šŸ“ƒ SLua Alpha

General discussion and feedback on Second Life's SLua Alpha
Additions for the Script Editor Web Socket
There are a few function that would be good to have through the viewer web socket for smoother integration with external editors. Requests - web socket endpoints List Open script editors with editor id 's (This is sort of done, but only open scripts that are also currently externally edited it might be nice to list all open ones) Get currently selected object id List content asset id, asset type, name of an object id to allow for opening scripts Open script editor by asset id to open a script from an object return editor id Get contents of open script editor by editor id Get object id, asset for an open script editor by editor id Send contents to and open editor by editor id to save Events - Things the socket can announce to subscribers New object selected - object id, inventory content New script editor opened - editor id, object id, asset, text content General Add config to allow the websocket to be opened when editing even if there are no scripts open yet, to allow for external tools to sync to viewer when it starts editing, and stay open if there are still subscriptions after, as it currently does. Given these endpoints it should be possible to make a fairly integrated setup in any editor, that would allow you to open related scripts and edit them seamlessly, and would also allow bypass the fiddly aspect of dealing with the current temp file system. For instance the current vs code plugin could list a virtual workspace that represents the sl viewer, and show a tree view of object content for the user to open and edit.
1
Ā·
Feature
Opening SLua script after compile error selects "LSO2" compile target (was: Recovering from "(0, 0) : ERROR : Syntax error")
Possibly related to [ https://feedback.secondlife.com/scripting-bugs/p/script-suddently-losing-connetion-with-the-server-on-save ] A few times I've gotten the above error. Fixing the syntax error does not eliminate the message — it's as if the script inventory instance is permanently disabled. My workaround has been to copy the script text to a new inventory instance. I was able to reproduce this on SLua Tombolo. 1) Create a block and add a new SLua script to it. 2) Change line 1 to: `` xxx ll.Say(0, "Hello, Avatar!") `` 3) Save. See an expected, normal error message. 4) Clone the object. Edit the script in the clone. 5) Notice the cloned script is marked not-running. 6) Use the external editor button to edit the cloned script. See the dreaded (0,0) error. (I am using BBEdit as my external editor: /usr/bin/open -a bbedit "%s" ) --- Second Life Project lua editor 7.1.12.13973830462 (64bit) Release Notes You are at 194.7, 250.2, 23.1 in SLua Tombolo located at simhost-0766603a88e3665d6.aditi SLURL: secondlife://Aditi/secondlife/SLua%20Tombolo/195/250/23 (global coordinates 41154.7, 23802.2, 23.1) Luau 2025-03-27.14115520293 Release Notes CPU: Apple M2 Max (2400 MHz) Memory: 32768 MB OS Version: macOS 15.3.2 Darwin 24.3.0 Darwin Kernel Version 24.3.0: Thu Jan 2 20:24:23 PST 2025; root:xnu-11215.81.4~3/RELEASE_ARM64_T6020 x86_64 Graphics Card Vendor: Apple Graphics Card: Apple M2 Max OpenGL Version: 4.1 Metal - 89.3 Window size: 2602x2102 Font Size Adjustment: 96pt UI Scaling: 1 Draw distance: 512m Bandwidth: 3000kbit/s LOD factor: 1.25 Render quality: 2 Texture memory: 21845MB Disk cache: Max size 1638.4 MB (99.9% used) HiDPI display mode: true J2C Decoder Version: KDU v7.10.4 Audio Driver Version: OpenAL, version 1.1 ALSOFT 1.23.1 / OpenAL Community / OpenAL Soft: OpenAL Soft Dullahan: 1.14.0.202408091638 CEF: 118.4.1+g3dd6078+chromium-118.0.5993.54 Chromium: 118.0.5993.54 LibVLC Version: 3.0.21 Voice Server Version: Not Connected Packets Lost: 13/10384 (0.1%) March 30 2025 06:20:01
5
Ā·
Bug
Ā·
inĀ progress
Load More
→