Re: [Opensim-dev] 27 LSL functions left
Absolutely agreed on the compatibility. There will be implementation quirks worth matching, but I think in most cases code can be made to work on both OS and SL easily enough, and will be more reliable for the thought put into it. If anyone has BSD licensed (because I'm not getting into reading code that might cause trouble later) code which uses entirely implemented functions, but doesn't work in only one of OS/SL, feel free to e-mail it to me with instructions and I'll fix it, give a good reason why it can't/shouldn't be fixed, or take that back... On 17 Jan 2009, at 02:41, Charles Krinke wrote: The vehicle functions are stubs and could use a little attention. That is, llSetVehicleType, llSetVehicledoubleParam, llSetVehicleFloatParam, llSetVehicleVectorParam, llSetVehicleRotationParam, llSetVehicleFlags & llRemoveVehicleFlags. I dont think it is that crucial to have complete secondlife compatibility at this point. I rather think it is more important to get enough functionality so that folks can use scripts at all. We can have all those wonderful discussions about compatibility as soon as we have all the functions implemented. And I expect that discussion and the resulting patches to go on for some time. Charles From: "Frisby, Adam" To: "opensim-dev@lists.berlios.de" Sent: Friday, January 16, 2009 6:31:51 PM Subject: Re: [Opensim-dev] 27 LSL functions left Big congratulations to everyone who has contributed, I had no idea it was this close. Do we have a list of functions which only have a partial implementation and need more work? Regards, Adam From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de ] On Behalf Of Charles Krinke Sent: Friday, 16 January 2009 4:14 PM To: opensim-dev Subject: [Opensim-dev] 27 LSL functions left There are 27 LSL functions with no implementation left, and they are: llRotTarget, llRotTargetRemove, llLoopSoundMaster, llLoopSoundSlave, llPlaySoundSlave, llLookAt, llStopLookAt, llCollisionFilter, llAttachToAvatar, llDetachFromAvatar, llRotLookAt, llPointAt, llStopPointAt, llGodLikeRezObject, llPassTouches, llSetDamage, llTextBox, llPassCollisions, llGetCenterOfMass, llEdgeOfWorld, llSetSoundQueueing, llTriggerSoundLimited, llGroundRepel, llRemoteDataSetRegion & llSetInventoryPermMask. We started with Tedd's vision a bit over a year ago and 300 functions are implemented, that is a great job to all who contributed. The end is in sight, and patches to partially or completely implement one or more of these functions would be greatly appreciated by all. Charles ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev The University of St Andrews is a charity registered in Scotland : No SC013532 smime.p7s Description: S/MIME cryptographic signature ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] Opensim database management - garbage collection
Good to know. As long as there's a reason, I'm happy, I just want to make sure people have thought about it, thanks for the answer! On 17 Jan 2009, at 07:36, Mike Mazur wrote: Hi, On Fri, Jan 16, 2009 at 9:46 PM, Sean Dague wrote: J Ross Nicoll wrote: Any chance of a number of times accessed field for assets, in addition to the access_time field? While I'm looking at the assets table, is there any specific reason why creation/access times are stored as integers rather than using actual date & time types? Because storing time as number of seconds since epoch is a tried and true technique, and is used throughout the opensim source base, so is consistant with how it is done elsewhere. Another reason I can think of is that an integer is supported identically in most (all?) databases. The datetime datatypes may be different, making data migration from SQLite to MySQL a little more complicated, for instance. Mike ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev The University of St Andrews is a charity registered in Scotland : No SC013532 smime.p7s Description: S/MIME cryptographic signature ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] 27 LSL functions left
On completed functions, what appears to be constantly ignored are other area changes or errors that will break what was a working function. This consumes a great deal of time thinking of new methods for an equivalent and to me defeats the purpose of a function. The number of functions in that category is not trivial. A few of us have considered creating a script to test all as a harbinger. Bri (The sailboat is not a vehicle) - Original Message - From: J Ross Nicoll To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 10:51 AM Subject: Re: [Opensim-dev] 27 LSL functions left Absolutely agreed on the compatibility. There will be implementation quirks worth matching, but I think in most cases code can be made to work on both OS and SL easily enough, and will be more reliable for the thought put into it. If anyone has BSD licensed (because I'm not getting into reading code that might cause trouble later) code which uses entirely implemented functions, but doesn't work in only one of OS/SL, feel free to e-mail it to