and test before making any assests public. The "behind the firewall" users do not have to create a second private avatar or special login to do this. 
Scope:
Multi regions
Level:
 
Primary task
Primary Actor:
 
avatar whose user is behind a firewall that makes use of both public and private (behind the firewall) regions.
Priority:
 
The primary need if for users (avatars) in organizations providing a private region for security/research/testing. The parallel would be with web browser users that can access both public (outside firewall) and private (inside firewall) web pages.
Frequency:
 
This use case should appear mainly with organziations who wish to support their own internal "Second Life" and want thier avatars to move seemlessly between the internal region and the external region.
----
===Use Case: User outside a firewall tries to access region inside firewall ===
Goal in Context:
 
Given a user (avatar) outside a firewall, he should not not be able to access (teleport) to regions within the firewall. The SL clien should display an appropriate message. Some examples are:
* A user outside a firewall receives an teleport invitation from someone inside the firewall.
* A user on a laptop that was previously inside the firewall attepts to access the same region while outside the firewall.
Scope:
 
Multi Region
Level:
 
Primary Task
Primary Actor:
 
A user (avatar) outside a firewall (or who has moved outside the firewall)
Priority:
 
The primary need if for users (avatars) in organizations providing a private region for security/research/testing. The parallel would be with web browser users that can access both public (outside firewall) and private (inside firewall) web pages but when outside the firewall get an appropriate error.
Frequency:
 
This use case should appear mainly with organziations who wish to support their own internal "Second Life" and want thier avatars to move seemlessly between the internal region and the external region.
----
First Land

The First Land program was discontinued on February 20, 2007.
The First Land program made land available to first-time land owners at a reduced price. Those who had never owned land, or donated tier to a group, could purchase a 512m2 parcel for L$512. The land could then be used by the Resident or resold.
If you are looking for the open-source page related to "First Land," please browse to First Land OS.
First Land OS

First Land project has been discontinued.
=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
(none??!)
* Make sure people who don't own land but owned land in the past cannot buy First Land. 
* Make sure people who purchased their First Land for group cannot buy more First Land.
=== 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 ===
How to Find and Purchase First Land
First Look

Sometimes, we are developing a new and interesting feature that we want to obtain Resident feedback about, to help refine or test it before we incorporate it into the true Second Life viewer. When that happens, we release a First Look viewer. This is literally your "first chance" to look at/try out a new feature.
A "First Look" differs from our Preview Grid viewer in the following important way: The Preview Grid viewer connects to a special test grid that is separate from the main grid. On the Preview grid, for instance, you can spend Linden Dollars inside the testing grid without actually affecting your true L$ balance. However, the First Look viewer connects to the main grid. If you're using the First Look viewer, you're getting a chance to try out some interesting new features, but remember that every transaction or interaction (like spending Linden Dollars) is taking place in the "real" Second Life, just as if you used the normal official viewer.
== Why should I install the First Look viewer?==
Good question! It's to get a sneak-peek at a nifty new feature (or features) while we test and tweak it for the maximum quality possible.
One important thing about the First Look viewer is that these new features are still undergoing some revisions. If you're looking for information on those new features, you might also find something by searching this Second Life Wiki that describes the development project in more detail.
After a feature is shown in First Look and then undergoes more development, it will often reappear in a Release Candidate viewer, which is the last step for public testing before that feature can become an official part of the Second Life software.
== Where can I download a First Look? ==
See if any First Look viewers are listed on our Downloads page.
Fix for corrupted skins

The following steps should help if a skin is corrupted, but does not have modify-rights.
# Remove all clothes.
# Go into the appearence editor and make a fresh set of underwear (the white ones).
# Save the outfit.
# Exit the appearence editor, then reactivate it.
# Remove the underwear.
# The skin should now appear as it was meant to.
== Contributor ==
* Xandi Mars
Skins
Flexible

