nyuuzyou/wikis huggingface dataset:
Random Object Vendor

This script is a simple object vendor that gives out random items when you pay the fixed price. Just drop it in a prim, add items, and change the prices list variable to whatever price you want to sell the items. It will give out the item in a folder named like the container prim.
// Random object vendor by CodeBastard Redgrave
// Drop items in the prim containing this script
// Pay the set price amount and it will give you a random object
// Pieces stolen from:
// Give inventory to whoever touches the prim, written by Sasun Steinbeck
integer price = 10;
list inventory_list()
{
 string thisScript = llGetScriptName();
 integer numberOfItems = llGetInventoryNumber(INVENTORY_ALL);
 list listToBeReturned;
 string itemName;
 integer index;
 do
 {
 itemName = llGetInventoryName(INVENTORY_ALL, index);
 if (itemName != thisScript)
 listToBeReturned += [itemName];
 }
 while (++index < numberOfItems);
 return
 listToBeReturned;
}
default
{
 on_rez(integer start_param)
 {
 llResetScript();
 }
 changed(integer change)
 {
 if (change & (CHANGED_OWNER | CHANGED_INVENTORY))
 llResetScript();
 }
 state_entry()
 {
 key owner = llGetOwner();
 llRequestPermissions(owner, PERMISSION_DEBIT);
 llSetPayPrice(PAY_HIDE, [price, PAY_HIDE, PAY_HIDE, PAY_HIDE]);
 }
 money(key id, integer amount)
 {
 if (amount == price)
 {
 list listOfItems = inventory_list();
 integer numberOfItems = llGetListLength(listOfItems);
 integer randomIndex = (integer)llFrand(numberOfItems);
 if (numberOfItems)
 {
 string nameOfThisPrim = llGetObjectName();
 llGiveInventoryList(id, nameOfThisPrim, [llList2String(listOfItems, randomIndex)]);
 llInstantMessage(id, "Your item is in a folder named '" + nameOfThisPrim + "'. Thank you!");
 }
 else
 {
 llInstantMessage(id, "No items to offer.");
 llGiveMoney(id, amount);
 }
 }
 else
 {
 llInstantMessage(id, "Sorry that is the wrong amount for this item.");
 llGiveMoney(id, amount);
 }
 }
}
Random Password Generator

Code:
// Generate Passwords based on String length
// Free to use, share and remix.
string randomPassword(integer length)
{
 string CharSet = "abcdefghijkmnpqrstuvwxyz23456789"; // omitting confusable characters
 string password;
 integer CharSetLen = llStringLength(CharSet);
 // Note: We do NOT add 1 to the length, because the range we want from llFrand() is 0 to length-1 inclusive
 while (length--)
 { 
 integer rand = (integer) llFrand(CharSetLen);
 password += llGetSubString(CharSet, rand, rand);
 }
 return password;
}
 
default
{
 touch_start(integer num)
 {
 llSay(0, randomPassword(10));
 }
}
ReadOfflineMsgs

Category:Capabilities
The ReadOfflineMsgs Capability performs a function similar to the RetrieveInstantMessages LLMessage.
It retrieves offline Instant Messages and returns them to the caller. Those IMs are returned directly
in the response body rather than in individual messages. As a side-effect of the retrieval, certain
offers, such as friendship, may become active and available to the caller.
 Client Request GET ->
 <empty>
 
 ; 200 Response <-
 [
 [
 {
 asset_id: UUID,
 binary_bucket: Binary,
 dialog: Integer,
 estate_id: Integer,
 from_agent_id: UUID,
 from_agent_name: String,
 from_group: Boolean,
 message: String,
 message_time: String,
 offline: Integer,
 parent_estate_id: Integer,
 position: [ Real, Real, Real ],
 region_id: UUID,
 timestamp: Integer,
 to_agent_id: UUID,
 transaction-id: UUID
 },
 {
 },
 ...
 {
 }
 ]
 ]
An early form of the service had a response structure of:
 {
 messages: [
 {
 <IM_0>
 },
 {
 <IM_1>
 },
 ...
 {
 <IM_n>
 }
 ]
 }
but that should not be encountered anymore.
Side Effects. The GET operation currently deletes all of an agent's stored IMs and subsequent calls will return empty arrays until new IMs are stored.
=== History ===
~2018	Introduced
Real Life