me with instructions and I'll fix it, give a good reason why it can't/shouldn't be fixed, or take that back... On 17 Jan 2009, at 02:41, Charles Krinke wrote: The vehicle functions are stubs and could use a little attention. That is, llSetVehicleType, llSetVehicledoubleParam, llSetVehicleFloatParam, llSetVehicleVectorParam, llSetVehicleRotationParam, llSetVehicleFlags & llRemoveVehicleFlags. I dont think it is that crucial to have complete secondlife compatibility at this point. I rather think it is more important to get enough functionality so that folks can use scripts at all. We can have all those wonderful discussions about compatibility as soon as we have all the functions implemented. And I expect that discussion and the resulting patches to go on for some time. Charles From: "Frisby, Adam" To: "opensim-dev@lists.berlios.de" Sent: Friday, January 16, 2009 6:31:51 PM Subject: Re: [Opensim-dev] 27 LSL functions left Big congratulations to everyone who has contributed, I had no idea it was this close. Do we have a list of functions which only have a partial implementation and need more work? Regards, Adam From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Charles Krinke Sent: Friday, 16 January 2009 4:14 PM To: opensim-dev Subject: [Opensim-dev] 27 LSL functions left There are 27 LSL functions with no implementation left, and they are: llRotTarget, llRotTargetRemove, llLoopSoundMaster, llLoopSoundSlave, llPlaySoundSlave, llLookAt, llStopLookAt, llCollisionFilter, llAttachToAvatar, llDetachFromAvatar, llRotLookAt, llPointAt, llStopPointAt, llGodLikeRezObject, llPassTouches, llSetDamage, llTextBox, llPassCollisions, llGetCenterOfMass, llEdgeOfWorld, llSetSoundQueueing, llTriggerSoundLimited, llGroundRepel, llRemoteDataSetRegion & llSetInventoryPermMask. We started with Tedd's vision a bit over a year ago and 300 functions are implemented, that is a great job to all who contributed. The end is in sight, and patches to partially or completely implement one or more of these functions would be greatly appreciated by all. Charles ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev The University of St Andrews is a charity registered in Scotland : No SC013532 -- ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] 27 LSL functions left
Dear Bri: Can you offer some suggestions as to what you might propose as we move forward? If I get your drift, you are addressing what many call "regression", and that is important also. One of the thoughts I had on that subject was a series of sims with scripts running 24/7 demonstrating the various functions that folks could log in and see they were working after each update. At least that is what we have been doing on the plazas for some time. Perhaps you have some additional insight that could let us close the loop? Charles p.s. I know a sailboat is not a vehicle and making sure the force, mass, torque functions keep working is also important. From: Brianna To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:00:36 PM Subject: Re: [Opensim-dev] 27 LSL functions left On completed functions, what appears to be constantly ignored are other area changes or errors that will break what was a working function. This consumes a great deal of time thinking of new methods for an equivalent and to me defeats the purpose of a function. The number of functions in that category is not trivial. A few of us have considered creating a script to test all as a harbinger. Bri (The sailboat is not a vehicle) - Original Message - From: J Ross Nicoll To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 10:51 AM Subject: Re: [Opensim-dev] 27 LSL functions left Absolutely agreed on the compatibility. There will be implementation quirks worth matching, but I think in most cases code can be made to work on both OS and SL easily enough, and will be more reliable for the thought put into it. If anyone has BSD licensed (because I'm not getting into reading code that might cause trouble later) code which uses entirely implemented functions, but doesn't work in only one of OS/SL, feel free to e-mail it to me with instructions and I'll fix it, give a good reason why it can't/shouldn't be fixed, or take that back... On 17 Jan 2009, at 02:41, Charles Krinke wrote: The vehicle functions are stubs and could use a little attention. That is, llSetVehicleType, llSetVehicledoubleParam, llSetVehicleFloatParam, llSetVehicleVectorParam, llSetVehicleRotationParam, llSetVehicleFlags & llRemoveVehicleFlags. I dont think it is that crucial to have complete secondlife compatibility at this point. I rather think it is more important to get enough functionality so that folks can use scripts at all. We can have all those wonderful discussions about compatibility as soon as we have all the functions implemented. And I expect that discussion and the resulting patches to go on for some time. Charles From: "Frisby, Adam" To: "opensim-dev@lists.berlios.de" Sent: Friday, January 16, 2009 6:31:51 PM Subject: Re: [Opensim-dev] 27 LSL functions left Big congratulations to everyone who has contributed, I