Flexible is a property that can be set on a prim through the edit window or via the PRIM_FLEXIBLE script parameter. Setting a prim to flexible will cause it to "flex" either with movement or by being blown by the wind. A side affect of enabling flexible is that phantom is also enabled.
A flexible prim is also known as a "flexiprim", "flexi", or "flex prim".
==Menu==
* Graphics Preferences Layout#Mesh Detail
* Preferences window#Graphics tab
==Scripting==
* PRIM_FLEXIBLE
==Video tutorial==
* Video Tutorial/Make flexible objects
==See also==
* Flexible Objects
Flexible Objects test

Category:Test Scripts
Flexible Objects Test Plan
The command to toggle flex objects is Ctrl+Shift+. (period)
The frame timer(ctrl-shift-9) for Flex Objects is bright orange. Render is the big purple blob.
In particular we want to watch out for the following cases:
1. Toggling Flex Objects does nothing to framerate (render/purple timer gets longer to compensate for the loss of flex/orange timer) ... MEANS we're fill-bound. To verify, reduce the window size and verify that framerate increases.
2. Toggling Flex Objects makes the framerate slow substantially. EITHER:
a. The orange bar grows in the frame timers, but there is no change in the purple bar (we are CPU bound)
or
b. The orange bar and the purple bar grow substantially (we are IO or transform bound) 
TEST CASES
UI Workflow:
1. Create a Box, Cylinder, or Prism ("Linear") prim
2. Check 'Flexible Path' (this box should not be enabled for other prim types than these 3)
3. Phantom should be checked, Physics should be unchecked automatically and both disabled
4. Switching to another prim type besides a "Linear" one should uncheck Flexible
5. When a "Linear" prim type is selected, Flexible Object parameters should be visible, greyed out if and only if Flexible Path is unchecked
6. The position & rotation manipulators for the object drop to the lower-Z endpoint
7. Objects should look the same before and after checking Flexible Path, before simulation changes the shape
8. All of the primitive parameters still apply (Cut, Hollow, Twist, Top Size) EXCEPT Shear. This should probably be grayed out.
The parameters should work as follows:
"Softness" - how dutile the object is, allows it to bend more. RANGE: 0 to 3, 0=straight, 3=spaghetti
"Tension" - how rigidly the object springs back to straightness. RANGE: 0 to 20, 0=rigid, 20=slack
"Drag" - how slowly the object moves in the surrounding medium. RANGE: 1 to 20, 0=Slow, 20=Quick ... probably could go much higher
"Gravity" - self-explanatory. RANGE: -10 to 10
"Wind" - also self-explanatory. RANGE: 0 to 1
LOD use cases
(Assuming 40 flexible objects on the user's avatar at all times, 100 flex updates/frame depending on CPU speed)
The following list various use cases and targets for time spent on each. The number of objects per bin and total updated objects are printed in the console. It's kind of hard to make sense of them but these are my targets:
# 1k flexible objects evenly distributed in a sim
## 44% user attachments
## 38% near objects
## 19% far objects
# 1k flexible objects in a single parcel
## 49% user attachments
## 51% near objects
# 3 avatars with 200 flex objects each, 1k flexible objects anywhere in the sim
## 41% avatar attachments
## 59% near/far objects
# 5 very large objects in the distance, 3 avatars with 200 flex objects, 1k flexible objects in sim
## 66% avatar attachments
## 23% near/large objects
## 12% far objects
The bins are arranged so that the lowest bin (0) is for objects which are not visible, smaller objects in the world are small numbers and large visible objects/attachments are higher. The highest level is reserved for selected objects.
Float/fr

