nyuuzyou/wikis huggingface dataset:
FURWARE text/TextureCreator/Fonts

== Links to the FURWARE text standard font files ==
Only the most basic fonts (DejaVu, FreeFont Serif) come bundled with the TextureCreator tool. For the other standard fonts, only configuration files are included. If you wish to build font textures for these fonts, please use the following links to download the font files.
Notes:
* The "Hashes" sections contain the SHA1 hashes of the font files that were last tested and used for creating the "official", bundled FURWARE text font textures.
* Please also note that the "Hashes" sections contain the names of the used font files. The downloadable font packages often contain many more variations of the respective font.
* Please report any broken links.
=== Andale ===
Links: Website, Direct link
Notes: The font file is packed in a self-extracting archive. Under Linux, you may use "cabextract" to extract the font file.
Hashes:
953839b69c5bc047cb53efefc755dd21175a3a1d fonts/Andale/AndaleMo.TTF
=== Anonymous Pro ===
Links: Website, Direct link
Hashes:
a5af97297e863b4fc9d463200e5befc7ee102d57 fonts/AnonymousPro/Anonymous Pro.ttf
8fd93c43aa27045a533c56bbf948e1e4e3081ef0 fonts/AnonymousPro-Bold/Anonymous Pro B.ttf
=== DejaVu ===
Links: Website, Direct link
Hashes:
73225779da81fc5a874596d065e336ca3d7b4c37 fonts/DejaVu/DejaVuSansMono.ttf
a2152e5cc64b7f038546d0150bfb68f61572aa55 fonts/DejaVu-Bold/DejaVuSansMono-Bold.ttf
=== EnvyCodeR ===
Links: Website, Direct link
Hashes:
b8bfc57294faf001ce3b5297f045d323cf524d50 fonts/EnvyCodeR/Envy Code R.ttf
=== FreeFont/FreeSerif ===
Links: Website, Direct link
Hashes:
583e0b2acb91c59954c8fa7692c453a36c1b1a82 fonts/FreeFont/FreeMonoBold.ttf
6023b0abf77647ad1489d059678f5b7a63c78147 fonts/FreeSerif/FreeSerif.ttf
=== Inconsolata ===
Links: Website, Direct link
Hashes:
7f0a4919d91edcef0af9dc153054ec49d1ab3072 fonts/Inconsolata/Inconsolata.otf
=== Liberation ===
Links: Website, Direct link
Hashes:
302c90a3435f6768669be3b0796b32f02e02fb8c fonts/Liberation/LiberationMono-Regular.ttf
96429f1d58a45ffa36f21d1052d691a0cd11125c fonts/Liberation-Bold/LiberationMono-Bold.ttf
=== Luxi ===
Links: Website, Direct link
Hashes:
14abb9893507742837094ad262e6cd78edf1e42a fonts/Luxi/luximr.ttf
01bcf993dc3161f3eddaa76f91a3b323ce2c225e fonts/Luxi-Bold/luximb.ttf
=== Monofur ===
Links: Website, Direct link
Hashes:
30c79031b7a6a6e613f1e2c00dcedf0027902aed fonts/Monofur/monof55.ttf
=== Nova Mono ===
Links: Website, Direct link
Hashes:
dfd7d60609fcd7c6d7a7b372d2ec1f91b3cab650 fonts/Nova/NovaMono.ttf
=== ProFont ===
Links: Website, Direct link
Notes: Please use the tweaked TrueType version of the font.
Hashes:
82f6ad711c91f59f5fd30b3d3770d0340762fa4f fonts/ProFont/ProFontWindows.ttf
FURWARE text/TextureCreator/de

FURWARE texture creator ist ein Programm zur Erstellung von Schrifttexturen aus TrueType-/OpenType-Dateien. Es befindet sich momentan in der Entwicklung und eine Anleitung folgt bald.
Du kannst den Python 2-Code unter beziehen.
Außerdem ist ein vorkompiliertes Paket für Windows unter verfügbar.
FURWARE text/de