had no idea it was this close. Do we have a list of functions which only have a partial implementation and need more work? Regards, Adam From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Charles Krinke Sent: Friday, 16 January 2009 4:14 PM To: opensim-dev Subject: [Opensim-dev] 27 LSL functions left There are 27 LSL functions with no implementation left, and they are: llRotTarget, llRotTargetRemove, llLoopSoundMaster, llLoopSoundSlave, llPlaySoundSlave, llLookAt, llStopLookAt, llCollisionFilter, llAttachToAvatar, llDetachFromAvatar, llRotLookAt, llPointAt, llStopPointAt, llGodLikeRezObject, llPassTouches, llSetDamage, llTextBox, llPassCollisions, llGetCenterOfMass, llEdgeOfWorld, llSetSoundQueueing, llTriggerSoundLimited, llGroundRepel, llRemoteDataSetRegion & llSetInventoryPermMask. We started with Tedd's vision a bit over a year ago and 300 functions are implemented, that is a great job to all who contributed. The end is in sight, and patches to partially or completely implement one or more of these functions would be greatly appreciated by all. Charles___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev The University of St Andrews is a charity registered in Scotland : No SC013532 ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] 27 LSL functions left
As to the SL compatibility, at this point in development running back to SL to test is a handy tool. That also is a reason to get flow control statements completed. Our next meeting we will see what we can concoct as a suggestion besides whining. Bri (The sailboat is not a vehicle) - Original Message - From: Charles Krinke To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:34 PM Subject: Re: [Opensim-dev] 27 LSL functions left Dear Bri: Can you offer some suggestions as to what you might propose as we move forward? If I get your drift, you are addressing what many call "regression", and that is important also. One of the thoughts I had on that subject was a series of sims with scripts running 24/7 demonstrating the various functions that folks could log in and see they were working after each update. At least that is what we have been doing on the plazas for some time. Perhaps you have some additional insight that could let us close the loop? Charles p.s. I know a sailboat is not a vehicle and making sure the force, mass, torque functions keep working is also important. -- From: Brianna To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:00:36 PM Subject: Re: [Opensim-dev] 27 LSL functions left On completed functions, what appears to be constantly ignored are other area changes or errors that will break what was a working function. This consumes a great deal of time thinking of new methods for an equivalent and to me defeats the purpose of a function. The number of functions in that category is not trivial. A few of us have considered creating a script to test all as a harbinger. Bri (The sailboat is not a vehicle) - Original Message - From: J Ross Nicoll To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 10:51 AM Subject: Re: [Opensim-dev] 27 LSL functions left Absolutely agreed on the compatibility. There will be implementation quirks worth matching, but I think in most cases code can be made to work on both OS and SL easily enough, and will be more reliable for the thought put into it. If anyone has BSD licensed (because I'm not getting into reading code that might cause trouble later) code which uses entirely implemented functions, but doesn't work in only one of OS/SL, feel free to e-mail it to me with instructions and I'll fix it, give a good reason why it can't/shouldn't be fixed, or take that back... On 17 Jan 2009, at 02:41, Charles Krinke wrote: The vehicle functions are stubs and could use a little attention. That is, llSetVehicleType, llSetVehicledoubleParam, llSetVehicleFloatParam, llSetVehicleVectorParam, llSetVehicleRotationParam, llSetVehicleFlags & llRemoveVehicleFlags. I dont think it is that crucial to have complete secondlife compatibility at this point. I rather think it is more important to get enough functionality so that folks can use scripts at all. We can have all those wonderful discussions about compatibility as soon as we have all the functions implemented. And I expect that discussion and the resulting patches to go on for some time. Charles -- From: "Frisby, Adam" To: "opensim-dev@lists.berlios.de" Sent: Friday, January 16, 2009 6:31:51 PM Subject: Re: [Opensim-dev] 27 LSL functions left Big congratulations to everyone who has contributed, I had no idea it was this close. Do we have a list of functions which only have a partial implementation and need more work? Regards, Adam From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Charles Krinke Sent: Friday, 16 January 2009 4:14 PM To: opensim-dev Subject: [Opensim-dev] 27 LSL functions left There are 27 LSL functions with no implementation left, and they are: llRotTarget, llRotTargetRemove, llLoopSoundMaster, llLoopSoundSlave, llPlaySoundSlave, llLookAt, llStopLookAt, llCollisionFilter, llAttachToAvatar, llDetachFromAvatar, llRotLookAt, llPointAt, llStopPointAt, llGodLikeRezObject, llPassTouches, llSetDamage, llTextBox, llPassCollisions, llGetCenterOfMass, llEdgeOfWorld, llSetSoundQueueing, llTriggerSoundLimited, llGroundRepel, llRemoteDataSetRegion & llSetInventoryPermMask. We started with Tedd's vision a bit over a year ago and 300 functions are implemented, that is a great job to all who contributed. The end is in sight, and patches to partially or completely implement one or more of these functions would be greatly appreciated by all. Charles ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/m
