nyuuzyou/wikis huggingface dataset:
Release Notes/Snowglobe Release/1.3

=Release notes for Snowglobe version 1.3=
Snowglobe is a Second Life-compatible viewer, built jointly by the open source community and Linden Lab. As Philip Linden described when he first announced the project back in March 2009, we set out to create "a widely-used, openly developed version of the Second Life client which is a compelling alternative for a broad set of users, and contains enhancements and development that then rapidly make their way back into the mainstream Second Life version." 
}}
Category:SnowglobeCategory:Release Notes for Snowglobe
Release Notes/Snowglobe Release/1.4

=Release notes for Snowglobe version 1.4=
Snowglobe is a Second Life-compatible viewer, built jointly by the open source community and Linden Lab. As Philip Linden described when he first announced the project back in March 2009, we set out to create "a widely-used, openly developed version of the Second Life client which is a compelling alternative for a broad set of users, and contains enhancements and development that then rapidly make their way back into the mainstream Second Life version." 
Category:SnowglobeCategory:Release Notes for Snowglobe
Release Notes/Snowglobe Release/2.0

=Release notes for Snowglobe version 2.0=
Snowglobe 2.0 is a new rebased version of Snowglobe, off the Viewer 2.0 code base. The source code and required bundles for development (artwork and libraries) are available for download.
However, at the time of this writing (April 29 2010), Snowglobe 2.0 does not yet contain all the Snowglobe specific features that the Snowglobe community has been adding to the Snowglobe 1.x viewer. Thanks for your patience while we're adding those back to the Snowglobe 2.0 code base. 
Category:SnowglobeCategory:Release Notes for Snowglobe
Release Notes/Vertical Life Release/1.5

==Vertical Life 1.5 ==
Vertical Life 1.5 is full of epic win. If you don't have it, you need it. If you aren't in the Merczateers or Ordo Imperalis, then its too bad, no soup for you. Belonging to one of these groups anyways is epic, and being able to get Vertical Life makes it just so so much sweeter.
Release notes/pt

= Notas de lançamento =
As notas de lançamento sobre o Visualizador do Second Life e sobre o simulador, são mantidas na Wiki do Second Life.
A listagem das notas de lançamento incluem funcionalidades e correções de bugs de cada nova versão do Second Life. O Second Life é composto das seguintes partes distintas de software que trabalham em conjunto:
* O Visualizador, o programa que você baixou no site secondlife.com e que o executa em seu computador. Vejas as notas de lançamento de cada versão na wiki.
* O simulador (servidor), que produz a simulação 3D que você experimenta, quando está no Second Life. Vejas as notas de lançamento de cada versão do servidor na wiki.
Category:Ajuda Portal
Remote South East Sea

Remote South East Sea is also known with its transitory name, A208. It is a Sim Cluster located in Grid Sector L6 and L7, at Coordinates 1261-1281/691-729, Eastern Ocean. This sea might be considered the Phoenix of the grid, since it was present on the august 2013 survey, but it could not be located at the november survey. In january 2014, it is back in its previos position and with a similar shape.
== Structure ==
Remote South East Sea is made of 108 sims. Part of it shows some mathematic disposition, but that is not a rule. Some parts of the sim cluster are not placed in order. About half of these sims are reported as not valid teleport destniations (not access restrictions). So, its real size is unknown.
== Geography ==
This sim cluster has little or now mountains. The largest surface appears to be flat, partially flooden. There is plenty of residential land, but there are also other things: forests, clubs and even an airport.
== Land Status ==
Land ownership is not clearly known, since half of the sims look offline, but it is supposed that it belongs to a single land corporation. Land With Restricted Access, if exists, is rare.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
RemoveAttachment

==Message Layout==
{
	RemoveAttachment Low NotTrusted Unencoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		AttachmentBlock		Single
		{	AttachmentPoint	U8	}
		{	ItemID			LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
RemoveInventoryFolder

==Message Layout==
{
	RemoveInventoryFolder Low NotTrusted Unencoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		FolderData			Variable
		{	FolderID		LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
RemoveInventoryItem

