Scripting Features

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Request: Region List API
Please consider adding an endpoint to the map API for fetching data useful for navigating the grid. This data would be readily available map information. At the present, this is a very, very strange task to accomplish. We can pound LL's servers using this API: https://cap.secondlife.com/cap/0/b713fe80-283b-4585-af4d-a3b7d9a32492?var=region&grid_x=1000&grid_y=1000 And scanning every possible range of coordinates we think is useful. Or We can use a bot on a custom viewer, making MapBlockRequests until we've got the whole grid. Each of these really need an external service running, and hit your servers pretty hard--but it's all for information that you already have that would be valuable to us to use for scripted applications (eg for navigation HUDs, custom maps, games with distributed locations, exploration apps, touring pods) and also, just in general to know how our world is doing. Proposal: Two https endpoints to fetch paginated region info lists. First API endpont: region list by number. The order is determined by LL and is arbitrary, but is used for pagination. A script can ask for the first N regions, then another set of regions starting from N and so on. In this way, scripts can parse the region list without hitting the api server, sim, or script memory too hard Second API endpoint: region list by name. Similar to searching a word on the map and getting one or several regions that match the name. Responses are delivered as JSON, with each region'd details in an object of the following form: { { "name" : "Da Boom", "coordinate" : "<1000.0, 1000.0, 0.0>", "estate_name" : "mainland", "region_map_image" : "7963f194-82f9-23b3-3d89-c21f1bd0a8bc", "access_name":"Moderate" } } Example of using the first endpoint, the enumerated API: The endpoint can be called with a page number, and an optional maximum. For example, suppose we are permitted up to 25 list items in a single call: Example: Fetch default 25 items starting with the 437th region in the rest api: https://cap.secondlife/com/cap/NUMERICAL_ENDPOINT?start=437 Example: Fetch only 5 items starting with the 75th region in the rest api: https://cap.secondlife/com/cap/NUMERICAL_ENDPOINT?start=75&length=5 In this way, external services we write and LSL code in-world could reasonably work with the large list of region data in a way that doesn't flood the API (feel free to rate limit) and that permits us to work within script memory limits. Example of using the second endpoint, the named API: The endpoint is called with a search term, and returns one or more regions that have a name starting with the term. There should be a minimum character limit. Ecample: Fetch regions starting with the name "Da B" https://cap.secondlife/com/cap/NAME_ENDPOINT?search=Da%20B Summary: There are many standing requests for access to the map tile information, map region names, and map grid coordinates, all in separate feature requests. I propose this API mechanism to capture data you already have in a way that solves every request.
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New LSL llAnimeshEnabled(integer enabled); Toggle Animesh Property on/off
New LSL function that allows scripts to toggle an object’s Animesh property state at runtime. llAnimeshEnabled(integer enabled); ## Overview Currently, enabling Animesh on an object significantly increases its land impact, even when the object is idle. In contrast, a comparable non-Animesh object—especially one with well-optimized geometry and materials—can often remain at a land impact of 1. At the same time, Animesh animation itself is already fully script-driven. Functions like: llStartObjectAnimation(string anim) llStopObjectAnimation(string anim) llGetObjectAnimationNames() allow scripts to control animation playback dynamically. However, these functions only operate after an object is already in an Animesh-enabled state. This creates a structural limitation: creators can control what an object does, but not whether it needs to be Animesh at all at a given moment. ## How Animesh Currently Works Animesh objects function by associating a skeleton with a rigged mesh linkset. When a script plays an animation, the skeleton drives deformation of the mesh. Importantly: An object does nothing by default when set to Animesh Animations must be explicitly triggered via script The visual position of the mesh is driven by the skeleton and active animations, not strictly the object’s base transform This means Animesh is fundamentally an on-demand animation system , but it is currently forced to be always enabled at the object level , regardless of whether animations are playing. ## Problem There is currently no way to: Disable Animesh when no animations are running Return an object to a low land impact idle state Dynamically enable Animesh only when animation is required As a result, creators must choose between: Keeping Animesh permanently enabled (high land impact, unnecessary overhead) Building complex systems involving object swapping, rez/re-rez logic, or duplicate assets ## Use Case There is a strong need for objects that can dynamically transition between static and animated states. For example: A robot or pet that remains dormant until activated Creatures that only animate when a user is nearby Props that “wake up” briefly to perform an action Environmental elements that animate only during interaction In all of these cases, the object does not need continuous skeletal evaluation. ## Expected Behavior enabled = TRUE - Enables Animesh on the object - Allows use of llStartObjectAnimation and related functions enabled = FALSE - Disables Animesh - Stops all active animations - Returns the object to static mesh behavior - Restores lower land impact where applicable ## Benefits Land Impact Optimization Objects only incur Animesh cost when actively animating Performance Efficiency Reduces unnecessary skeletal evaluation on idle objects Cleaner Content Architecture Eliminates the need for duplicate objects or rez-based workarounds Better Alignment with Existing API Design Complements existing animation control functions by adding missing state control ## Additional Considerations State transitions should preserve: - Object transform - Linkset integrity - Script execution state Simulator safeguards may be needed: - Throttling or cooldown on toggling - Permissions checks to prevent abuse Documentation should clarify: - Effects on physics and collision - Bounding box changes - Interaction with pathfinding and attachments
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Idea: sending binary/array data between scripts
A use case that I have in mind: building an array of values in one script that another script needs to process. An encoding step is necessary since linkset message/linkset data/say strings can't contain nulls (I sure wish they COULD but that's probably too much to ask). Building it into a binary buffer or string is not flexible (need to know exact structure and length ahead of time) and doesn't support all basic data types directly. Building a string awkward and inefficient. Table.concat can't handle all types either, and a big CSV string is very much not compact and can't be string.split to original data types at the receiving end. lljson+llbase64 can of course handle a typed array already, but that's even less compact. So my idea is: an encoder and decoder in llbase64 that take/produce an array-like, contiguous and flat table that supports all basic data types. llbase64.encodearray(t:{}, start:number?, end:number?): string handle each table "t" element from "start" (defaults to 1) to "end" (defaults to #t) similar to string.pack producing the most condensed binary representation tagged with a type byte (e.g. "0" for nil, "t" for boolean true, "f" for boolean false, "n<8 bytes>" for a number, "s<length><data>" for strings, "v<8 bytes>" for vectors, etc... I don't remember how lljson did the type tagging, but maybe use the same tags), then base64 it. Errors on failure (table is not flat, contains userdata/threads/whatever else). llbase64.decodearray(s:string, base_index:number?, limit:number?): {} decode base64 string "s" to a binary string and produce an array-like table starting at index "base_index" (defaults to 1), parsing at most "limit" (defaults to no limit) entries. Errors on failure. Edit: since this was moved to Scripting Features from the Lua section, I'll just point out this is definitely a Lua request foremost: LSL is extremely limited with dealing with any kinda binary data and lacks the llbase64 library, even though the same logic could be applied to lists instead of array-like tables.
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