Re: [Opensim-dev] 27 LSL functions left
Dear Bri: I was certainly not criticizing you. I was just trying to figure out how to best move forward. We are all volunteers and the trick is always to figure out how to leverage all of our efforts to help each other move forward. One of the ideas I had was to have a set of scripts running on a set of known regions that folks could go and see were working and obtain the source from a web site. Another related part of that same idea was to update regions and have a set of scripts that one can easily check on with a login after region update. That is one of the purposes of the fountain, html-on-a-prim and a couple of the other demonstrations at Wright Plaza. So, perhaps some similar idea might help you and your group. Charles From: Brianna To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:53:43 PM Subject: Re: [Opensim-dev] 27 LSL functions left As to the SL compatibility, at this point in development running back to SL to test is a handy tool. That also is a reason to get flow control statements completed. Our next meeting we will see what we can concoct as a suggestion besides whining. Bri (The sailboat is not a vehicle) - Original Message - From: Charles Krinke To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:34 PM Subject: Re: [Opensim-dev] 27 LSL functions left Dear Bri: Can you offer some suggestions as to what you might propose as we move forward? If I get your drift, you are addressing what many call "regression", and that is important also. One of the thoughts I had on that subject was a series of sims with scripts running 24/7 demonstrating the various functions that folks could log in and see they were working after each update. At least that is what we have been doing on the plazas for some time. Perhaps you have some additional insight that could let us close the loop? Charles p.s. I know a sailboat is not a vehicle and making sure the force, mass, torque functions keep working is also important. From: Brianna To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:00:36 PM Subject: Re: [Opensim-dev] 27 LSL functions left On completed functions, what appears to be constantly ignored are other area changes or errors that will break what was a working function. This consumes a great deal of time thinking of new methods for an equivalent and to me defeats the purpose of a function. The number of functions in that category is not trivial. A few of us have considered creating a script to test all as a harbinger. Bri (The sailboat is not a vehicle) - Original Message - From: J Ross Nicoll To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 10:51 AM Subject: Re: [Opensim-dev] 27 LSL functions left Absolutely agreed on the compatibility. There will be implementation quirks worth matching, but I think in most cases code can be made to work on both OS and SL easily enough, and will be more reliable for the thought put into it. If anyone has BSD licensed (because I'm not getting into reading code that might cause trouble later) code which uses entirely implemented functions, but doesn't work in only one of OS/SL, feel free to e-mail it to me with instructions and I'll fix it, give a good reason why it can't/shouldn't be fixed, or take that back... On 17 Jan 2009, at 02:41, Charles Krinke wrote: The vehicle functions are stubs and could use a little attention. That is, llSetVehicleType, llSetVehicledoubleParam, llSetVehicleFloatParam, llSetVehicleVectorParam, llSetVehicleRotationParam, llSetVehicleFlags & llRemoveVehicleFlags. I dont think it is that crucial to have complete secondlife compatibility at this point. I rather think it is more important to get enough functionality so that folks can use scripts at all. We can have all those wonderful discussions about compatibility as soon as we have all the functions implemented. And I expect that discussion and the resulting patches to go on for some time. Charles From: "Frisby, Adam" To: "opensim-dev@lists.berlios.de" Sent: Friday, January 16, 2009 6:31:51 PM Subject: Re: [Opensim-dev] 27 LSL functions left Big congratulations to everyone who has contributed, I had no idea it was this close. Do we have a list of functions which only have a partial implementation and need more work? Regards, Adam From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Charles Krinke Sent: Friday, 16 January 2009 4:14 PM To: opensim-dev Subject: [Opensim-dev] 27 LSL functions left There are 27 LSL functions with no implementation left, and they are: llRotTarget, llRotTargetRemove, llLoopSoundMaster, llLoopSoundSlave, llPlaySoundSlave, llLookAt, llStopLookAt, llCollisionFilter, llAttachToAvatar, llDetachFr