==Message Layout==
{
	RemoveInventoryItem Low NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		InventoryData	Variable
		{	ItemID		LLUUID	}
	}
}
==Usage and Notes==
Used both client->server and server->client
Category:Messages
RemoveInventoryObjects

==Message Layout==
{
	RemoveInventoryObjects	Low	NotTrusted Unencoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		FolderData			Variable
		{	FolderID		LLUUID	}
	}
	{
		ItemData			Variable
		{	ItemID			LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
RemoveModifyAbility

==Message Layout==
{
	RemoveModifyAbility Low Trusted Unencoded
	{
		TargetBlock			Single
		{	TargetIP		IPADDR	}	
		{	TargetPort		IPPORT	}
	}
	{
		AgentBlock			Single
		{	AgentID			LLUUID	}
		{	RevokerID		LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
RemoveMuteListEntry

==Message Layout==
{
	RemoveMuteListEntry Low NotTrusted Unencoded
	{
		AgentData 		Single
		{ AgentID LLUUID 	}
		{	SessionID	LLUUID		}
	}
	{
		MuteData	Single
		{	MuteID		LLUUID		}
		{	MuteName	Variable 1	}
	}
}
==Usage and Notes==
Category:Messages
RemoveTaskInventory

==Message Layout==
{
	RemoveTaskInventory Low NotTrusted Zerocoded
	{
		AgentData	Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID }
	}
	{
		InventoryData		Single
		{	LocalID			U32	}
		{	ItemID			LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
Remove all scripts from a linkset

This simple script removes all scripts contained in a linkset. I had found one on the Internet but for an unknown reason, it moves the linkset (see this thread on the forums) ?! This one is simple and works for attachments and rezzed objects. Just drop the script in the linkset (i.e., into the root prim). If the linkset is one single prim, there is nothing else to do. Otherwise, when the script tells you that it is ready, unrez/re-rez the object and set all scripts to running using the menu of the viewer. That's all. An hovertext shows the number of remaining prims to be cleaned up. This script is very useful for example for Firestorm users: indeed, at the time of writing this downFebruary 2012, the feature is still missing in Firestorm.
// Script eraser by Dahlia Orfan (2012)
// Drop this script in a linkset (rezzed on the ground or attachment)
// When the script tells that it is ready, unrez and rerez the linkset
// Set all scripts to running using the menu of the viewer
// Wait until it is done. http://pastebin.com/gqi7mKFE
integer prims;
integer DELETE;
// remove all other scripts, then this one
remove_scripts()
{
 string thisScript = llGetScriptName();
 integer index = llGetInventoryNumber(INVENTORY_SCRIPT);
 string scriptName;
 // start with last script which has the index (numberOfScripts - 1)
 do
 {
 --index;
 scriptName = llGetInventoryName(INVENTORY_SCRIPT, index);
 if (scriptName != thisScript)
 llRemoveInventory(scriptName);
 }
 while (index);
 // at last remove this script
 llRemoveInventory(thisScript);
}
default
{
 state_entry()
 {
 // set an ident number code
 DELETE = (integer) ("0x" + (string) llGetOwner() );
 integer link = llGetLinkNumber();
 // the root prim has link number 0 for single prim objects and 1 for linksets
 if (link < 2)
 {
 prims = llGetObjectPrimCount(llGetKey() ); // Get number of prims excluding seated avatars
 // if single prim, else linkset
 if (prims == 1)
 {
 llSay(0, "Done removing scripts.");
 remove_scripts();
 }
 else
 {
 integer n = prims;
 while(n > 1)
 {
 llGiveInventory(llGetLinkKey(n), llGetScriptName());
 --n;
 }
 llSay(0, "Please take this object back to your inventory and "
 + "rez it again. Then edit the object (ctrl+3), go to the menu at the "
 + "top of your viewer and select BUILD > SCRIPTS > SET SCRIPTS TO RUNNING.");
 }
 }
 else// not the root prim
 {
 llMessageLinked(LINK_ROOT, DELETE, "", NULL_KEY);
 remove_scripts();
 }
 }
 link_message(integer sender_num, integer num, string str, key id)
 {
 // if the received linkmessage contains the ident number code previously stored...
 if (num == DELETE)
 {
 --prims;
 if (prims == 1)
 {
 llSay(0, "Done removing scripts.");
 remove_scripts();
 }
 }
 }
}
=== Notes ===
Render Cost test