Category:LSL Types/fr
Le type de données en virgule flottante est un type de nombres sur 32 bits au format IEEE-754. Si vous souhaitez une virgule décimale dans votre nombre, il s'agit d'un "float". 
Ces nombres sont compris entre 1,175494351E-38 et 3,402823466E+38 
La virgule décimale est notée avec un point, à l'anglo-saxonne. Les floats peuvent être indiqués en notation scientifique telle que 2.6E-5. 
Si une fonction demande un float en tant que paramètre et si le nombre est un entier (p. ex. 5), n'oubliez pas d'ajouter un .0 pour qu'il soit créé en tant que float (p. ex. 5.0) 
Si vous divisez deux constantes l'une par l'autre, n'oubliez pas de les définir comme des floats, ou alors votre résultat pourrait être arrondi. Encore mieux, faites le calcul sur une calculatrice et économisez des cycles sur le serveur. 
== Voir également ==
Articles
* Exemples LSL : Format décimal
Float/pl

Category:LSL Types/pl
Dane typu zmiennoprzecinkowego to 32-bitowe liczby w formacie IEEE-754. 
Jeżeli potrzebujesz miejsc dziesiętnych w swojej liczbie, to musisz użyć typu float.
Zakres od 1.175494351E-38 do 3.402823466E+38
Mogą być zapisywane w tzw. notacji naukowej, tj. w postaci 2.6E-5.
Jeżeli funkcja wymaga parametru typu float, a chcemy podać liczbę całkowitą (np. 5), należy dopisać .0 (czyli 5.0) żeby zachować zgodność typu.
Jeżeli dzielisz dwie stałe, upewnij się, że są zdefiniowane jako float, bo inaczej rezultat zostanie zaokrąglony. A w ogóle, to policz to na kalkulatorze i oszczędź kilku cykli procesora na serwerze.
== Zobacz też ==
Artykuły
*LSL Examples: Format Decimal
Float Box Contents

=== Features ===
* Lists all object contents in hover text
* Includes inventory type in the hovertext label
* Shows 8 contents at a time in a vertical marqee-style display that updates every 5 seconds
=== Script ===
// FLOAT BOX CONTENTS -- Rolig Loon -- November 2009
// Lists object contents in dynamic hover text, labelled by type
//
// Free to copy, modify, or distribute. Please leave these header lines intact
// Please do not sell this script. Be nice.
//
// Hover text has a 254 character limit, so this script rotates the contents list into hover text eight at a time, marquee style
list contents = [];
default
{
 state_entry()
 {
 // this is a list of all the possible inventory types, as constants.
 list list_types = [INVENTORY_NONE, INVENTORY_TEXTURE, INVENTORY_SOUND, INVENTORY_LANDMARK,
 INVENTORY_CLOTHING, INVENTORY_OBJECT, INVENTORY_NOTECARD, INVENTORY_SCRIPT,
 INVENTORY_BODYPART, INVENTORY_ANIMATION, INVENTORY_GESTURE];
 
 // this list is of the string names corresponding to the one above.
 list list_names = ["None", "Texture", "Sound", "Landmark", "Clothing", "Object", "Notecard",
 "Script", "Body Part", "Animation", "Gesture"];
 
 integer all = llGetInventoryNumber(INVENTORY_ALL);
 integer i;
 for (i=0;i<=all-1;++i)
 {
 integer detected_type = llGetInventoryType(llGetInventoryName(INVENTORY_ALL,i)); // look up which type this object is.
 integer type_index = llListFindList(list_types,[detected_type]); // where in list_types is this type?
 string type_name = llList2String(list_names, type_index); // get the corresponding entry in the names list.
 contents += type_name + ": " + llGetInventoryName(INVENTORY_ALL,i) + "\n "; //Display type of content item and its name
 }
 llSetTimerEvent(5); // Rotate text every 5 seconds
 }
 
 changed(integer change)
 {
 if (change & CHANGED_INVENTORY) // If something is added to or removed from box inventory
 {
 llResetScript();
 }
 }
 
 timer()
 {
 contents = llList2List(contents,1,-1) + llList2String(contents,0); // Move item 0 to the end of the list
 list temp = llList2List(contents,-8,-1); // Display only the last eight items 
 llSetText("THIS BOX CONTAINS: \n " + llDumpList2String(temp,""),<1,1,1>,1.0);
 }
 