Re: [Opensim-dev] 27 LSL functions left
Charles, No criticism received. What I want to pursue is a broader test set. Owen often constructs bizarre looking objects that only exist for test. From his kicked ball cross, strange linked swing set to our vendor that sells you a blank box. They exist only to test functions. We were thrilled to see the WP style teleporter healed (TP's were fixed). We need a better answer for content creators that can't understand why last weeks objects no longer work. Bri (The sailboat is not a vehicle) - Original Message - From: Charles Krinke To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 2:25 PM Subject: Re: [Opensim-dev] 27 LSL functions left Dear Bri: I was certainly not criticizing you. I was just trying to figure out how to best move forward. We are all volunteers and the trick is always to figure out how to leverage all of our efforts to help each other move forward. One of the ideas I had was to have a set of scripts running on a set of known regions that folks could go and see were working and obtain the source from a web site. Another related part of that same idea was to update regions and have a set of scripts that one can easily check on with a login after region update. That is one of the purposes of the fountain, html-on-a-prim and a couple of the other demonstrations at Wright Plaza. So, perhaps some similar idea might help you and your group. Charles -- From: Brianna To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:53:43 PM Subject: Re: [Opensim-dev] 27 LSL functions left As to the SL compatibility, at this point in development running back to SL to test is a handy tool. That also is a reason to get flow control statements completed. Our next meeting we will see what we can concoct as a suggestion besides whining. Bri (The sailboat is not a vehicle) - Original Message - From: Charles Krinke To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:34 PM Subject: Re: [Opensim-dev] 27 LSL functions left Dear Bri: Can you offer some suggestions as to what you might propose as we move forward? If I get your drift, you are addressing what many call "regression", and that is important also. One of the thoughts I had on that subject was a series of sims with scripts running 24/7 demonstrating the various functions that folks could log in and see they were working after each update. At least that is what we have been doing on the plazas for some time. Perhaps you have some additional insight that could let us close the loop? Charles p.s. I know a sailboat is not a vehicle and making sure the force, mass, torque functions keep working is also important. From: Brianna To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:00:36 PM Subject: Re: [Opensim-dev] 27 LSL functions left On completed functions, what appears to be constantly ignored are other area changes or errors that will break what was a working function. This consumes a great deal of time thinking of new methods for an equivalent and to me defeats the purpose of a function. The number of functions in that category is not trivial. A few of us have considered creating a script to test all as a harbinger. Bri (The sailboat is not a vehicle) - Original Message - From: J Ross Nicoll To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 10:51 AM Subject: Re: [Opensim-dev] 27 LSL functions left Absolutely agreed on the compatibility. There will be implementation quirks worth matching, but I think in most cases code can be made to work on both OS and SL easily enough, and will be more reliable for the thought put into it. If anyone has BSD licensed (because I'm not getting into reading code that might cause trouble later) code which uses entirely implemented functions, but doesn't work in only one of OS/SL, feel free to e-mail it to me with instructions and I'll fix it, give a good reason why it can't/shouldn't be fixed, or take that back... On 17 Jan 2009, at 02:41, Charles Krinke wrote: The vehicle functions are stubs and could use a little attention. That is, llSetVehicleType, llSetVehicledoubleParam, llSetVehicleFloatParam, llSetVehicleVectorParam, llSetVehicleRotationParam, llSetVehicleFlags & llRemoveVehicleFlags. I dont think it is that crucial to have complete secondlife compatibility at this point. I rather think it is more important to get enough functionality so that folks can use scripts at all. We can have all those wonderful discussions about compatibility as soon as we have all the functions implemented. And I expect that discussion
[Opensim-dev] 0.6.2 minor release
Reports are good on the current trunk stability, so we just tagged r8067 as r8068. This means that r8068 is the 0.6.2 release. A binary build is being prepared by Nebadon and will be available on the osgrid.org and opensimulator.org web site a little bit later today. Good work everyone for the development and testing to get us back to a point of relative stability. Charles ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] 27 LSL functions left