Category:Test Plans
Category:Mesh
Test Plan Name:
: Render Cost test
Sources
: https://wiki.secondlife.com/wiki/User:Nyx_Linden/Revisiting_Render_Cost
== Þ 'thorn' - render cost of objects ==
* This is displayed near the top-left of the Edit tool.
== Render cost for Avatars ==
* TBD
== Avatar Render Cost limits ==
* TBD
Category:Test Plans
Category:Mesh
Render Roadmap

This page is no longer actively maintained, see Viewer Roadmap for upcoming Viewer development projects.
= See Also =
Viewer Roadmap
= Projects =
== Stability ==
* See Render Stability for a partial list of stability projects
== Visual Quality ==
* Sculpted Prim - Phase 1: Complete
** Improve variety in Second Life using textures to deform primitives (spheres)
* WindLight - Phase 1: Complete
** Improve the look of skies and environmental lighting in Second Life
* Puppeteering - On hold
** Puppet-like avatar controls
Category: System Architecture
Category: Projects
Render Stability

= Objectives =
* Intermediate goal: Abstract OpenGL calls so that state can be tracked for the purpose of isolating GL driver bugs
* Ultimate goal: Abstract all OpenGL usage so that SecondLife can be easily ported to another renderer (e.g. DirectX)
= See Also =
* Viewer Roadmap
* Render Roadmap
= Tasks =
== GL Cleanup ==
* Reduce the number of places the viewer makes calls to OpenGL so that markers can be set before each call
** Then, if the viewer crashes even without generating a call stack, the marker value is returned, helping to isolate where the crash occurred
== GL Abstraction ==
* Complete LLVertexBuffer abstraction
* Material abstraction
** shader and texture setup 
* Vertex Buffer Auditing
* Minimize LLGLState Calls
Rendering System

== Rendering System of SecondLife Viewer 1.22 ==
The SecondLife Viewer uses OpenGL to interface with the graphics hardware.
Rendering in the viewer starts in llviewerdisplay.cpp in the display() method.
Rendering follows this flow of events: 
* check window state and client state
Don't render if window is minimized.
Don't render if client is in startup state.
If client is in teleport mode only draw a static screen and progress bar.
If client requested a logout don't draw anything else.
prepare for next frame:
* update camera
* clear buffer, for drawing of dynamic textures
* setup rendering
* reset lights to SL defaults
update window and dynamic textures:
* update (draw) dynamic(/render-to-texture) textures
for each dynamic texture:
-> save camera and viewport and clear the depthbuffer if required
-> render to framebuffer
-> use glCopyTexSubImage2D to copy results to texture
-> restore camera and viewport
* if any dynamic textures were updated clear color and depth buffer
* set viewport up (with offsets and window dimensions)
update scene:
* set camera up
display_camera_update() creates projection matrix and clip distance
* update HUD
* update geometry
* cull geometry
* clear/flush last frame
* update images (?)
* state sorting
* rebuild draw pools
Seems just to remove dead pools from the list of pools.
* update sky
Redraws skytexture and cubic environment map.
draw geometry
* if render scene to texture (if vertex shaders supported) bind frame buffer to FBO
* render pipeline
unbind vertex buffers (?)
set safe default state values (matrices and stuff)
set fog and lights
render drawpools
Drawpools represent either a set of polygons (LLFacePool) or a renderpass (LLRenderPass). There are different types of either kind.
Facepools are grouped in Terrain, Ground, Tree, Avatar, Water, Sky and WLSky. There maybe multiple facepools of each type (one per spatial partition?).
Renderpasses can be Simple, Alpha, Glow, Invisible or Bump passes. There is one instance of each renderpass draw pool.
for each drawpool:
- set up vertex buffer and texture
- render faces to vertex buffer
- render vertex buffer to frame buffer (?)
Renovación como Mentor de Second Life