Diese Seite ist auch auf englisch verfügbar. / This page is also available in English.
== Übersicht ==
FURWARE text ist ein Skript zur Darstellung von Text mittels Texturen auf Prims. Es ist zum Einbau in deine Objekte gedacht in denen es von deinen eigenen Skripten gesteuert wird.
FURWARE text ist keine vorgefertigte Anzeigetafel sondern ist für Skripter gedacht, die es in ihre eigene Kreationen integrieren.
Das Skript war von 2010 bis Juli 2013 proprietär bis ich () mich dazu entschieden habe, es Open Source unter der MIT-Lizenz zu machen. Dies ist mein erster Versuch eines vollständig offenen Produkts in Second Life.
== Merkmale ==
* Open source (MIT license)
* Nur ein Skript für eine ganze Gruppe ("sets") von Anzeigetafeln
* Formatierung (Farbe, Alpha, Ausrichtung, Umbruch, Trimming, Font, Rahmen)
* Mesh prims mit 1-8 Zeichen, die je nur 0.5 Prims belegen
* Virtuelle Text-Boxen um Text beliebig zu Positionieren
* Style templates um mehrere Stileinstellungen zusammenzufassen
== Wo du das Skript bekommst ==
Du kannst dir ein komplettes Paket inklusive dem Display Creator, Meshes und Schrift-Texturen auf dem Marketplace holen.
Für Entwickler und interessierte Benutzer habe ich für die Skripte außerdem einen Account auf GitHub erstellt.
== Dokumentation ==
Unter den folgenden Unterseiten findest du eine Bedienungsanleitung sowie Dokumentation für Entwickler:
Erste Schritte & ausführliches Tutorial
Kurzreferenz & Versionsgeschichte
Hilfsfunktionen für einfachere Verwendung
Dokumentation für Entwickler
== Texture creator ==
Auf dieser Seite findest du mehr Informationen zum "texture creator", mit dem du deine eigenen Schrifttexturen erstellen kannst.
== Wie du helfen kannst ==
Für Anwender: Eine wichtige Hilfe bei der Entwicklung dieses Skripts ist das Berichten von Problemen bei seiner Verwendung sowie Vorschläge, wie man die Benutzung noch besser machen kann. Momentan sind die wahrscheinlich besten Möglichkeiten hierfür eine Notecard zu schreiben oder deine Kommentare zur Diskussion dieser Wiki-Seite hinzuzufügen.
Für Entwickler: Wenn du Vorschläge für die Verbesserung des Skripts hast kannst du diese gerne auf dieselbe Weise kundtun. Alternativ kannst du aber auch gerne einen Branch des Projekts auf GitHub erstellen und Pull-Requests senden. Bitte stelle sicher, dass die Änderungen von sehr guter Qualität sind und sie das Skript nicht weiter aufblähen als es sowieso schon ist. Genauergesagt sind Vorschläge zur Verbesserung der Performance und Senkung des Speicherverbrauchs äußerst gern gesehen.
== Bekannte Probleme ==
Für die aktuelle Version sind keine Probleme bekannt. Falls welche auftreten, melde dies bitte.
Face/ja