There is also a suite of unit tests for trunk which are tested on every check-in of every revision. Many of the functions and other script language features are tested there, along with other features of OpenSim. These tests provide almost instant feedback to developers when their changes break existing functionality. Might I propose that any additional tests you develop be added to those unit tests? On Sat, Jan 17, 2009 at 1:00 PM, Brianna wrote: > On completed functions, what appears to be constantly ignored are other > area changes or errors that will break what was a working function. This > consumes a great deal of time thinking of new methods for an equivalent and > to me defeats the purpose of a function. The number of functions in that > category is not trivial. A few of us have considered creating a script to > test all as a harbinger. > > Bri > (*The sailboat is not a vehicle*) > > - Original Message - > *From:* J Ross Nicoll > *To:* opensim-dev@lists.berlios.de > *Sent:* Saturday, January 17, 2009 10:51 AM > *Subject:* Re: [Opensim-dev] 27 LSL functions left > > Absolutely agreed on the compatibility. There will be implementation quirks > worth matching, but I think in most cases code can be made to work on both > OS and SL easily enough, and will be more reliable for the thought put into > it. > > If anyone has BSD licensed (because I'm not getting into reading code that > might cause trouble later) code which uses entirely implemented functions, > but doesn't work in only one of OS/SL, feel free to e-mail it to me with > instructions and I'll fix it, give a good reason why it can't/shouldn't be > fixed, or take that back... > > On 17 Jan 2009, at 02:41, Charles Krinke wrote: > > The vehicle functions are stubs and could use a little attention. That > is, llSetVehicleType, llSetVehicledoubleParam, llSetVehicleFloatParam, > llSetVehicleVectorParam, llSetVehicleRotationParam, llSetVehicleFlags & > llRemoveVehicleFlags. > > I dont think it is that crucial to have complete secondlife compatibility > at this point. I rather think it is more important to get enough > functionality so that folks can use scripts at all. > > We can have all those wonderful discussions about compatibility as soon as > we have all the functions implemented. And I expect that discussion and the > resulting patches to go on for some time. > > Charles > > -- > *From:* "Frisby, Adam" > *To:* "opensim-dev@lists.berlios.de" > *Sent:* Friday, January 16, 2009 6:31:51 PM > *Subject:* Re: [Opensim-dev] 27 LSL functions left > > Big congratulations to everyone who has contributed, I had no idea it was > this close. Do we have a list of functions which only have a partial > implementation and need more work? > > > Regards, > > > Adam > > > *From:* opensim-dev-boun...@lists.berlios.de [ > mailto:opensim-dev-boun...@lists.berlios.de > ] *On Behalf Of *Charles Krinke > *Sent:* Friday, 16 January 2009 4:14 PM > *To:* opensim-dev > *Subject:* [Opensim-dev] 27 LSL functions left > > > There are 27 LSL functions with no implementation left, and they are: > > llRotTarget, llRotTargetRemove, llLoopSoundMaster, llLoopSoundSlave, > llPlaySoundSlave, llLookAt, llStopLookAt, llCollisionFilter, > llAttachToAvatar, llDetachFromAvatar, llRotLookAt, llPointAt, llStopPointAt, > llGodLikeRezObject, llPassTouches, llSetDamage, llTextBox, llPassCollisions, > llGetCenterOfMass, llEdgeOfWorld, llSetSoundQueueing, llTriggerSoundLimited, > llGroundRepel, llRemoteDataSetRegion & llSetInventoryPermMask. > > We started with Tedd's vision a bit over a year ago and 300 functions are > implemented, that is a great job to all who contributed. > > The end is in sight, and patches to partially or completely implement one > or more of these functions would be greatly appreciated by all. > > Charles > ___ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev > > > The University of St Andrews is a charity registered in Scotland : No > SC013532 > > > > -- > > ___ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev > > > ___ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev > > ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] 27 LSL functions left
Dear Brianna: I struggle with these issues all the time and have been for nearly two years now with OpenSim. One of the things I find that helps is to concentrate on the things that are implemented rather then the features that are not implemented. There are more tests I can imagine that will fail, then there are tests that pass. Mostly based on the fact that OpenSim is only about 60% finished. Perhaps suggesting to some of your folks that concentrating on keeping continuous scripts testing working features is a better risk/reward ratio then demonstrating all the things that do not work. Also, it helps to have other independent folks test scripts as sometimes we fool ourselves with a configuration issue. That is one of the reasons why sharing script source