La renovación de la pertenencia al grupo comenzó a finales de Agosto y se prolongó a lo largo del mes de Septiembre, arrancando con un mensaje en el blog y el encuentro mensual de Mentores, seguidos por una serie de recordatorios mensuales in-world por medio de avisos de grupo. Como está indicado en la FAQ sobre la renovación, los residentes que no hayan renovado su pertenencia al grupo antes del 30 de Septiembre del 2008 y que estén interesados en pertenecer al grupo de Mentores de Second Life, están obligados a registrarse de nuevo en el grupo cuando se permitan nuevos registros más adelante. 
== Información y FAQ sobre la Renovación como Mentor de Second Life ==
=== Septiembre de 2008 ===
¿Qué es el Programa de Renovación de los Mentores de Second Life? ¿Por qué lo estáis haciendo?
El Programa de Renovación de los Mentores de Second Life obliga a que todos los miembros del grupo Second Life Mentor renueven su pertenencia. Los miembros que no renueven su pertenencia al llegar la fecha indicada, serán borrados del grupo. Se está haciendo con un propósito de la calidad y el seguimiento de actividades. El Programa de Renovación permitirá al VTeam mejorar el soporte al creciente número de miembros activos del grupo.
¿Quienes deben formar parte del Programa de Renovación?
Todos los residentes de Second Life que son Mentores de Second Life Mentors están obligados a renovar su pertenencia.
¿Qué debo hacer para renovar mi pertencia?
Renovar su pertencia es fácil. En este sitio Web (enlace no disponibe en la actualidad) hay un formulario que pregunta por su nombre de residente de Second Life, que usted debe indicar en dicho formulario. En el mismo sitio Web, usted debe confirmar su comprensión del Tao del Voluntario, las Pautas para la activación del Título de Mentor, y las Pautas del chat del Grupo de Mentores. Cuando usted pulse Done, su solicitud de renovación será aceptada. Esto es todo lo que tiene que hacer. Asegurese de haber leído el Tao del Voluntario y las pautas del chat del Grupo. Se requiere la confirmación de que entiende ambas para que su pertenencia sea renovada.
¿Cuándo acaba?
El Programa de Renovación empieza el 26 de Agosto de 2008 y la fecha de finalización es el 30 de Septiembre de 2008.
¿Qué hago si no quiero renovar mi pertenencia?
Si usted no quiere renovar su pertenencia, no rellene la solicitud de renovación. Será borrado del grupo tras la fecha de finalización.
Si no renuevo mi pertencia en la fecha indicada, ¿cuáles son mis opciones?
Cuando se vuelvan a aceptar solicitudes para ser Mentor de Second Life, usted podrá enviar una para unirse al grupo de Aprendices de Mentor de Second Life. Deberá realizar todos los requerimientos estándar de entrada que se piden a un nuevo Mentor de Second Life.
Rental Scripts

**This is a working script** I am using it for a Jurassic Park rental box,its for the Jurassic Park Shops,you might need to IM me in world cause it might be hard to set-up...but i found out how to use it cos....its kind of a WIERD looking script but IM ME in world if you need help on setting it up...plz note **there is no Notecard Setup Help**
At the moment i am searching through my Script list so i can copy and paste it on to here....but it might be problem...but if there is any Lindens reading this....this is not a script i copyed from someone else's Script....Thx Don....
// "MAIN TITLE OF THE SCRIPT" Rental Script
Report button.lsl