Real Life (abbrivated RL and sometimes referred to as First Life) is a Virtual Reality Game similar to Second Life and was around long before Second Life was. Real Life has, by far one of the largest user bases, but also many bugs such as:
*teleport fails
*camera controls not functioning
*inventory failing
*and so on...
It is a common distraction from Second Life, is highly addictive and you should better refrain from creating an account at a Real Life universe.
Remember: RL might critically harm your SL!
== Related Links ==
* http://www.getafirstlife.com/ none!
Real Mentors of SL

Mentoring People of Second Life.
If we dont know the answer we will get the answer.
We all know different things, and that's why we are all better together.
We will follow the guidelines as they were for the Second Life Mentors Question and Answer Group but with a more open atmosphere.
* Mentor for Mentors
* Mentor Support Group 
* Mentors for all 
* Mentor for New and established Residents 
* Search for Mentor in Search to Find a Mentor 
* Available Mentor and Mentor to help you 
* Real Mentor from the old Mentors group
For more information, or to join, IM XLR8RRICK Hudson
Real Microcontinent

A222 (or Real) is a Microcontinent identified at Coordinates 1058-1060/1092-1092, Grid Sector J10, Central Ocean. It is very small (only 3 sims), but highly visible because of its strong red color on the map.
This microcontinent is in fact the largest and most unconventional shop. It looks like a beautifull garden or like a huge tropical beach paradise, but in fact it is a shop, with products for sale, including scripted trees that move when ffected by wind. It includes stones, water textures, garden items, ancient walls and not only. For shopping, it is a good destination, but for a Geograph, the multitude of places is also an attraction. Most interesting are its scripted rivers.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Recent Avatar Scanner

Category:LSL Library
Recent Avatar Scanner by Ackley Bing. Put this script in a prim. Wear the object as a HUD. Touch it to see a list of recently collected names. Stores up to 100 names. Adjust 100 to 1000 or whatever you want, just beware of script memory use or you will get a Stack Heap Collision. Modify it to suit your particular use in another Hud, weapon, or whatever you want. <3 --Ackley Bing
list RecentAgents;
integer MaxRecent=100;
Process_Region_Agents()
{
 list RegionAgents=llGetAgentList(AGENT_LIST_REGION,[]);
 integer TotalAgentsInRegion=llGetListLength(RegionAgents);
 integer i;
 for(i=0;i<TotalAgentsInRegion;i++)
 {
 integer Test;
 key Agent = llList2Key(RegionAgents, i);
 Test=llListFindList(RecentAgents,[Agent]);
 if (Test == -1 && Agent!=llGetOwner() )
 {
 //llOwnerSay("NEW AVATAR: secondlife:///app/agent/" + (string)Agent + "/inspect added to your RECENT AVATAR list");
 RecentAgents += (key)Agent;
 if (llGetListLength(RecentAgents)>MaxRecent) RecentAgents=llDeleteSubList(RecentAgents,0,0);
 llSleep(0.03);
 }
 }
 llSetTimerEvent((float)llGetListLength(RecentAgents)/8.0);
}
default
{
 state_entry()
 {
 llSetTexture("6a571ff9-efba-7327-7bc3-0cf3b98bae37",4);
 llSetTimerEvent(5.0);
 }
 timer()
 {
 llSetTimerEvent(0.0);
 Process_Region_Agents();
 }
 touch_start(integer index)
 {
 integer TotalRecentAgents=llGetListLength(RecentAgents);
 llOwnerSay ((string)TotalRecentAgents+" recent avatars:");
 llSleep(0.03);
 if (TotalRecentAgents)
 {
 integer i=0;
 for (i;i<TotalRecentAgents;i++)
 {
 key recentagentskey=llList2Key(RecentAgents,i);
 llOwnerSay ("secondlife:///app/agent/" + (string)recentagentskey + "/inspect ");
 llSleep(.03);
 }
 }
 }
 attach(key id)
 {
 if (id) llRequestPermissions(llGetOwner(), PERMISSION_TAKE_CONTROLS );
 }
 changed(integer change)
 {
 if ( change & CHANGED_OWNER ) llResetScript();
 }
 run_time_permissions(integer perms)
 {
 if ( perms & PERMISSION_TAKE_CONTROLS ) llTakeControls(CONTROL_BACK, FALSE, TRUE);
 }
}
Recent Items

