Scripting Features

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NEW LSL llSetLinkMaterialAnim(integer Link_number,Integer Face, integer Mode_Flags, List Base_Color_Rules, List Metallic_Rules, List Normal_Rules, List Emission_Rules);
Add a new method for material animation. This function would allow for independent channel animation on different faces of the same link or faces throughout a linkset. Rules for a material channel override containing an empty list are not animated. New/Improved Mode Flags: ANIM_ON: Starts the animation. LOOP: Repeats the animation indefinitely. REVERSE: Plays the animation backward. PING_PONG: Alternates between forward and backward animation. SMOOTH: Provides smoother transitions between frames. ROTATE: Rotates the texture map (e.g., for rotating textures). SCALE: Animates texture scaling. BLEND: Cross-fades between frames for smoother transitions. RANDOM_START: Randomizes the start frame in the animation sequence. SYNC_ALL_LINKS: Synchronizes animations across all linked objects. SYNC_CHANNELS: Synchronizes animation material channels. ie base, metallic, normal, emission. FRAME_BLEND: Allows frame blending (interpolation between frames). The material rules would contain the following: string material_UUID: Defines the texture asset to be used for the material. integer size_x: Defines the grid size (for sprite sheet-based animations or texture tiling). integer size_y: Defines the grid size (for sprite sheet-based animations or texture tiling). float start: Start position in the animation cycle. float length: Length of the animation cycle. float rate: Speed of the animation. float transition_time: Optional parameter for smooth transitions between frames. Example Useage: // Define mode flags integer mode_flags_face_0 = ANIM_ON | LOOP | SMOOTH | SCALE; integer mode_flags_face_1 = ANIM_ON | LOOP | REVERSE | PING_PONG; integer mode_flags_face_2 = ANIM_ON | LOOP | SMOOTH | ROTATE | FRAME_BLEND; // Animation rules for face 0 (Base Color, Metallic, Normal, Emission) list base_color_rules_face_0 = ["UUID-of-BaseColor-Texture", 4, 4, 0.0, 1.0, 0.5]; list metallic_rules_face_0 = ["UUID-of-Metallic-Texture", 2, 2, 0.0, 1.0, 0.8]; list normal_rules_face_0 = ["UUID-of-Normal-Texture", 3, 3, 0.0, 1.0, 1.0]; list emission_rules_face_0 = ["UUID-of-Emission-Texture", 4, 4, 0.0, 1.0, 1.2]; // Animation rules for face 1 (Base Color, Metallic, Normal, Emission) list base_color_rules_face_1 = ["UUID-of-BaseColor-Texture2", 3, 3, 0.0, 1.0, 1.0]; list metallic_rules_face_1 = ["UUID-of-Metallic-Texture2", 3, 3, 0.0, 0.5, 0.5]; list normal_rules_face_1 = ["UUID-of-Normal-Texture2", 3, 3, 0.0, 1.0, 1.0]; list emission_rules_face_1 = ["UUID-of-Emission-Texture2", 3, 3, 0.0, 0.8, 1.2]; // Animation rules for face 2 (Base Color, Metallic, Normal, Emission) list base_color_rules_face_2 = ["UUID-of-BaseColor-Texture3", 5, 5, 0.0, 1.0, 1.0]; list metallic_rules_face_2 = ["UUID-of-Metallic-Texture3", 5, 5, 0.0, 1.0, 1.5]; list normal_rules_face_2 = ["UUID-of-Normal-Texture3", 5, 5, 0.0, 1.0, 1.0]; list emission_rules_face_2 = ["UUID-of-Emission-Texture3", 5, 5, 0.0, 1.0, 1.2]; // Set animations for face 0 llSetLinkMaterialAnim(2, 0, mode_flags_face_0, base_color_rules_face_0, metallic_rules_face_0, normal_rules_face_0, emission_rules_face_0); // Set animations for face 1 llSetLinkMaterialAnim(2, 1, mode_flags_face_1, base_color_rules_face_1, metallic_rules_face_1, normal_rules_face_1, emission_rules_face_1); // Set animations for face 2 llSetLinkMaterialAnim(2, 2, mode_flags_face_2, base_color_rules_face_2, metallic_rules_face_2, normal_rules_face_2, emission_rules_face_2);
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Add a Text Rendering Method
Add a new function LSL function named llRenderText or similar, which allows users to dynamically render text, with limited but flexible formatting, onto the face of their choosing. Concept: // Signature llRenderText(integer face, string text, list params); // Basic example llRenderText(ALL_FACES, "Lorem ipsum...", [ FONT_ALIGN, "right", FONT_WEIGHT, "bold", FONT_FAMILY, "sans serif" ]); Rationale Text is ubiquitous, yet Second Life has no way for users to display text other than uploading a texture, setting floating text using llSetText , or using relatively resource intensive solution such as XyText/Furware/et al. This absence precludes interesting features, such as being able to create a responsive interactive terminal in Second Life, HUDs with dynamic text, etc. A scripted and efficient text solution that displays on the face of a prim/mesh would give Second Life the biggest bang for the buck: Limited in scope (easier to implement than grand UI-creation ideas) Easy to kitbash into existing and new creations For inspiration, you can look to how the Text Display widget is implemented in the Playstation game Dreams. It has limited options: a finite number of fonts and formatting options, but the fact that it can be combined with other content makes it rather powerful. Other details Font color, opacity, glow, etc are controlled by prim properties (Example: setting face color to red sets font color to red) Questions Should the background always be transparent? Creators could put another prim behind the text display face to give it a background, or it could be a property of the render params. Possible Parameters FONT_WEIGHT FONT_STYLE FONT_FAMILY FONT_VERTICAL_ALIGN FONT_HORIZONTAL_ALIGN FONT_TEXT_WRAP FONT_LINE_HEIGHT FONT_SIZE Possible Features Markdown / rich text
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