// Global Variables
integer available = 1;
integer toAllChannel = -255; // general channel - linked message
default
{
 state_entry()
 {
 //on a reset or startup this test button can not be used
 available = 0;
 //set color to unavailable
 //llSetColor( <255,0,0>, ALL_SIDES);
 //llSetTextureAnim( ANIM_ON | LOOP , ALL_SIDES, 5, 5, 24, 1, 10 );
 llSetTexture( "alpha", ALL_SIDES);
 }
 touch_start(integer total_number)
 {
 if(available)
 {
 available = 0; 
 llMessageLinked(LINK_ALL_OTHERS, toAllChannel, "ActivateReport", NULL_KEY);
 //set color to busy
 llSetColor( <255,255,255>, ALL_SIDES);
 llSetTexture( "busy_anim v5_9", ALL_SIDES);
 llSetTextureAnim( ANIM_ON | LOOP , ALL_SIDES, 5, 5, 0, 23, 10 );
 }
 }
///////////////////////////////////////////////////////
// Link Message of default state //
/////////////////////////////////////////////////////// 
 link_message(integer sender_number, integer number, string message, key id)
 {
 //if link message is on the correct channel
 if(number == toAllChannel)
 {
 if(llSubStringIndex( message, "RegistrationComplete") != -1)
 {
 //set color to unavailable
 //llSetColor( <255,0,0>, ALL_SIDES);
 //llSetTextureAnim( ANIM_ON | LOOP , ALL_SIDES, 5, 5, 24, 1, 10 );
 llSetTexture( "alpha", ALL_SIDES);
 available = 0;
 }
 if(llSubStringIndex( message, "TestComplete") != -1)
 {
 //set color to available
 llSetColor( <0,255,0>, ALL_SIDES);
 llSetTexture( "busy_anim v5_9", ALL_SIDES);
 llSetTextureAnim( ANIM_ON, ALL_SIDES, 5, 5, 24, 1, 10 );
 available = 1;
 }
 if(llSubStringIndex( message, "ReportComplete") != -1)
 {
 //set color to available
 llSetColor( <0,255,0>, ALL_SIDES);
 llSetTexture( "busy_anim v5_9", ALL_SIDES);
 llSetTextureAnim( ANIM_ON, ALL_SIDES, 5, 5, 24, 1, 10 );
 available = 1;
 }
 
 if(llSubStringIndex( message, "ActivateRegistration") != -1)
 {
 //set color to unavailable
 //llSetColor( <255,0,0>, ALL_SIDES);
 //llSetTextureAnim( ANIM_ON | LOOP , ALL_SIDES, 5, 5, 24, 1, 10 );
 llSetTexture( "alpha", ALL_SIDES);
 available = 0;
 }
 if(llSubStringIndex( message, "ActivateTest") != -1)
 {
 //set color to unavailable
 //llSetColor( <255,0,0>, ALL_SIDES);
 //llSetTextureAnim( ANIM_ON | LOOP , ALL_SIDES, 5, 5, 24, 1, 10 );
 llSetTexture( "alpha", ALL_SIDES);
 available = 0;
 }
 
 if( message == "reset" )
 {
 llResetScript(); 
 } 
 
 }
 
 } //end of link message
 
}
ReputationAgentAssign

==Message Layout==
{
	ReputationAgentAssign Low NotTrusted Unencoded
	{
		DataBlock			Single
		{	RatorID			LLUUID	}
		{	RateeID			LLUUID	}
		{	Behavior		F32	}	
		{	Appearance		F32	}	
		{	Building		F32	}	
	}
}
==Usage and Notes==
Category:Messages
ReputationIndividualReply

==Message Layout==
{
	ReputationIndividualReply Low Trusted Unencoded
	{
		ReputationData		Single
		{	FromID			LLUUID	}
		{	ToID			LLUUID	}
		{	Behavior		F32	}	
		{	Appearance		F32	}	
		{	Building		F32	}	
	}
}
==Usage and Notes==
Category:Messages
RequestFriendship

==Message Layout==
{
	RequestFriendship Low NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID }
		{	SessionID	LLUUID }
	}
	{
		AgentBlock			Single
		{	FolderID		LLUUID	} 
		{	DestID			LLUUID	}
		{	TransactionID	LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
RequestGodlikePowers