}
Follower

A follower (pronounced fŏl'ō-ər) is a griefer object that harasses users by following them against their will. Most followers obstruct the followee's vision; physical followers do this and bump the followed user against his or her will. Generally, they follow the user nearest to them, so it is possible to "dump" a follower onto another user. Follower escapers do exist, but recently they themselves have been turned into followers.
==See Also==
*Follower (script)
*Griefer
Follower script

This script is based on an extract from the Batman Follower v1.2. It is very basic. If you put it in an object, that object will keep moving toward a position offset from it's owner.
vector offset = < -1, 0, 1>; //1 meter behind and 1 meter above owner's center.
default
{
 state_entry()
 {
 llSetStatus(STATUS_PHYSICS, TRUE);
 // Little pause to allow server to make potentially large linked object physical.
 llSleep(0.1);
 // Look for owner within 20 metres in 360 degree arc every 1 seconds.
 llSensorRepeat("", llGetOwner(), AGENT, 20.0, PI,1.0);
 }
 sensor(integer total_number)
 { // Owner detected...
 // Get position and rotation
 vector pos = llDetectedPos(0);
 rotation rot = llDetectedRot(0);
 // Offset back one metre in X and up one metre in Z based on world coordinates.
 // use whatever offset you want.
 vector worldOffset = offset;
 // Offset relative to owner needs a quaternion.
 vector avOffset = offset * rot;
 pos += avOffset; // use the one you want, world or relative to AV.
 llMoveToTarget(pos,0.4); 
 }
}
//adding this script as a less laggy and more efficient way of doing the same as above
//this is for havok4's new functions
vector offset = < -1, 0, 1>; //1 meter behind and 1 meter above owner's center.
default
{
 state_entry()
 {
 llSetStatus(STATUS_PHYSICS, TRUE);
 // Little pause to allow server to make potentially large linked object physical.
 llSleep(0.1);
 llSetTimerEvent(1.0);
 }
 timer()
 {
 list det = llGetObjectDetails(llGetOwner(),[OBJECT_POS,OBJECT_ROT]);//this will never fail less owner is not in the same sim
 // Owner detected...
 // Get position and rotation
 vector pos = llList2Vector(det,0);
 rotation rot = (rotation)llList2String(det,1);
 // Offset back one metre in X and up one metre in Z based on world coordinates.
 // use whatever offset you want.
 vector worldOffset = offset;
 // Offset relative to owner needs a quaternion.
 vector avOffset = offset * rot;
 pos += avOffset; // use the one you want, world or relative to AV.
 llMoveToTarget(pos,0.4);
 }
}
ForceObjectSelect

==Message Layout==
{
	ForceObjectSelect Low Trusted Unencoded
	{
		Header				Single
		{	ResetList		BOOL			}
	}
	{
		Data				Variable
		{	LocalID			U32				}
	}
}
==Usage and Notes==
This message is used to notify the viewer that something has been selected on the simulator automatically, and it should reflect the changes on the viewer side. Without this message objects would become stuck selected until they were reselected and deselected.
* ResetList is used to notify the viewer to clear any current selections.
* Data block contains list of simulator local ids for objects to force selection on.
== Official Client Behavior ==
Does not actually force selection of objects, only highlights them.
Unknown objects are silently ignored.
Category:Messages
Forma del Corpo

La shape (corporatura) è la forma del corpo dell'avatar. E' possibile reperire shape già pronte in Second Life negli innumerevoli Freebie (oggetti gratis) o acquistandole con i Linden (valuta di SL). La shape non può essere tolta dall'avatar ma può essere sostituita indossando un'altra shape. E' possibile creare una shape secondo i propri desideri, attraverso la modalità "Aspetto fisico".
L'icona delle shape nell'inventario è rappresentata da un omino azzurro.