Scripting Features

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llStartAnimationWithParams: Queuing, Syncing, and other low-hanging animation enhancements
Scripters have long bemoaned the limitations of llStartAnimation and llStartObjectAnimation , and proposed a number of enhancements. It could be a lot better with only minimal changes to the simulator and the simulator-viewer protocol. Here are examples of great enhancements that could be made by just sending a little bit more data to the viewer along with the llStartAnimation message. To illustrate, I will name the new functions: llStartAnimationWithParams llStartObjectAnimationWithParams 1. Queuing When I ask others how the animation system is lacking, the most common complaint is Queuing one animation to play after another. Now, a script can send the viewer the message: llStartAnimationWithParams(anim, [ANIM_QUEUING]); When the viewer receives this message, it will do one of the following: If the avatar has no other active animation marked ANIM_QUEUING , it will play the animation normally Otherwise, the viewer will delay the animation start until all earlier ANIM_QUEUING animations on that avatar have stopped, either from ending, or by calling llStopAnimation . Caveat: This will currently not work well on Animesh, because animesh animations never automatically stop. I find this caveat acceptable. This is similar to the existing sound function llStartSoundQueuing . 2. Syncing This one is near to my heart. A script is animating two or more avatars. It designates one of those avatars as the leader: llRequestPermissions(leader, PERMISSION_TRIGGER_ANIMATIONS); llStartAnimationWithParams(leader_anim, [ANIM_SYNC_LEADING]); It designates the other avatars as followers: llRequestPermissions(follower, PERMISSION_TRIGGER_ANIMATIONS); llStartAnimationWithParams(follower_anim, [ANIM_SYNC_FOLLOWING, leader]); When the viewer is asked to start an animation marked ANIM_SYNC_FOLLOWING , it: Downloads the animation Waits until any leader animation marked ANIM_SYNC_LEADER encounters a loop point (including waiting until an ANIM_SYNC_LEADER animation is started at all) Starts the animation normally This is very similar to these existing sound functions: llLoopSoundMaster llLoopSoundSlave llPlaySoundSlave It would be up to the animator to create animations suitable for syncing. Synced animations should usually: Have identical loop durations Have no loop-in period The most flexible leading animation will be 0 priority and an animate zero bones; providing nothing but a looping beat. This is also true of llLoopSoundMaster ; The best master sounds are silent. 3. Property overrides Animation assets have a number of parameters you can set at upload time, but can't be changed afterward. It would sometimes be nice if you could change them, and, llStartAnimationWithParams provides a convenient place to override them. The most useful ones to override would be: ANIM_PRIORITY ANIM_DURATION ANIM_EASE_IN ANIM_EASE_OUT 4. Speedup Similar to ANIM_DURATION above, but, speed up the animation by a constant factor, regardless of the asset's native duration: llStartAnimationWithParams(anim, [ANIM_SPEED, 2.0]); // Double speed = half duration llStartAnimationWithParams(anim, [ANIM_SPEED, 0.5]); // Half speed = double duration 5. Blending Allow an animation to not fully replace any channels in animations in overrides, but, linearly blend the bones between this animation, and the next-lowest one in the animation stack: llStartAnimationWithParams("breathing", [ANIM_BLENDING, 0.1]); This one would require the most changes to the viewer, but would open up new ways to animate characters, and would often allow multiple animations to be consolidated together more flexibly Summary I hope you can consider this proposal. I considered it carefully so that it can be implemented with minimal changes to either simulator or viewer. I heavily limited the scope, so it has a clear end point, unlike Puppetry: It does not require changing the animation asset format It does not require any new viewer -> simulator communication, beyond the existing message "hey this animation ended". It does not require the simulator to download or understand animation assets. It does not require new simulator -> viewer communication. It only adds a few new fields to the existing "animation started" message llStopAnimation and llStopObjectAnimation require no changes
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LSL functions to adjust parcel settings
I'd the ability within LSL, possibly tied to a runtime permission, to be able to adjust the following parcel settings. This would be for moderation, estate management, and event management. Parcel name (string) Parcel description (string) Parcel sale (integer price, key buyer, integer sell_objects_with_land - NULL_KEY for anyone can buy, negative price (or const) to set not for sale. Should always be possible for an object running with estate manager permission, tying this to its own runtime permission for safety would probably be wise) Everyone can: Edit terrain, fly, build, object entry, scripts Group can: build, object entry, scripts Safe (damage) Pushing Show in search (+ category) Adult content Avatars on other parcels can see and chat with avatars on this parcel Landing point (quaternion (x,y,z,rotation) - have const values for blocked TP and anywhere) Snapshot (key texture_id - NULL_KEY for default/unset) Abandon land (Possibly its own runtime permission for safety, should always succeed if owned by an estate manager) Locking these adjustments behind estate manager permissions would be acceptable but not ideal only if absolutely necessary, also completely acceptable would be a reasonable script sleep penalty to prevent unfair use of server resources or abuse. Being able to specify the position or the parcel UUID to act upon for this would be nice to allow for the efficient management of estate regions and large event spaces, possibly with a const to reference the parcel the object resides in currently for convenience in non-centrally managed applications. Any changes that are not authorized would fail and result in an error. This would greatly reduce the reliance on bots / scripted agents which are currently used to accomplish these tasks. Allowing these tasks to be completed totally on-platform would simplify event/venue and estate management dramatically and reduce the load on servers by eliminating the need for bots to idle around waiting to handle these management tasks as needed.
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