==Message Layout==
{
	RequestGodlikePowers Low NotTrusted Unencoded
	{
		AgentData 		Single
		{ AgentID LLUUID }
		{	SessionID	LLUUID	}
	}
	{
		RequestBlock	Single
		{	Godlike		BOOL	}
		{	Token		LLUUID	} 
	}
}
==Usage and Notes==
Category:Messages
RequestImage

==Message Layout==
{
	RequestImage High NotTrusted Unencoded
	{
		AgentData			Single
		{	AgentID			LLUUID		}
		{	SessionID		LLUUID		}
	}
	{
		RequestImage			Variable
		{	Image				LLUUID	}
		{	DiscardLevel		S8	}
		{	DownloadPriority	F32	}
		{	Packet				U32	}
		{	Type				U8	}
	}
}
==Usage and Notes==
Category:Messages
RequestMultipleObjects

==Message Layout==
{
	RequestMultipleObjects Medium NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		ObjectData	Variable 
		{	CacheMissType	U8	}
		{	ID				U32	}
	}
}
==Usage and Notes==
Category:Messages
RequestObjectPropertiesFamily

==Message Layout==
{
	RequestObjectPropertiesFamily Medium NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		ObjectData		Single
		{	RequestFlags		U32	}
		{	ObjectID			LLUUID	}
	}
}
==Usage and Notes==
The client sends this message when a user hovers their mouse over a prim. It's purpose is to ask the sim for specific properties of the object that the user has their mouse hovering over.
So far in my experimentation, RequestFlags is always (uint) 0. ObjectID is the asset LLUUID of the object that the client is requesting the properties of
The sim sends back an ObjectPropertiesFamily packet
Category:Messages
RequestParcelTransfer

==Message Layout==
{
	RequestParcelTransfer	Low	Trusted Zerocoded
	{
		Data	Single
		{	TransactionID	LLUUID	}
		{ 	TransactionTime	U32	} 
		{	SourceID		LLUUID }
		{	DestID			LLUUID	}
		{	OwnerID			LLUUID	}
		{	Flags			U8		}	
		{	TransactionType	S32		}	
		{	Amount			S32		}
		{	BillableArea	S32		}
		{	ActualArea		S32		}
		{	Final			BOOL	} 
		{	ReservedNewbie	BOOL	}
	}
}
==Usage and Notes==
Category:Messages
RequestXfer

==Message Layout==
{
	RequestXfer Low NotTrusted Zerocoded
	{
		XferID				Single
		{	ID				U64	}
		{	Filename		Variable	1	}
		{	FilePath		U8	} 
		{	DeleteOnCompletion BOOL	} 
		{	UseBigPackets	BOOL	} 
		{	VFileID			LLUUID	}
		{	VFileType		S16	}
	}
}
==Usage and Notes==
Used for Xfer Manager transfers
*ID - ID of the transfer
*Filename - Filename of the requested file
*FilePath - Index of the file path of the request file
*DeleteOnCompletion - If true, the file should be deleted on completion of a send (for postcard picture uploads, for instance)
*UseBigPackets - If true, use large packet payloads (7680 bytes)
*VFileID - ID of the file in the VFS, assuming this is a VFile transfer
*VFileType - Type of file that's being transfered (texture, sound, animation, etc...)
Category:Messages
Requested LSL Articles

The LSL Portal is dedicated to documenting LSL but lacks articles on many topics. Unfortunately it's tough to know what people are interested in learning about without asking them. To that end please add to this list topics you would wish to read about, or questions you would like answered by the documentation.
* Boolean operator description and function
* Detailed description of the new changes to llList2Float's support for scientific notation and hexadecimal support.
* Improve llSay presentation (too wordy).
Category:LSLCategory:Help/Wiki
Reset button.lsl

// Global Variables
integer toAllChannel = -255; // general channel - linked message
default
{
 state_entry()
 {
 
 }
 touch_start(integer total_number)
 {
 llMessageLinked(LINK_SET, toAllChannel, "reset", NULL_KEY);
 llSetColor( <0,0,0> , ALL_SIDES);
 llSleep(.2);
 llSetColor( <255, 255, 255>, ALL_SIDES);
 }
}