Scripting Features

  • Search existing ideas before submitting
  • Use support.secondlife.com for customer support issues
  • Keep posts on-topic
Thank you for your ideas!
Request: Updating scripts inside objects inside objects
The VSCode plugin to work with scripts in SL from an IDE over a local connection to the viewer is nearly ready, so I'd like to add this request when it comes along: Any chance we'll be able to commit scripts into objects...within objects? Use case: Item gives a temp-attach HUD, which has scripts. Game rezzes pieces, which have scripts. Tons of use cases. Challenge: Finding out what's inside an object. The simulator doesn't know until it fetches the sub-object. I see a path forward here: When we use the local address to connect to an object, and that object has contents, the simulator fetches those sub-objects and their content. Sub-Objects are represenred as sub-folders in VSCode, with contents inside. When contents are synced back up to SL, it's all existing functionalities. The simulator unpacks sub-object(s) to get to the intended resource and replaces the script, then re-takes the objects. So a kind of automated "unpack to find out the content" and then existing capabilitiesthat power script pin and derez to re-pack. Most of this exists. Rezzing to get the object info from the asset server, replacing scripts in objects (via script pin in LSL, so the simulator knows how to do this), and recently, the derez ability to take things back into an object. The current gap: Rezzing is a bit of a problem. This automated "unpack the sub-objects" setup could cause unintended side-effects from rezzing things in ways they weren't intended to rez. Proposed fix: The simulator "rezzes" the content objects, but in a way that is out of the user's control. Li-less, permission-agnostic, invisible, non-physical, owned by simulator process, with scripts non-running. To the user, nothing happens. The simulator fetches the info it needs, sends this to the localhost , and discards the objects. On check-in, a similar process will invisibly get to the right sub-object and replace the script without allowing it to run (but without toggling its run state), and taking the object back. This all runs as an elevated simulator process that simply ignores no-copy, etc. The permissions to do all this editing are checked up-front; the simulator doesn't mess with anything. This has some performance implications, so let's imagine that recursion shouldn't go more than 2 levels or X sub-objects, whichever is met first, where X is whatever LL finds reasonable. Bonus!! If this can work in VSCode (via this shadow-simulator-agent rezzing thing), then I could see a future Viewer UI piece as well. Trivially, drag a script onto an object inside the contents area, get a menu asking whether you want to copy to Contents, or within object XYZ. If you choose object XYZ? Same routine; invisibly rez, add/replace the script, take back.
2
·
tracked
PBR llFunctions
I've spent about the last week updating some scripts to handle both PBR and Blinn-Phong updates simultaneously. The scripts work fine, but the current way you have to update PBR values - through llSetPrimitiveParams and the full list of values - is not ideal. In order to avoid overwriting your existing values with blank or incorrect data, you have to have a way to know and store your existing values, modify those values, and send the whole list back in. Adding in some llFunctions for PBR values, so you don't have to modify the entire parameter array to change one value, would make scripting PBR modifications much more pleasant to work with. If llFunctions are not feasible, a way to update individual values in the parameter arrays without data loss (e.g. being able to pass a blank string as a texture and have it skip the value instead of applying it) would be appreciated. I've compiled a list below of how I would personally pop each value out into a Set function (they would have matching Get functions, a la llGetColor and llSetColor): --- For PRIM_GLTF_BASE_COLOR: llSetGLTFBaseTexture(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); llSetGLTFBaseColor(vector color, integer face); llSetGLTFBaseAlphaMode(integer gltf_alpha_mode, integer face); llSetGLTFBaseAlpha(float alpha, integer face); llSetGLTFBaseAlphaMask(float alpha_mask_cutoff, integer face); llSetGLTFBaseDoubleSided(integer double_sided, integer face); --- For PRIM_GLTF_NORMAL (this really only has one function): llSetGLTFNormal(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); --- For PRIM_GLTF_METALLIC_ROUGHNESS: llSetGLTFMetalRoughTexture(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); llSetGLTFMetallicFactor(float metallic_factor, integer face); llSetGLTFRoughnessFactor(float roughness_factor, integer face); --- For PRIM_GLTF_EMISSIVE: llSetGLTFEmissiveTexture(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); llSetGLTFEmissiveTint(float emissive_tint, integer face);
11
·
tracked
Load More