with forums, e-mail and IRC has become so powerful for OpenSim. We can all have the same script and if tests can fail that used to work then we have good traction for a Mantis. This gets even better when an independent person can perform the same test and get the same failure on a different sim using a different operating system. Charles From: Brianna To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 3:12:18 PM Subject: Re: [Opensim-dev] 27 LSL functions left Charles, No criticism received. What I want to pursue is a broader test set. Owen often constructs bizarre looking objects that only exist for test. From his kicked ball cross, strange linked swing set to our vendor that sells you a blank box. They exist only to test functions. We were thrilled to see the WP style teleporter healed (TP's were fixed). We need a better answer for content creators that can't understand why last weeks objects no longer work. Bri (The sailboat is not a vehicle) - Original Message - From: Charles Krinke To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 2:25 PM Subject: Re: [Opensim-dev] 27 LSL functions left Dear Bri: I was certainly not criticizing you. I was just trying to figure out how to best move forward. We are all volunteers and the trick is always to figure out how to leverage all of our efforts to help each other move forward. One of the ideas I had was to have a set of scripts running on a set of known regions that folks could go and see were working and obtain the source from a web site. Another related part of that same idea was to update regions and have a set of scripts that one can easily check on with a login after region update. That is one of the purposes of the fountain, html-on-a-prim and a couple of the other demonstrations at Wright Plaza. So, perhaps some similar idea might help you and your group. Charles From: Brianna To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:53:43 PM Subject: Re: [Opensim-dev] 27 LSL functions left As to the SL compatibility, at this point in development running back to SL to test is a handy tool. That also is a reason to get flow control statements completed. Our next meeting we will see what we can concoct as a suggestion besides whining. Bri (The sailboat is not a vehicle) - Original Message - From: Charles Krinke To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:34 PM Subject: Re: [Opensim-dev] 27 LSL functions left Dear Bri: Can you offer some suggestions as to what you might propose as we move forward? If I get your drift, you are addressing what many call "regression", and that is important also. One of the thoughts I had on that subject was a series of sims with scripts running 24/7 demonstrating the various functions that folks could log in and see they were working after each update. At least that is what we have been doing on the plazas for some time. Perhaps you have some additional insight that could let us close the loop? Charles p.s. I know a sailboat is not a vehicle and making sure the force, mass, torque functions keep working is also important. From: Brianna To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 1:00:36 PM Subject: Re: [Opensim-dev] 27 LSL functions left On completed functions, what appears to be constantly ignored are other area changes or errors that will break what was a working function. This consumes a great deal of time thinking of new methods for an equivalent and to me defeats the purpose of a function. The number of functions in that category is not trivial. A few of us have considered creating a script to test all as a harbinger. Bri (The sailboat is not a vehicle) - Original Message - From: J Ross Nicoll To: opensim-dev@lists.berlios.de Sent: Saturday, January 17, 2009 10:51 AM Subject: Re: [Opensim-dev] 27 LSL functions left Absolutely agreed on the compatibility. There will be implementation quirks worth matching, but I think in most
Re: [Opensim-dev] 27 LSL functions left
Yes, excellent work. Does this include the new functions added in 1.18.x such as llGetObjectDetails(), a key addition. On Fri, Jan 16, 2009 at 7:13 PM, Charles Krinke wrote: > There are 27 LSL functions with no implementation left, and they are: > > llRotTarget, llRotTargetRemove, llLoopSoundMaster, llLoopSoundSlave, > llPlaySoundSlave, llLookAt, llStopLookAt, llCollisionFilter, > llAttachToAvatar, llDetachFromAvatar, llRotLookAt, llPointAt, llStopPointAt, > llGodLikeRezObject, llPassTouches, llSetDamage, llTextBox, llPassCollisions, > llGetCenterOfMass, llEdgeOfWorld, llSetSoundQueueing, llTriggerSoundLimited, > llGroundRepel, llRemoteDataSetRegion & llSetInventoryPermMask. > > We started with Tedd's vision a bit over a year ago and 300 functions are > implemented, that is a great job to all who contributed. > > The end is in sight, and patches to partially or completely implement one > or more of these functions would be greatly appreciated by all. > > Charles > > ___ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev > > -- Mo Hax http://imohax.com ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev