✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
Reselect Previous Object Selection
When a user has selected multiple objects and accidentally deselects them, provide a command and/or keyboard shortcut to restore the immediately previous selection. The viewer could retain the UUIDs of the previous selection until a new selection is made. Why this would be useful: A lot of the time, when moving store content around or building, it is very easy to lose your selection of objects. You can then spend quite a bit of time having to manually re-select everything. It can also happen when moving parts of a build. Sometimes, due to lag, moving something too quickly, or other unexpected behavior, the entire selection can become deselected. If you were working with a large number of objects, you then have to go back and find and select everything again. A “Reselect Previous Selection” option would make building, organizing, and moving content significantly faster and less frustrating. I know you can drag a selection box around objects to select multiple items more quickly, but this isn't always practical. On regions with dense builds, dragging a selection box can select all kinds of unrelated objects. You then have to manually deselect the things you don't want and reselect anything that was missed. Having the ability to simply restore the previous selection would avoid all of this. For example: Select 30 objects > accidentally deselect > press a keyboard shortcut > the same 30 objects are selected again. Even keeping the last 3 selections in a small selection history would be extremely useful for builders, content creators, and residents. Thanks
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Content Creation
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tracked
Get rid of hard prim limits altogether
In these days of cloud computing, and fast processors, I think it's time to rethink the current prim limits and maybe reconsider how they're allotted. Instead, of the current hardline limits for each parcel size I propose: 1) Each land parcel retains its current object limit with no changes to how objects are rezzed, counted, or returned. 2) Once the current limit is reached (item #175 on a 512 parcel) rezzing each additional object will cost 1 Linden, up to a predetermined number of additional objects (maybe another 350?). Once the items are picked up or returned, the L's return to the owner's account. 3) Once that additional limit is reached, rezzing each item will cost even more; say 2 Lindens each. I'll leave it to you to decide if that's the final amount, or if you want to add another tier that costs even more. Either way, the L's should be returned when the item is picked up. Here are my reasons: I've been in SL for more years than I care to admit, and during that time I've bought some truly awesome items. I spend a LOT of money here when I'm actively playing (okay, so that's relative; a lot to me may be pocket change to you, but regardless, I spend real money here). I see stuff, I buy stuff -far more and more often than I purchase in real life. Then....well, I carry the stuff around. I love it too much to delete it, but I can't USE it because I rarely have enough land. When I buy a parcel, I have to decide if I'm going to have nice landscaping or nice furniture -never mind I have both or am willing to pay for both. I have to decide if I'm going to set up shop or a workshop. Even a huge parcel often doesn't allow enough objects to build nice jewelry and have a good photography studio, too. Add the shop and vendors...and well, no prims left for bumper cars or horseback riding which is often what brings the visitors who become customers. I don't think I'm alone in getting frustrated with this. As the SL world grows ever more commerce-centric and mesh is allowing greater and greater creative freedom, I think more and more people want to be able to rez and use the awesome items they're able to buy, without having to constantly pick up their sofas so they can rez their rocket ships. This fantasy world offers so many attractions but USING them is so limited. :( Now, I realize part of SL's revenues (or maybe most of it?) comes from tier payments on ever-larger tracts of land for those who wish to build their dream homes while making or selling items, also. But I don't think having a higher prim limit will prevent people buying land tracts any more than it does in real life -even factoring in temp rezzed scenes and sky builds. I think people will continue to buy land...though many may buy smaller tracts. I, personally, would like to keep my home and my shop on two separate places. I'd like to be able to split up my land allotment amongst multiple tracts on multiple regions and be able to make each one as beautiful and comfortable as they can be -and in that regard SL can be gorgeous. I'd like to be able to call one place "home", and another place "work"; but "work" often requires a huge parcel so buying another makes the tier prohibitively expensive. This could be fixed by eliminating the object limits. Those who wish to put up motorcycle courses or horseback riding areas are going to need more area; whether all in one place or with portals leading to multiple parcels. In those cases, I think being able to do several things with a larger parcel would more of a draw. I believe it would offer newcomers or those who have been on the fence more reasons to take the plunge and buy a place. I think even more people will be interested in learning to build stuff if they don't have to constantly make choices during construction based on the object limits, and I'm almost certain far more people will buy land parcels if they really are able to build the world of their dreams on it without breaking the real life bank for high tier payments if they're not investing with the hope of some kind of return other than just sheer enjoyment. Now, I know all about rentals and sandboxes and temp-rezzing, etc. I know limits lead to creative solutions, and I think if rezzing additional objects temporarily costs a bit o'cash, it will continue to encourage builders to keep the limits in mind and discourage people from disgorging their entire inventories for the world to see, although some might. I do suspect implementing my ideas will lead to a rise in the purchase of castles and luxury homes and such! As long as people are sure they will get their L's back, they won't hesitate to buy -and rez- really beautiful builds that will make SL a truly gorgeous and lush place. Thank-you for reading this, I really didn't intend to write a book.... Thanks for your time and thank-you in advance for your consideration.
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Content Creation
Update animesh size by manual edit and script
Currently we can't update animesh size and have to upload multiple versions of the mesh in different sizes, and upload all animations for each size. I did some research in the viewer's code, and it appears to me that it's extremely easy to add a feature to adjust the global size of an animesh by modifying the llcontrolavatar.cpp file. Here is the current setGlobalScale() function: void LLControlAvatar::setGlobalScale(F32 scale) { if (scale <= 0.0) { LL_WARNS() << "invalid global scale " << scale << LL_ENDL; return; } if (scale != mGlobalScale) { F32 adjust_scale = scale/mGlobalScale; LL_INFOS() << "scale " << scale << " adjustment " << adjust_scale << LL_ENDL; // should we be scaling from the pelvis or the root? recursiveScaleJoint(mPelvisp,adjust_scale); mGlobalScale = scale; } } And here is a modified version that currently takes into account the X size of the main prim: void LLControlAvatar::setGlobalScale(F32 scale) { if (scale <= 0.0) { LL_WARNS() << "invalid global scale " << scale << LL_ENDL; return; } scale *= mRootVolp->getScale().mV[0]; if (scale != mGlobalScale) { F32 adjust_scale = scale/mGlobalScale; LL_INFOS() << "scale " << scale << " adjustment " << adjust_scale << LL_ENDL; recursiveScaleJoint(mRoot,adjust_scale); mGlobalScale = scale; } } Note that I replaced mPelvisp by mRoot because using mPelvisp does not correctly adjust the animesh's movement during the animation." It works wonderfully. Of course, this modification as it stands could affect many existing animesh objects, so we need to add a parameter to the object, 'ANIMESH_SCALE_FACTOR', which would be set to 1 by default, adjustable via script and by manual editing of the object. We would then have something like this: scale *= mRootVolp->getAnimeshScaleFactor; Here is a gif, you can take a look, the 4 dogs are all the exact same animesh, I only changed there main prim X scale : https://gyazo.com/de2dc2904bcb4e6b8737514aa7db7d2c
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Content Creation
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tracked
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