プリムは基本的な形状と形状のパラメータで成り立つ、一つあるいはそれ以上の面を持ちます。プリムの各面はテクスチャプロパティ、色、アルファ、そして各項目（光沢、輝度、隆起面）を持つことができます。テクスチャプロパティは、各面がテクスチャ、テクスチャマップ（標準あるいは平面的）、形状、オフセット、そして回転を持ちえます。このプリム面上のプロパティは面番号を使っての個別変更、又は全てのプリムの面をALL_SIDESの面番号を使って一度に編集が可能です。
プリムは3D空間のパスを通して、丸、三角、または四角で動くことによって形作ります。箱、角柱、円柱のパスは直線、トーラス、リング、チューブのパスは丸です。球のパスは一点の周囲での半円の回転です。プリム内の空洞は常に一面で、たとえ空洞の形状が三角または四角だとしてもです。 
===面一覧表を使う===
7つの異なるプリムタイプの面で全ての可能性を抑えた一覧表とそれらが存在するかどうかのルールです。生成されたプリムは、形状のパラメータ上で、このリストのいずれかのサブセットが起こりえるでしょう。プリム面の面番号は、存在しない面が除去された後の面一覧の位置によって、決定されます。リスト内に存在する最初の面を0面として、次に存在している面は1、などになります。テーブルに並んだ面の位置はプリムのローカル構成空間にあり、ねじれはないとみなします。ねじれ始めもしくはねじれ終わりは0ではなく、幾つかの面はプリムのローカル構成空間に関連して回転するでしょう。 
Cylinder 
* 上 (+z) 常に存在
* 外側 常に存在
* 穴 穴を開けた場合
* 底 (-z) 常に存在
* パスの切れ目はじめ パスを切った場合
* パスの切れ目終わり パスを切った場合	Torus 
* パスの切れ目終わり パスが切られるか消された場合
* 外側 常に存在
* 穴 穴を開けた場合
* パスの切れ目はじめ パスが切られるか消された場合
* 側面の切れ目はじめ 側面を切った場合
* 側面の切れ目終わり 側面を切った場合	Sphere 
* パスの切れ目終わり パスが切られたかねじれた場合
* 外側 常に存在
* 穴 穴を開けた場合
* パスの切れ目軽視 パスが切られるかねじれた場合
* くぼみはじめ くぼませたか穴を開けた場合
* くぼみ終わり くぼませたか穴を開けた場合
Prism 
* 上 (+z) 常に存在
* +y パスの切れ目を解除しない限り
* -x パスの切れ目を解除しない限り
* -y パスの切れ目を解除しない限り
* 穴 穴を開けた場合
* 底 (-z) 常に存在
* パスの切れ目はじめ パスカットされた場合
* パスの切れ目終わり パスカットされた場合	Ring 
* パスの切れ目終わり パスが切られたか消された場合
* 内面 側面の切れ目を解除しない限り
* +x 側面の切れ目を解除しない限り
* 外面 側面の切れ目を解除しない限り
* 穴 穴を開けた場合
* パスの切れ目はじめ パスが切られたか消された場合
* 側面の切れ目はじめ 側面を切った場合
* 側面の切れ目終わり 側面を切った場合	
Box 
* 上(+z) 常に存在
* -y パスの切れ目を解除しない限り
* +x パスの切れ目を解除しない限り
* +y パスの切れ目を解除しない限り
* -x パスの切れ目を解除しない限り
* 穴 穴を開けた場合
* 底 (-z) 常に存在
* パスの切れ目はじめ 切り込んだ場合
* パスの切れ目終わり 切り込んだ場合	Tube 
* パスの切れ目終わり パスが切られたか消された場合
* 外面 側面の切れ目を解除しない限り
* -x 側面の切れ目を解除しない限り
* 内面 側面の切れ目を解除しない限り
* +x 側面の切れ目を解除しない限り
* 穴 穴を開けた場合
* パスの切れ目はじめ パスが切られたか消された場合
* 側面の切れ目はじめ 側面を切った場合
* 側面の切れ目終わり 側面を切った場合	
Sculpted
* 外側 常に存在		
これはより詳細な構成の、面の存在ルールです。:
* 外面は生成されたプリムを囲むようにして常に存在します。（球、円柱、そしてトーラス）
* 上面と下面はラインパスプリム上に常に存在します。（円柱、角柱、そして箱）
* パスの切れ目はじめが0、あるいは切れ目おわりが1の場合、両方のパスの切れ目の面は存在します。
* 円のパスで、パスが切れている、ゆがんでいる、ねじれ始めとねじれ終わりが同一ではない、半径の差分が0ではない、ねじれが1より大きい1、または傾きのパラメータが0ではない場合、円のパスのプリム（トーラス、リング、チューブ）上にパスの切れ目の両面が存在します。
** たとえねじれ始めとねじれ終わりが完全に同一でも、360になります。
* 両方のパスの切れ目面は、ねじれはじめとねじれ終わりが同一ではない場合（たとえ360でも）存在します。
* 両方の球のくぼみ面は、くぼみはじめが0より大きいか、くぼみ終わりが1より小さいか、穴が0よりおおきいかのいずれかの場合、存在します。
** たとえくぼみ面がみえないとしても、くぼみ始めが0かくぼみ終わりが1だと存在していて、パラメータの設定も所有しているでしょう。
* 穴の面は、穴が0より大きい場合のみ存在します。
* 両方の側面の切れ目は、側面の切れ目はじめが0より大きいか、側面の切れ目おわりが1より小さい場合存在します。
* 箱かプリムのパスの切れ目が面から完全にない場合、切れ目の面は存在しません。
* リングかチューブの側面の切れ目が面から完全にない場合、切れ目の面は存在しません。
* 面は、たとえ全方位で小さくなるか、傾きのパラメータによって点のようになっても、まだ存在します。
==== 例 ====
ボックスプリムにパスの切れ目を0.30、パスの切れ目おわりを1.00、そして穴無しで設定する場合、面はこのように見えます
そしてプリムの面の番号付けは:
0	上 (+z)
1	+x
2	+y
3	-x
4	底 (-z)
5	パスの切れ目はじめ
6	パスの切れ目終わり
===面の番号の調べ方===
If you are unsure about which face number to use, following these steps will give you the face number to use.
* Enable the Develop menu by pressing . (On version 1.x viewers, instead enable the Advanced menu by pressing .)
* Select the Face Using the "Select Texture" Tool
* Pick Develop > Rendering > Selected Texture Info from the menu, or press 
The face number will be shown in your local chat window or as a notification.
Facelight

