Scripting Features

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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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LSL to write/update/change notecards needs to exist
I'm not sure why this is still not a thing, but for a long time, Second Life's data in scripts is like playing an RPG without a memory card, and no way to save. There's a lot of valuable information that is relegated to variables, where if something breaks and the script needs to be reset, or something needs to be moved and placing it down resets the script, all of that information is gone. Right now, the only other option is to set up an external data server to send and receive information from, and that's overkill. Implementing a way to store, edit, and erase data from a notecard within an object would grant us the following at the least: Dynamic data storage: Scripts could save and update information without requiring manual editing of notecards. Improved configuration management: Scripts could automatically update configuration parameters stored in notecards, making it easier to maintain and modify object behavior. User data persistence: Objects could store user-specific data, allowing for personalized experiences without manual intervention. Storing with script restarts: Right now, there is no way to restart a script and still store the information inside without the use of an external webhost. Extended variable use: Too many variables can make a script problematic. Notecards could allow for storing and recalling them as needed to a far easier degree. Simplified data sharing: Scripts could generate and distribute notecards with custom content to users or other objects, facilitating information exchange. Reduced script memory usage: By offloading data to notecards, scripts could potentially use less memory for storing large amounts of information. Enhanced debugging and logging: Scripts could write log data or debug information to notecards for easier troubleshooting and analysis. Dynamic content creation: Objects could generate and update notecards with current information, such as player statistics or in-world event details. We need the ability to write to notecards. I'm shocked we don't have this yet but it feels like not having this as an option does a great disservice to creators and customers in Second Life.
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