=== Feature Design Document ===
Recent Items is a tab at the top of your inventory window.
** Shows items you've received recently (i.e. since your last login)
** Recent Items can be filtered separately from All Items
=== 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)
Recent JIRAs concerning Volunteers

This page is supposed to inform Volunteers about current bugs reported at the JIRA in order to provide a better help for Residents in needs. For a list which includes all issues (features too) concerning volunteers, please have a look at .
Please consider having a look at the bugs marked as Hot This Week at SL JIRA Stats.
Other mentionable bugs in this context are:
* - Clothing skinning error on nVidia
**There is a known conflict between the newer NVidia graphics card drivers and the 1.20 and 1.21 series clients which causes clothing to change appearance. Affected items will texture the entire upper or lower half of the avatar body. This appearance change is global, ie everyone will see the changed appearance. Clearing cache or rebaking textures will not correct the issue, however the affected items do not appear to be permanently damaged. Some residents have reported that rolling back their video drivers to at least the 175.xx series corrects the issue, and as the still usable 1.19.1.4 and 1.19.0.5 clients are not affected rolling back the client to one of those versions also corrects the issue, although resident's may need to Edit->Appearance with the affected items to correct them. The developers are aware of the issue and are working on it. For more information, please see the Public Issue Tracker at 
* - Edit in pie menu only working with Admin menu shown (so far only on HI 2xx)
* - Performance drops and triangle rendering glitches on some ATI/Nvidia cards with VBO on.
* - System skirt textures turn invisible on wearing (fixed in RC)
* - Some groups can't be accessed from Communicate window and only show in profile (fixed in RC)
* - Group Chat Delays
Please teach Residents how to report, search for and vote for bugs. You might link them to these video tutorials to do so:
250|206</videoflash> 	250|206</videoflash>
Quick Search the Issue TrackerDownload in High-Res	How To Report a BugDownload in High-Res
Some of the JIRAs contain work arounds. Please encourage Residents to vote on the bug they're experiencing even tho the work around might help them to temporarily fix their issue. 
=== How can I vote? ===
If you're on one of the JIRA pages mentioned above, you'll see a sidebar on the left with "If you were logged in you would be able to see more operations." written on. Click logged in and enter your Second Life name and password. The sidebar will display new features now. One of them says: "You have not voted for this issue. Vote for it if you wish it to be fixed". This is where you can place your vote.
=== Related Links ===
* http://jira.secondlife.com/
* Wiki article about the JIRA
* Torley's bug reporting best practices
* SL JIRA Stats
* Hot Topics
RecordAgentPresence

==Message Layout==
{
	RecordAgentPresence Low Trusted Unencoded
	{
		RegionData		Single
		{ RegionID 	LLUUID	}
	}
	{
		AgentData		Variable
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
		{	SecureSessionID	LLUUID	}
		{	LocalX		S16	}
		{	LocalY		S16	}
		{	TimeToLive S32 } 
		{	Status		S32	}
		{	EstateID	U32	}
	}
}
==Usage and Notes==
Category:Messages
RecycleBin:Template:Prod

{{subst:empty template|Category:Proposed deletion as of unknown date }}{{{dated prod|concern = |month = {{subst:CURRENTMONTHNAME}}|day = {{subst:CURRENTDAY}}|year = {{subst:CURRENTYEAR}}|time = {{subst:CURRENTTIME}}|timestamp = {{subst:CURRENTTIMESTAMP}}}}
----
When used, this template will appear as below. Note that this template should be substituted, or else red text () will appear.
It is proposed that this article be deleted
:Give a reason here
If you can address this concern by improving, copyediting, sourcing, renaming or merging the page, please [ edit this page] and do so. You may remove this message if you improve the article, or if you otherwise object to deletion of the article for any reason. To avoid confusion, you should explain why you object to the deletion, either in the edit summary or on the talk page. If this template is removed, it should not be replaced.
The article may be deleted if this message remains in place for five days.
If you created the article, please don't take offense. Instead, consider improving the article so that it is acceptable according to the deletion policy.
Nominator: Please remember to notify the [ author(s)] of this article via their user talk page.
Usage: {{subst:prod|reason}}. Please remember to include your reason for proposing deletion, and please use an edit summary when you propose an article for deletion. 
More information about the Wikipedia proposed deletion process can be found at Wikipedia:Proposed deletion.
Redo

==Message Layout==
{
	Redo Low NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
		{	GroupID		LLUUID	}
	}
	{
		ObjectData		Variable
		{	ObjectID	LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
RegAPI/ko

RegAPI(등록API)는 베타 프로그램입니다. 린든랩에서 충분한 서포트와 기술적인 조언을 하지 않았으며, 등록API의 예제 소스와 문서에 대해서는 완료가 될 수 있도록 업데이트가 필요한 상태입니다. 우리는 현재 RegAPI에 의한 새로운 계정을 제한하고 있습니다.
2007년 8월 1일부터, 새로운 RegAPI 어카운트 작성으로부터 90일 후에 삭제되는 것은 활성화 되지 않을 수 있습니다.
'''
__TOC__
RegAPI(Registration API)는 Second Life에 당신의 커뮤니티를 만들어 관리하기 위해서 실용적이고, Second Life와 Second Life내의 당신의 커뮤니티의 추적을 통하고, 당신의 웹사이트로부터 인증을 유지합니다.
구체적으로는, 고유의 Second Life 유져 명과 패스워드의 작성을 가능하게 합니다. SecondLife.com를 통해 등록할 때에 필요한 같은 정보를 Linden Lab에 제공합니다. 등록을 마친 뒤, 당신의 이용자는 Second Life 클라이언트를 다운로드해야 하고, 인스톨을 해야합니다. 그 때, 당신의 웹사이트에서 만들어진 계정을 등록하고, 당신이 지정한 위치로부터 Second Life를 시작할 것입니다.
당신은, 당신의 등록 과정이나 웹사이트에서, Second Life 계정을 작성하는 등록API를 사용 할 수 있슶니다.
부가적인 사항 및 등록과정에 대하여 정보를 가져오는 것도 Second Life 등록 프로세서를 커스티마이징을 할 수도 있습니다.
RegAPI 프로그램의 모든 참가자는, Linden Lab의 API 이용 규약에 준수 해야 합니다.
[ API 이용 약관]
== 기 능 ==
RegAPI는 아래의 사항이 가능합니다.
* 당신의 웹사이트로부터 Second Life에의 주민을 생성
* 당신의 사이트로부터 등록한 사람의 추적 
* 최초로 Second Life에 참가했을 때에, 당신이 선택한 장소에 주민들이 갈 수 있습니다.
RegAPI는 현재 아래의 사항이 불가능합니다
* 그룹에 새로운 주민을 동참시키는 것.
* 인벤토리를 만드는 것
* 첨부 파일을 작성하는 것.
* 클라이언트의 UI를 변경하는 것.
* 주민의 복장을 변경 혹은 컨트롤 하는 것.
* 당신이 사람들을 로그인상에 둘 수 있는 장소를 제한한다（당신이 토지를 소유하고 있지 않는 경우, 착륙 위치의 오너가 새로운 주민의 도착을 허가하는 것을 미리 확인해 주시기 바랍니다.)
로드 밸런스의 제공（각 장소의 LSL 스크립트로부터 보내지는 데이터에 근거하고, 시작하는 장소를 선택해 설정하는 RegAPI의 사용법을 추천합니다） 
== 토론 ==
* 이 항목의 talk page는 RegAPI에 관한 질문을 올릴 수 있습니다.
* RegAPI 메일링 리스트는 정보의 공유와 RegAPI에 관한 문의등에 사용되고 있습니다.
* 당신이 RegAPI의 정확한 지원이나 혹은 도움, 트러블 슈팅등을 필요로 한다면, 당신은 회사에서 지원/개인에게 별도의 비용을 지불하고 지원을 받을 수도 있습니다. : 등록API 프로바이더스 지원
== 참 고 ==
* Registration API 등록하기
* RegAPI 사용하기
* RegAPI 문서(eng)
* RegAPI 예제 소스
* Mini-DTDs for use with each call
* RegAPI 팁들
* RegAPI 에러 코드들
* RegAPI 서드파티 지원
 RegAPI
RegAPINonUse

Dear RegAPI user, 
We're closing (deleting) unused RegAPI accounts on 30 July 2007, unless you either complete a survey or register accounts using your RegAPI access before that date. We sent email to RegAPI accounts which had zero registrations on 16 July 2007. 
The survey will help us improve the program and understand why you haven't used your RegAPI account. To take the survey, go to https://www.surveymonkey.com/s.aspx. We'd appreciate it if you take the survey even if you don't plan to use your RegAPI account. 
Thank you for your time and your support of Second Life.
Regents Microcontinent

Regents (or A158) is a Microcontinent located in Grid Sector I9, Little Pacific Ocean, West to Jeogeot, at Coordinates 979-982/910-911. It is composed of 7 sims. They are a place with vegetation and water (that looks like a river, not like a sea). Small hills are present. A large road network allows access through the entire microcontinent. It is a Louisiana-themed place.
Estate name is University Of New Orlean, so this is a teen estate.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Region/fr

Les terrains dans SL sont stockés sur des serveurs linux à double coeur. Chaque région mesure 65 536m (256x256). Il existe deux types de régions : les régions normales et les Open-spaces. Un serveur peut héberger deux régions normales (une par CPU et une CPU peut gérer 4 Open-spaces (avec une capacité en prims et en résidents inférieure à celle d’une région normale).
Pour en apprendre plus sur les serveurs hébergeant SL, vous pouvez lire la série d’articles postée sur le blog SL.
== Effet sur les scripts ==
Les scripts peuvent détecter leur région d’exécution et le changement de région, à noter cependant que les données liées au référentiel de la région sont gérées séparément. Un objet se déplaçant d’une région à une autre introduit un délai de traitement car les scripts doivent être adaptés et envoyés à la nouvelle région puis supprimés de la région précédente.
== Notes ==
RegionHandshake

==Message Layout==
{
	RegionHandshake			Low	148	Trusted Zerocoded
	{
		RegionInfo	Single
		{	RegionFlags		U32	}
		{	SimAccess		U8	}
		{	SimName			Variable	1	} 
		{	SimOwner		LLUUID	}
		{	IsEstateManager	BOOL	}	
		{	WaterHeight		F32	}
		{	BillableFactor	F32	}
		{	CacheID			LLUUID }
		{	TerrainBase0		LLUUID		}
		{	TerrainBase1		LLUUID		}
		{	TerrainBase2		LLUUID		}
		{	TerrainBase3		LLUUID		}
		{	TerrainDetail0		LLUUID		}
		{	TerrainDetail1		LLUUID		}
		{	TerrainDetail2		LLUUID		}
		{	TerrainDetail3		LLUUID		}
		{	TerrainStartHeight00	F32		}
		{	TerrainStartHeight01	F32		}
		{	TerrainStartHeight10	F32		}
		{	TerrainStartHeight11	F32		}
		{	TerrainHeightRange00	F32		}
		{	TerrainHeightRange01	F32		}
		{	TerrainHeightRange10	F32		}
		{	TerrainHeightRange11	F32		}
	}
}
==Usage and Notes==
The simulator sends this packet in response to CompleteAgentMovement from the viewer.
The viewer may respond to this with RegionHandshakeReply which begins object updates via CoarseLocationUpdate.
Category:Messages
RegionHandshakeReply

==Message Layout==
{
	RegionHandshakeReply			Low		NotTrusted Zerocoded
	{
		AgentData	Single
		{	AgentID			LLUUID			}
		{	SessionID		LLUUID			}
	}
	{
		RegionInfo	Single
		{	Flags			U32		}
	}
}
==Usage and Notes==
The viewer can send this packet in response to RegionHandshake which begins object updates via CoarseLocationUpdate.
Category:Messages
RegionPresenceResponse

==Message Layout==
{
	RegionPresenceResponse Low Trusted Zerocoded
	{
		RegionData		Variable
		{	RegionID			LLUUID	}
		{	RegionHandle		U64	}
		{	InternalRegionIP	IPADDR	}
		{	ExternalRegionIP	IPADDR	}
		{	RegionPort			IPPORT	}
		{	ValidUntil			F64	}
		{	Message				Variable	1	}
	}
}
==Usage and Notes==
Category:Messages
RegionSitTeleport

*Created by User:Vincent_Nacon
==RegionSitTeleport==
It's a very simple and clean script to make quick sit/unsit teleport to given position based on reading current prim's description.
////////////////////////////////////////////////////////
// Written by Vincent Nacon
// Released into the Public Domain
// I'm sick and tired of WarpPos and <0,0,0> bug.
// Feb 26th 2012
////////////////////////////////////////////////////////
//What to do?
//Just place position (in vector form) where you want to drop avatar at in the prim's description.
default
{
 changed(integer change)
 {
 vector targetPosition = (vector)llGetObjectDesc();
 key sittingAvatar = llAvatarOnSitTarget();
 if(sittingAvatar)
 {
 vector positionToReturnTo = llGetPos();
 llSetRegionPos(targetPosition);
 llUnSit(sittingAvatar);
 llSetRegionPos(positionToReturnTo);
 }
 }
 state_entry()
 {
 llSitTarget(<0.0, 0.0, 0.1>, ZERO_ROTATION);
 }
}
Region Domain

==How the region domain looks like==
A Region domains handles everything related to regions. The internal architecture is basically the same for Agent Domains.
=== Region Services ===
Region Services handle stateless information about regions. This can be name, parcel information and so on. This can be cached and can (but isn't required to) be public.
* Avatar Positions
** Rough avatar locations (green dots on map)
** Requests from other Agents
*** Mapstalking
*** God / Support level
* Object Information
** MetaData (Name / Desc / For Sale)
*** Searching
** Task Inventory
** Location
*** Building map images
** Region Statistics (FPS/Frame Times/etc)
*** I think that currently this is 'pushed' upstream
* Parcel Information
** Name / Desc
** Only Public if search enabled (opt in vs opt out)
=== Region Hosts ===
These are the things we know today as simulators. They handle all the in-world interaction between objects and avatars, however Region Stores to obtain their data (be it parcel information, objects in the region and so on). If a Region Host down, simulated region will be unavailable.
* Physics
* Script Execution (if not compiling)
* Local avatar/script chat
=== Region Stores ===
Region Stores hold the actual data about a region.
* Object Information
** Location
** Shape / Texture
** Link/Group Relationship
** Inventory
** MetaData
*** Name / Desc
*** Permissions
*** Version specific information. Isn't Qarl working on an extra object field ?
* Region Info
** Permissions
** Textures
** Logs
** Metrics / Stats
* Parcels
** Metadata
*** Name / Desc
*** Permissions
*** Metadata
** Search Settings
=== Other Region parts ===
There are some further services needed which e.g. map the IP address of an in-world object.
==How login works (part 2)==
After the login in the Agent Domain has taken place, the process goes on with the login in the Region Domain.
# agent host contacts region service
# region service queries region store to obtain information about the region
# region service contacts region host to ask it to establish a session for the new agent
# agent host put in direct contact with region host (e.g. for getting the avatar)
# agent host returns region host to viewer (for direct communication)
# viewer now can talk to correct region host
Now this actually means that the Viewer itself does not decide to which region to connect. Or it might be part of the information send to the Agent Service in step 1 of the agent domain login process.
== See also ==
* Proposed Architecture
* Agent Domain
* Multiple Domains
* Central Services
* Running at Home and Offline
Category:Architecture Working Group
Category:Grid_Interoperability
Region feature requirements

(Off the top of my head) Here are some features which individual sims may or may not support. We should decide on which features a compliant sim MUST support, and which it MAY support.
* Physics
** Pluggable? (think OpenSim's physics modules ;) )
* Portals
* Building
* Crossings (from other arbitrary sims)
** Seperate TP and neighbours or not?
* Estate management
* Money (Lindens, private currency?)
* Chat
* Voice
* Instant Messaging, Intra-Sim
* Instant Messaging, Inter-Sim
* Various avatar attributes, such as prim attachments
* Scripting (LSL, mono?, etc)
* Asset relay (local serving of textures, etc vs pointing elsewhere)
** Sim offers a list of asset servers via CAPS and includes itself in the list
*** If viewer tries to download asset from sim and it is not present, sim relays to another server (caching?)
* Access restriction
** Need standard ruleset specification for this
* Centralized logging (dwell, performance)
** Is this an absolute requirement on a distributed grid where sims may reside out of LL?
Please add your own ideas, and feel free to rearrange this list.
Regions

AKA Simulators or Sims.
=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
Telehub Tools test
Estate Tools test
Region Crossing test
LLRequestSimData Test - Allows residents to query info on their sim, such as position in the grid.
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Auction Sales - Auction sales information should survive sim restart.
Object Return - Object limits should remain correct after restart.
Parcel Limits - 
Parcels - Parcel information should survive sim restart.
Edit Terrain - 
Telehub Tools - No more than one telehub per Region.
=== User Guides ===
(none)