A Facelight is an (most often) invisible attachment, which works as a light source to illuminate an avatars face. 
This practice is supposed to give the avatar a nicer look. However, some Residents became annoyed by the use of facelights, since they may also influence the lighting of their surrounding, or make avatars look bleached out, depending on your Environment Settings and graphics settings.
== How to create your own facelight ==
*Go to a region where building is allowed
*Click the Build button in your task bar
*:Your mouse arrow is now shown as a wand
*Click on the ground in order to create a prim
*Click the Texture tab in your build menu
*Click the Texture window and search for *Default Transparent Texture
*:This is a texture located in your library. Just type the name in the search bar.
*Highlight the texture and click Select
*Go to the Feature tab and check the Light checkbox
*Adjust Intensity, 'Radius and Falloff' as needed
*Pick the prim up and attach it to a free spot on your head (preferably Nose, Mouth or Chin)
*Highlight transparent items (View > Highlight Transparent or )
*Adjust spot and size of your facelight by editing it
You can also have a look at this video tutorial at 2:37.
== How to turn off attached light sources ==
To turn off attached light sources, activate the advanced menu (), go to Adcanced > Rendering and remove the X at Attached Lights. See also this video tutorial: 
== Related Articles ==
*Blog: [QUICKTIP] Facelights and particle bling make you @#$%ing mad? Turn them off!
FadeEasy

FadeEasy
== Introduction ==
FadeEasy makes object fading easier for you to make an object fade in or out simply by entering a one-line code.
Example: llFade(LINK_SET, 0.0, 1.0, ALL_SIDES, 0.05); Or llFade(LINK_SET, 1.0, 0.0, ALL_SIDES, 0.05);
== Usage ==
Function: llFade(integer linknumber, float AlphaStart, float AlphaEnd, integer faces, float speed);
integer linknumber – Link number (0: unlinked, 1: root prim, >1: child prims) or a LINK_* flag
float AlphaStart – from 0.0 (clear) to 1.0 (solid), This is the starting opacity of your object
float AlphaEnd – from 0.0 (clear) to 1.0 (solid), This is the ending opacity of your object
integer faces - LINK_THIS, LINK_ROOT, LINK_SET, LINK_ALL_OTHERS, LINK_ALL_CHILDREN
float speed - How much opacity to gain or decrease by
== Function Code ==
// Leave this part alone!
llFade(integer linknumber, float AlphaStart, float AlphaEnd, integer faces, float speed)
{
 if(AlphaStart<AlphaEnd)
 {
 for(;AlphaStart<AlphaEnd;)
 {
 AlphaStart+=speed;
 llSetLinkAlpha(linknumber, AlphaStart, faces);
 }
 return;
 }
 else if(AlphaStart>AlphaEnd)
 {
 for(;AlphaStart>AlphaEnd;)
 {
 AlphaStart-=speed;
 llSetLinkAlpha(linknumber, AlphaStart, faces);
 }
 return;
 }
}
== Entire Example Code ==
// Leave this part alone!
llFade(integer linknumber, float AlphaStart, float AlphaEnd, integer faces, float speed)
{
 if(AlphaStart<AlphaEnd)
 {
 for(;AlphaStart<AlphaEnd;)
 {
 AlphaStart+=speed;
 llSetLinkAlpha(linknumber, AlphaStart, faces);
 }
 return;
 }
 else if(AlphaStart>AlphaEnd)
 {
 for(;AlphaStart>AlphaEnd;)
 {
 AlphaStart-=speed;
 llSetLinkAlpha(linknumber, AlphaStart, faces);
 }
 return;
 }
}
// Global Integer Varibles
integer faded;
//====
default
{
 on_rez(integer params)
 {
 llFade(LINK_SET, 0.0,1.0,ALL_SIDES,0.05);
 faded = TRUE;
 }
 touch_end(integer num_detected)
 {
 if(faded == TRUE)
 {
 faded = FALSE;
 llFade(LINK_SET, 1.0,0.0, ALL_SIDES, 0.05);
 }
 }
}
Failles de Sécurité

Les anomalies en relation avec la sécurité des données doivent être envoyées à Linden Lab conformément au circuit décrit ci-dessous. Aidez-nous à limiter la diffusion d'informations sur d'éventuelles failles de sécurité avant qu'un correctif ne soit disponible.
Qu'appelle-t-on une faille de sécurité ? Une anomalie est considérée comme une faille de sécurité si elle présente l'une des menaces suivantes :
* Fournir des informations sur la vie réelle des résidents sans leur consentement.
* Détruire des créations.
* Permettre un accès non autorisé à Second Life ou à des ressources propres à Linden Lab.
* Donner un contrôle distant non autorisé à un client ou un serveur.
Détaillez autant que possible la faille de sécurité. Indiquez l'environnement utilisé (exemple : Windows XP Service Pack 2, Nvidia 6800 etc) et les étapes à suivre pour créer ou utiliser la faille. Linden Lab offre une récompense de 10 000L$ pour toute nouvelle faille détectée et reproductible. Signalez une faille de sécurité dès sa découverte !
== Signaler une faille de sécurité ==
Une faille peut être signalée de deux façons :
* Par Jira : créez une demande de type SEC (Security). Il est TRÈS IMPORTANT que cette demande soit de type SEC afin que seuls les employés et le rapporteur puissent consulter la demande. 
* Par e-mail
REMARQUE : le type SEC et l'e-mail sont réservés pour les failles de sécurité susceptibles de compromettre la grille ou les données personnelles des résidents. Les autres types de demande, y compris les problèmes de compte, ne seront pas traités par ce biais.
Pour les autres problèmes :
* Si vous pensez qu'il y a eu un accès non autorisé à votre compte, changez immédiatement votre mot de passe et contactez le support.
* Si vous vous rencontrez un problèmes de compte, contactez également le support.
* Consultez la page Comment utiliser Jira ? pour apprendre comment signaler des bugs sur Jira.
Category:Bounties/fr
Failsafename2key

This script is a example for a failsafe name2key lookup.
The script will return results also when some of the given providers are unavailable.
Main Script:
<lsl>
list Servers = ["http://kubwa.de/_slworld/name2key.php?name=",
 "http://w-hat.com/name2key?terse=1&name=",
 "https://n2k.danardlabs.com/n2k_io.php?action=getkey&verbose=0&username=",
 "http://kdc.ethernia.net/sys/name2key.php?name="];
 
list LookUpQueue;
default
{
 link_message(integer Sender, integer Num, string Str, key ID)
 {
 if (ID == "Name2Key.Lookup")
 {
 LookUpQueue = LookUpQueue + [llHTTPRequest(llList2String(Servers, 0) + llEscapeURL(Str),
 [HTTP_METHOD, "GET", HTTP_VERIFY_CERT, FALSE],
 ""), 0, Str, Num, Sender];
 }
 }
 http_response(key Request, integer Status, list Meta, string Data)
 {
 integer Found = llListFindList(LookUpQueue, [Request]);
 if (Found > -1)
 {
 list Temp = llParseString2List(Data, [",", ";", " ", ":", "\n", "|"], []);
 integer i;
 integer LoopFound = -1;
 for (i = 0; i < llGetListLength(Temp); ++i)
 {
 if (llStringLength(llList2String(Temp, i)) == 36 && llList2Key(Temp, i) != NULL_KEY)
 {LoopFound = i;}
 }
 if (LoopFound > -1)
 {
 llMessageLinked(llList2Integer(LookUpQueue, Found + 4), llList2Integer(LookUpQueue, Found + 3),
 "Found", llList2Key(Temp, LoopFound));
 LookUpQueue = llDeleteSubList(LookUpQueue, Found, Found + 4);
 }
 else
 {
 if (llList2Integer(LookUpQueue, Found + 1) + 1 < llGetListLength(LookUpQueue) - 1)
 {
 LookUpQueue = llListReplaceList(LookUpQueue, [llHTTPRequest(llList2String(Servers,
 llList2Integer(LookUpQueue,
 Found + 1) + 1) +
 llEscapeURL(llList2String(LookUpQueue, Found + 2)),
 [HTTP_METHOD, "GET", HTTP_VERIFY_CERT, FALSE],
 ""), llList2Integer(LookUpQueue, Found + 1) + 1],
 Found, Found + 1);
 }
 else
 {
 llMessageLinked(llList2Integer(LookUpQueue, Found + 4), llList2Integer(LookUpQueue, Found + 3),
 "Not-Found", NULL_KEY);
 LookUpQueue = llDeleteSubList(LookUpQueue, Found, Found + 4);
 }
 }
 }
 }
}
</lsl>
Example usage:
<lsl>
default
{
 state_entry()
 {
 llListen(1, "", "", "");
 }
 listen(integer chan, string name, key id, string msg)
 {
 llMessageLinked(LINK_THIS, llRound(llFrand(9999)), msg, "Name2Key.Lookup");
 }
 link_message(integer Sender, integer Num, string Str, key ID)
 {
 llOwnerSay((string)Sender + " => " + (string)Num + "> " + Str + ": " + (string)ID);
 }
}
</lsl>
For questions please ask Simba Fuhr in Second Life.
Fairchang

Fairchang is a small private continent in south. It is made of a central group of sims and some remote islands. All sims share the word FairChang in their name. The Geography of this continent is composed of many big and small islands and navigable waters. Fairchang is the private continent with the lowest population density and a lot of land for sale.
== Statistic data ==
Size in sims: 35 sims (9/8)
Size in km: 2.29 square km (2.30/2.05 km)
Continent + islands: 35+4=39 sims = 2.56 square km
Sea sims (flooded): 
Coast sims (water access): 35
Land sims (no water): 4
Sims with road access: probably 0
Population density: med-low
== Geography ==
Fairchang continent is composed of islands. Many of them have irregular shape, but some of them have rectangular shape, like in Estate Continent. Usually, ground texture is made to look like sand. Altitude is low. More then half of the land is submerged and no parcel is higher then 40 meters.
There is Land With Restricted Access on some parcels, but access is possible throughout the whole continent by flying or by Water.
=== Transportation ===
Waterway Efficiency Index is calculated at the value of 12.150, a high value. However, since many waterways are not wide enough, this index is true for a boat. For a large ship, the real index is below 7. In reality, the index is even smaller, since in many places waterways are used only to separate parcels.
== Coordinates ==
The following Coordinates are in sims, with the format longitude(min-max)/latitude(min-max). Coordinates can be obtained from Gridsurvey for every sim or inworld with a script that works with the llRequestSimulatorData or llGetRegionCorner functions.
Continent: 911-918/849-857
Continent + islands: 910-920/849-859
Grid Sector: I8
== See also ==
List Of Continents
Second Life Geography
FastConeSpread

// 2009, Nexii Malthus
// Public Domain
float Spread = 15.0;
default{
 state_entry(){
 Spread *= DEG_TO_RAD;
 }
 
 touch_start( integer d ){
 float x = (llFrand(1)-0.5)*PI;
 float y = llFrand(0.5)*Spread;
 
 rotation rSpread = <0,llSin(y),0,llCos(y)> * <llSin(x),0,0,llCos(x)>;
 llSetRot( rSpread );
 // Example with rezzing a bullet:
 // rSpread *= llGetRot();
 // llRezObject("b",llGetPos()+llRot2Fwd(rSpread), <60,0,0>*rSpread, rSpread, 1 );
 }
}
// 2008-2009, Aeron Kohime
// Licensed under the Creative Commons Attribution 3.0 License
// http://creativecommons.org/licenses/by/3.0/
float spread = 15.0;
default{
 state_entry(){
 spread *= DEG_TO_RAD;
 }
 
 touch_start( integer d ){
 float y = spread*(llFrand(1)-0.5);
 float z = spread*(llFrand(1)-0.5);
 rotation rSpread = llEuler2Rot(<0,y,z>);
 llSetRot( rSpread );
 }
}
Fatimas Microcontinent

Fatimas or A022 is a Microcontinent that can be found at Coordinates 533-536/1084-1088, Grid Sector E10, Far North Ocean.
== Structure ==
It is composed of 8 sims, plus two sims that are in contact with the microcontinent at their corners. It is not a compace microcontinent. Majrity of sims share the world Fatimas in their name.
== Geography ==
This microcontinent is full of fantastic landscapes. There are large and sharp valleys, suspended gardens and fabulous forests. Maximum Altitude is close to 100 meters. There are also horses. Buildings are from Vicrorian era and vary from small homes to castles and churches. To travel accross land, there is a road network that passes over rivers with the help of a few bridges. Shops are also present. 
== Land Status ==
Our survey detected no Land With Restricted Access. It looks like people is very friendly here.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Feature Contributions

== Filing Feature Requests==
We're always looking for new ideas. Please let us know what you would like to see done.
The best place for your feature requests to get noticed is in feedback.secondlife.com. 
== Implementing Feature Requests==
If you are a developer looking for ways to contribute, you can find ideas on Second Life's Github Issues which is intended to collect issues that lend themselves to be solved through open source contributions.
Whenever you are planning to work on a feature, make sure you bring it up on the SLDev mailing list. By engaging with the community, you'll get a better idea about whether your feature implementation will be accepted into the main codebase, you'll get ideas about how to make it more likely that your code will be accepted, and you might find developers willing to collaborate with you on the implementation.
See Submitting code for much more detail on this topic.
== Refining Feature Requests ==
Features are more likely to get implemented if the description of the feature is clear. For a complicated feature, a link to a specification on Github is a great way to help flesh out the idea. Articles in this category should be well developed and should be a secondary resource for feature requests already in Github Issues or feedback.secondlife.com.
== More info ==
See also: Submitting code, :Category:Design Discussions, :Category:Bounties , LSL_Useful_Function_WishList .
Feature Requests

Do you have suggestions for a new or enhanced feature? We're always looking for new ideas. Please let us know what you would like to see done.
The best place for your feature requests to get noticed is feedback.secondlife.com.
== How to Write a great Feature Request ==
* Tell us about the specific functionality you're hoping to see. Describe both the current behavior and desired behavior in as much detail as possible.
* Provide Supporting Materials. This can be done with snapshots, videos, example code, etc. Again, the more information you provide, the better!
* What are the benefits of your Feature?
== What Happens Next ==
Once your Feature Request has been submitted, it will join the queue for a team of Lindens to review. Please be patient... Depending on the nature of your request, it may require members of multiple teams to review.
== Why wasn't my Feature Request Accepted? ==
Please be reassured this isn't personal! We understand, and appreciate, that you put a lot of thought into these proposals, and we consider them seriously. Some feature requests we simply cannot do. Here are some of the reasons why:
* Our internal architecture doesn't allow it.
* It will break existing content.
* It is not scalable.
* The request will introduce security issues.
* Scope of work is too great.
== Feature Contributions ==
For features that can be implemented entirely (or even mostly) in the Viewer, it may be that the best way to get it done is to become (or work with) an open source contributor to make the change. See Feature Contributions.
Category:Bug Tracker
FetchInventory

==Message Layout==
{
	FetchInventory	Low	NotTrusted	Zerocoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		InventoryData	Variable
		{	OwnerID		LLUUID	}
		{	ItemID		LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
FetchInventoryDescendents

==Message Layout==
{
	FetchInventoryDescendents Low NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		InventoryData	Single
		{	FolderID	LLUUID	}
		{	OwnerID		LLUUID	}
		{	SortOrder	S32		} 
		{	FetchFolders	BOOL	} 
		{	FetchItems		BOOL	} 
	}
}
==Usage and Notes==
Category:Messages