Apertura del repositorio

This commit is contained in:
2025-05-24 18:09:39 -03:00
parent 76e6359dad
commit d883ddd0d0
35253 changed files with 2891973 additions and 2 deletions
+2
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Translations 1.0
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View File
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View File
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View File
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View File
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+218
View File
@@ -0,0 +1,218 @@
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+271
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@@ -0,0 +1,271 @@
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+264
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@@ -0,0 +1,264 @@
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<map>
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<map>
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<map>
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<map>
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<array>
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<map>
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<array>
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<map>
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<map>
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<map>
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<map>
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</map>
<map>
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<array>
<real>0</real>
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<key>offset</key>
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</map>
<map>
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<array>
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</map>
<map>
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<array>
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<map>
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<array>
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<key>offset</key>
<array>
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<real>53</real>
</array>
</map>
</array>
<key>scale</key>
<real>0.02</real>
</map>
</llsd>
+399
View File
@@ -0,0 +1,399 @@
<llsd>
<map>
<key>data</key>
<array>
<map>
<key>color</key>
<array>
<real>1</real>
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<array>
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</array>
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<map>
<key>color</key>
<array>
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<array>
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<map>
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<array>
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<array>
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<map>
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<array>
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<array>
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<map>
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<array>
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<array>
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<map>
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<array>
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<array>
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<map>
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<array>
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<array>
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<array>
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<array>
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<array>
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<array>
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<map>
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<array>
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<array>
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<array>
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<map>
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<array>
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<array>
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<array>
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<map>
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<array>
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<array>
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<array>
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<map>
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<array>
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<key>offset</key>
<array>
<real>0</real>
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<real>48</real>
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<map>
<key>color</key>
<array>
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</array>
<key>offset</key>
<array>
<real>0</real>
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<real>-70</real>
</array>
</map>
<map>
<key>color</key>
<array>
<real>1</real>
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<real>1</real>
</array>
<key>offset</key>
<array>
<real>0</real>
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<map>
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<array>
<real>1</real>
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<key>offset</key>
<array>
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<real>-52</real>
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</map>
</array>
<key>scale</key>
<real>0.02</real>
</map>
</llsd>
@@ -0,0 +1,10 @@
<llsd>
<map>
<key>endHue</key>
<real>312.72726440429687</real>
<key>rotateSpeed</key>
<real>0.64999997615814209</real>
<key>startHue</key>
<real>280</real>
</map>
</llsd>
@@ -0,0 +1,10 @@
<llsd>
<map>
<key>endHue</key>
<real>410.90908813476562</real>
<key>rotateSpeed</key>
<real>1</real>
<key>startHue</key>
<real>360</real>
</map>
</llsd>
@@ -0,0 +1,10 @@
<llsd>
<map>
<key>endHue</key>
<real>398.18182373046875</real>
<key>rotateSpeed</key>
<real>0.23000000417232513</real>
<key>startHue</key>
<real>350.90908813476562</real>
</map>
</llsd>
@@ -0,0 +1,10 @@
<llsd>
<map>
<key>endHue</key>
<real>360</real>
<key>rotateSpeed</key>
<real>1</real>
<key>startHue</key>
<real>0</real>
</map>
</llsd>
@@ -0,0 +1,10 @@
<llsd>
<map>
<key>endHue</key>
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<key>rotateSpeed</key>
<real>2.3299999237060547</real>
<key>startHue</key>
<real>176.36363220214844</real>
</map>
</llsd>
+120
View File
@@ -0,0 +1,120 @@
<llsd>
<map>
<key>AvatarSitRotation</key>
<map>
<key>Comment</key>
<string>Avatar real sitting rotation used in preset</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Quaternion</string>
<key>Value</key>
<array>
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<real>0</real>
<real>0</real>
<real>1</real>
</array>
</map>
<key>CameraAngle</key>
<map>
<key>Comment</key>
<string>Camera field of view angle (Radians)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>1.047197551</real>
</map>
<key>CameraOffsetBuild</key>
<map>
<key>Comment</key>
<string>Default camera position relative to focus point when entering build mode</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3</string>
<key>Value</key>
<array>
<real>-6</real>
<real>0</real>
<real>6</real>
</array>
</map>
<key>CameraOffsetRearView</key>
<map>
<key>Comment</key>
<string>Initial camera offset from avatar in Front View</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3</string>
<key>Value</key>
<array>
<real>2.2</real>
<real>0.0</real>
<real>0.0</real>
</array>
</map>
<key>CameraOffsetScale</key>
<map>
<key>Comment</key>
<string>Scales the default offset</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>1</real>
</map>
<key>CameraZoomFraction</key>
<map>
<key>Comment</key>
<string>Mousewheel driven fraction of zoom</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>0.90322577953338623</real>
</map>
<key>FocusOffsetRearView</key>
<map>
<key>Comment</key>
<string>Initial focus point offset relative to avatar for the camera preset Front View (x-axis is forward)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3D</string>
<key>Value</key>
<array>
<real>0.0</real>
<real>0.0</real>
<real>0.0</real>
</array>
</map>
<key>PresetCameraActive</key>
<map>
<key>Comment</key>
<string>Name of currently selected preference</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>Default</string>
</map>
<key>TrackFocusObject</key>
<map>
<key>Comment</key>
<string>Camera tracks last object zoomed on</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
</map>
</llsd>
+120
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<llsd>
<map>
<key>AvatarSitRotation</key>
<map>
<key>Comment</key>
<string>Avatar real sitting rotation used in preset</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Quaternion</string>
<key>Value</key>
<array>
<real>0</real>
<real>0</real>
<real>0</real>
<real>1</real>
</array>
</map>
<key>CameraAngle</key>
<map>
<key>Comment</key>
<string>Camera field of view angle (Radians)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>1.047197551</real>
</map>
<key>CameraOffsetBuild</key>
<map>
<key>Comment</key>
<string>Default camera position relative to focus point when entering build mode</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3</string>
<key>Value</key>
<array>
<real>-6</real>
<real>0</real>
<real>6</real>
</array>
</map>
<key>CameraOffsetRearView</key>
<map>
<key>Comment</key>
<string>Initial camera offset from avatar in Rear View</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3</string>
<key>Value</key>
<array>
<real>-3</real>
<real>0</real>
<real>0.75</real>
</array>
</map>
<key>CameraOffsetScale</key>
<map>
<key>Comment</key>
<string>Scales the default offset</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>1</real>
</map>
<key>CameraZoomFraction</key>
<map>
<key>Comment</key>
<string>Mousewheel driven fraction of zoom</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>0.90322577953338623</real>
</map>
<key>FocusOffsetRearView</key>
<map>
<key>Comment</key>
<string>Initial focus point offset relative to avatar for the camera preset Rear View (x-axis is forward)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3D</string>
<key>Value</key>
<array>
<real>1.0</real>
<real>0.0</real>
<real>1.0</real>
</array>
</map>
<key>PresetCameraActive</key>
<map>
<key>Comment</key>
<string>Name of currently selected preference</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>Default</string>
</map>
<key>TrackFocusObject</key>
<map>
<key>Comment</key>
<string>Camera tracks last object zoomed on</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
</map>
</llsd>
+120
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<llsd>
<map>
<key>AvatarSitRotation</key>
<map>
<key>Comment</key>
<string>Avatar real sitting rotation used in preset</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Quaternion</string>
<key>Value</key>
<array>
<real>0</real>
<real>0</real>
<real>0</real>
<real>1</real>
</array>
</map>
<key>CameraAngle</key>
<map>
<key>Comment</key>
<string>Camera field of view angle (Radians)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>1.047197551</real>
</map>
<key>CameraOffsetBuild</key>
<map>
<key>Comment</key>
<string>Default camera position relative to focus point when entering build mode</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3</string>
<key>Value</key>
<array>
<real>-6</real>
<real>0</real>
<real>6</real>
</array>
</map>
<key>CameraOffsetRearView</key>
<map>
<key>Comment</key>
<string>Initial camera offset from avatar in Side View</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3</string>
<key>Value</key>
<array>
<real>-1.0</real>
<real>0.7</real>
<real>0.5</real>
</array>
</map>
<key>CameraOffsetScale</key>
<map>
<key>Comment</key>
<string>Scales the default offset</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>1</real>
</map>
<key>CameraZoomFraction</key>
<map>
<key>Comment</key>
<string>Mousewheel driven fraction of zoom</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>0.90322577953338623</real>
</map>
<key>FocusOffsetRearView</key>
<map>
<key>Comment</key>
<string>Initial focus point offset relative to avatar for the camera preset Side View (x-axis is forward)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3D</string>
<key>Value</key>
<array>
<real>1.5</real>
<real>0.7</real>
<real>1.0</real>
</array>
</map>
<key>PresetCameraActive</key>
<map>
<key>Comment</key>
<string>Name of currently selected preference</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>Default</string>
</map>
<key>TrackFocusObject</key>
<map>
<key>Comment</key>
<string>Camera tracks last object zoomed on</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
</map>
</llsd>
+120
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@@ -0,0 +1,120 @@
<llsd>
<map>
<key>AvatarSitRotation</key>
<map>
<key>Comment</key>
<string>Avatar real sitting rotation used in preset</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Quaternion</string>
<key>Value</key>
<array>
<real>0</real>
<real>0</real>
<real>0</real>
<real>1</real>
</array>
</map>
<key>CameraAngle</key>
<map>
<key>Comment</key>
<string>Camera field of view angle (Radians)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>1.047197551</real>
</map>
<key>CameraOffsetBuild</key>
<map>
<key>Comment</key>
<string>Default camera position relative to focus point when entering build mode</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3</string>
<key>Value</key>
<array>
<real>-6</real>
<real>0</real>
<real>6</real>
</array>
</map>
<key>CameraOffsetRearView</key>
<map>
<key>Comment</key>
<string>Initial camera offset from avatar in Shoulder View</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3</string>
<key>Value</key>
<array>
<real>-3</real>
<real>-0.4</real>
<real>-0.2</real>
</array>
</map>
<key>CameraOffsetScale</key>
<map>
<key>Comment</key>
<string>Scales the default offset</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>1.1</real>
</map>
<key>CameraZoomFraction</key>
<map>
<key>Comment</key>
<string>Mousewheel driven fraction of zoom</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>0.90322577953338623</real>
</map>
<key>FocusOffsetRearView</key>
<map>
<key>Comment</key>
<string>Initial focus point offset relative to avatar for the camera preset Shoulder View (x-axis is forward)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Vector3D</string>
<key>Value</key>
<array>
<real>0.9</real>
<real>-0.7</real>
<real>0.2</real>
</array>
</map>
<key>PresetCameraActive</key>
<map>
<key>Comment</key>
<string>Name of currently selected preference</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>Default</string>
</map>
<key>TrackFocusObject</key>
<map>
<key>Comment</key>
<string>Camera tracks last object zoomed on</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
</map>
</llsd>
File diff suppressed because it is too large Load Diff
+108
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<llsd>
<map>
<!-- Settings for the whole particle system -->
<key>SourceMaxAge</key><!-- how long the source can live with 0 forever -->
<real>0</real>
<key>SourceStartAge</key>
<real>0</real>
<key>AngularVelocity</key>
<array>
<real>0</real>
<real>0</real>
<real>0</real>
</array>
<key>InnerAngle</key>
<real>3.1415927410125732421875</real>
<key>OuterAngle</key>
<real>0</real>
<key>BurstPartCount</key>
<integer>1</integer>
<key>BurstRadius</key>
<real>0.3</real>
<key>BurstRate</key>
<real>0.02</real>
<key>BurstSpeedMin</key>
<real>0.1</real>
<key>BurstSpeedMax</key>
<real>1</real>
<!-- pattern flags set to 1 for true and 0 for false -->
<key>LL_PART_SRC_PATTERN_ANGLE</key>
<integer>0</integer>
<key>LL_PART_SRC_PATTERN_ANGLE_CONE</key>
<integer>1</integer>
<key>LL_PART_SRC_PATTERN_ANGLE_CONE_EMPTY</key>
<integer>0</integer>
<key>LL_PART_SRC_PATTERN_DROP</key>
<integer>0</integer>
<key>LL_PART_SRC_PATTERN_EXPLODE</key>
<integer>0</integer>
<!-- end of pattern flags -->
<!-- Settings for single particles within the system -->
<key>ParticleMaxAge</key><!-- how long a single particle can live with 0 forever -->
<real>4</real>
<key>PartImageID</key> <!--This setting is ignored for the cloud, used instead for now is the hardcoded -->
<string>0000000000000-0000-0000-000000000000</string><!-- skins/default/textures/cloud-particle.j2c -->
<key>StartColor</key><!-- RGBA -->
<array>
<real>0.666</real>
<real>0.228</real>
<real>0.13</real>
<real>0.1</real>
</array>
<key>EndColor</key><!-- RGBA -->
<array>
<real>0.766</real>
<real>0.328</real>
<real>0.23</real>
<real>0.9</real>
</array>
<key>StartScale</key>
<array>
<real>0.8</real>
<real>0.8</real>
</array>
<key>EndScale</key>
<array>
<real>0.02</real>
<real>0.02</real>
</array>
<key>TargetId</key><!-- This setting is ignored for the cloud -->
<string>00000000-0000-0000-0000-000000000000</string>
<!-- masks flags set to 1 for true and 0 for false-->
<key>LL_PART_BEAM_MASK</key>
<integer>0</integer>
<key>LL_PART_BOUNCE_MASK</key>
<integer>0</integer>
<key>LL_PART_EMISSIVE_MASK</key>
<integer>1</integer>
<key>LL_PART_FOLLOW_SRC_MASK</key>
<integer>0</integer>
<key>LL_PART_FOLLOW_VELOCITY_MASK</key>
<integer>0</integer>
<key>LL_PART_INTERP_COLOR_MASK</key>
<integer>1</integer>
<key>LL_PART_INTERP_SCALE_MASK</key>
<integer>1</integer>
<key>LL_PART_TARGET_LINEAR_MASK</key>
<integer>0</integer>
<key>LL_PART_TARGET_POS_MASK</key>
<integer>1</integer>
<key>LL_PART_WIND_MASK</key>
<integer>0</integer>
<!-- end of mask flags -->
</map>
</llsd>
+478
View File
@@ -0,0 +1,478 @@
<?xml version="1.0"?>
<llsd>
<map>
<!-- Please insert new keys in alphabetical order. -->
<key>analyzeperformance</key>
<map>
<key>desc</key>
<string>When used in conjunction with logperformance, analyzes result of log against baseline.</string>
<key>map-to</key>
<string>AnalyzePerformance</string>
</map>
<key>autologin</key>
<map>
<key>desc</key>
<string>log in as last saved user</string>
<key>map-to</key>
<string>AutoLogin</string>
</map>
<key>channel</key>
<map>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>CmdLineChannel</string>
</map>
<key>console</key>
<map>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>ShowConsoleWindow</string>
</map>
<key>cooperative</key>
<map>
<key>desc</key>
<string>Yield some idle time to local host.</string>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>YieldTime</string>
</map>
<key>crashonstartup</key>
<map>
<key>desc</key>
<string>Crashes on startup. For QA use.</string>
<key>map-to</key>
<string>CrashOnStartup</string>
</map>
<key>debugsession</key>
<map>
<key>desc</key>
<string>Run as if RenderDebugGLSession is TRUE, but log errors until end of session.</string>
<key>map-to</key>
<string>DebugSession</string>
</map>
<key>debugviews</key>
<map>
<key>map-to</key>
<string>DebugViews</string>
</map>
<key>disablecrashlogger</key>
<map>
<key>desc</key>
<string>Disables the crash logger and lets the OS handle crashes</string>
<key>map-to</key>
<string>DisableCrashLogger</string>
</map>
<key>drop</key>
<map>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>PacketDropPercentage</string>
</map>
<key>god</key>
<map>
<key>desc</key>
<string>Log in a god if you have god access.</string>
<key>map-to</key>
<string>ConnectAsGod</string>
</map>
<key>graphicslevel</key>
<map>
<key>desc</key>
<string>Set the detail level.
0 - low, 1 - medium, 2 - high, 3 - ultra</string>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>RenderQualityPerformance</string>
</map>
<key>grid</key>
<map>
<key>desc</key>
<string>Specify the name of the grid to connect to.</string>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>CmdLineGridChoice</string>
</map>
<key>update-service</key>
<map>
<key>desc</key>
<string>Override the url base for the update query.</string>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>CmdLineUpdateService</string>
</map>
<key>help</key>
<map>
<key>desc</key>
<string>display this help message</string>
<key>short</key>
<string>h</string>
</map>
<key>helperuri</key>
<map>
<key>desc</key>
<string>helper web CGI prefix to use</string>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>CmdLineHelperURI</string>
</map>
<key>ignorepixeldepth</key>
<map>
<key>desc</key>
<string>Ignore pixel depth settings.</string>
<key>map-to</key>
<string>IgnorePixelDepth</string>
</map>
<key>inbw</key>
<map>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>InBandwidth</string>
</map>
<key>leap</key>
<map>
<key>desc</key>
<string>command line to run an LLSD Event API Plugin</string>
<key>count</key>
<integer>1</integer>
<!-- you can specify multiple such plugins -->
<key>compose</key>
<boolean>true</boolean>
<key>map-to</key>
<string>LeapCommand</string>
</map>
<key>logfile</key>
<map>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>UserLogFile</string>
</map>
<!-- [FS:CR] Use UserLoginInfoCmdLine Plz -->
<key>login</key>
<map>
<key>desc</key>
<string>3 tokens: first, last and password</string>
<key>count</key>
<integer>3</integer>
<key>map-to</key>
<string>UserLoginInfoCmdLine</string>
</map>
<key>loginpage</key>
<map>
<key>desc</key>
<string>Login authentication page to use.</string>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>LoginPage</string>
</map>
<key>loginuri</key>
<map>
<key>desc</key>
<string>login server and CGI script to use</string>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>CmdLineLoginURI</string>
</map>
<key>logmetrics</key>
<map>
<key>desc</key>
<string>Log metrics for benchmarking</string>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>LogMetrics</string>
</map>
<key>logperformance</key>
<map>
<key>desc</key>
<string>Log performance metrics for benchmarking</string>
<key>map-to</key>
<string>LogPerformance</string>
</map>
<key>multiple</key>
<map>
<key>desc</key>
<string>Allow multiple viewers.</string>
<key>map-to</key>
<string>AllowMultipleViewers</string>
</map>
<key>noaudio</key>
<map>
<key>map-to</key>
<string>NoAudio</string>
</map>
<key>nofmod</key>
<map>
<key>map-to</key>
<string>UseMediaPluginsForStreamingAudio</string>
</map>
<key>noninteractive</key>
<map>
<key>desc</key>
<string>Run in semi-headless mode where only login and logout need to work.</string>
<key>map-to</key>
<string>NonInteractive</string>
</map>
<key>nonotifications</key>
<map>
<key>desc</key>
<string>User will not get any notifications. NOTE: All notifications that occur will get added to ignore file for future runs.</string>
<key>map-to</key>
<string>IgnoreAllNotifications</string>
</map>
<key>nopreload</key>
<map>
<key>map-to</key>
<string>NoPreload</string>
</map>
<key>noprobe</key>
<map>
<key>map-to</key>
<string>NoHardwareProbe</string>
</map>
<key>noquicktime</key>
<map>
<key>map-to</key>
<string>NoQuickTime</string>
</map>
<key>nosound</key>
<map>
<key>map-to</key>
<string>NoAudio</string>
</map>
<key>no-verify-ssl-cert</key>
<map>
<key>map-to</key>
<string>NoVerifySSLCert</string>
</map>
<key>novoice</key>
<map>
<key>desc</key>
<string>Disable voice.</string>
<key>map-to</key>
<string>CmdLineDisableVoice</string>
</map>
<key>outbw</key>
<map>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>OutBandwidth</string>
</map>
<key>port</key>
<map>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>UserConnectionPort</string>
</map>
<key>purge</key>
<map>
<key>desc</key>
<string>Delete files in the cache.</string>
<key>map-to</key>
<string>PurgeCacheOnNextStartup</string>
</map>
<key>qa</key>
<map>
<key>desc</key>
<string>Activated debugging menu in Advanced Settings.</string>
<key>map-to</key>
<string>QAMode</string>
</map>
<key>quitafter</key>
<map>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>QuitAfterSeconds</string>
</map>
<key>replaysession</key>
<map>
<key>desc</key>
<string>After login, replay last recorded session and quit.</string>
<key>map-to</key>
<string>ReplaySession</string>
</map>
<key>rotate</key>
<map>
<key>map-to</key>
<string>RotateRight</string>
</map>
<key>safe</key>
<map>
<key>desc</key>
<string>Reset preferences, run in safe mode.</string>
<key>map-to</key>
<string>SafeMode</string>
</map>
<key>sessionsettings</key>
<map>
<key>desc</key>
<string>Specify the filename of a configuration file that contains temporary per-session configuration overrides.</string>
<key>count</key>
<integer>1</integer>
<!-- Special case. Mapped to settings procedurally. -->
</map>
<key>set</key>
<map>
<key>desc</key>
<string>specify the value of a particular configuration variable that overrides all other settings.</string>
<key>count</key>
<integer>2</integer>
<key>compose</key>
<boolean>true</boolean>
<!-- Special case. Mapped to settings procedurally. -->
</map>
<key>setdefault</key>
<map>
<key>desc</key>
<string>specify the value of a particular configuration variable which can be overridden by settings.xml.</string>
<key>count</key>
<integer>2</integer>
<!-- Special case. Mapped to settings procedurally. -->
</map>
<key>settings</key>
<map>
<key>desc</key>
<string>Specify the filename of a configuration file.</string>
<key>count</key>
<integer>1</integer>
<!-- Special case. Mapped to settings procedurally. -->
</map>
<key>skin</key>
<map>
<key>desc</key>
<string>ui/branding skin folder to use</string>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>SkinCurrent</string>
</map>
<key>slurl</key>
<map>
<key>desc</key>
<string>Startup SLurl</string>
<key>count</key>
<integer>1</integer>
<key>positional</key>
<boolean>true</boolean>
<key>last_option</key>
<boolean>true</boolean>
<key>map-to</key>
<string>CmdLineLoginLocation</string>
</map>
<key>url</key>
<map>
<key>desc</key>
<string>Startup location</string>
<key>count</key>
<integer>1</integer>
<key>last_option</key>
<boolean>true</boolean>
<key>map-to</key>
<string>CmdLineLoginLocation</string>
</map>
<key>usersessionsettings</key>
<map>
<key>desc</key>
<string>Specify the filename of a configuration file that contains temporary per-session configuration user overrides.</string>
<key>count</key>
<integer>1</integer>
<!-- Special case. Mapped to settings procedurally. -->
</map>
<key>skipupdatecheck</key>
<map>
<key>desc</key>
<string>Skips update check at startup.</string>
<key>map-to</key>
<string>CmdLineSkipUpdater</string>
</map>
<!-- FS:Ansariel - Option to not auto-save passwords when using login option >
<key>logindontsavepassword</key>
<map>
<key>desc</key>
<string>Specifies that the password should not be saved if the login parameter is used.</string>
<! Special case. Mapped to settings procedurally. >
</map>
<! FS:Ansariel - Option to not auto-save passwords when using login option -->
<!-- FS:Ansariel FIRE-12671: Force VRAM if DirectX detection is broken -->
<key>forcevideomemory</key>
<map>
<key>desc</key>
<string>Overrides the video memory detection on Windows if a value greater 0 is passed</string>
<key>count</key>
<integer>1</integer>
<key>map-to</key>
<string>FSForcedVideoMemory</string>
</map>
<!-- FS:Ansariel -->
</map>
</llsd>
+683
View File
@@ -0,0 +1,683 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<commands>
<command name="aboutland"
available_in_toybox="true"
icon="Command_AboutLand_Icon"
label_ref="Command_AboutLand_Label"
tooltip_ref="Command_AboutLand_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="about_land"
is_enabled_function="Floater.CanShow"
is_enabled_parameters="about_land"
is_running_function="Floater.IsOpen"
is_running_parameters="about_land"
/>
<command name="appearance"
available_in_toybox="true"
icon="Command_Appearance_Icon"
label_ref="Command_Appearance_Label"
tooltip_ref="Command_Appearance_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="appearance"
is_running_function="Floater.IsOpen"
is_running_parameters="appearance"
/>
<command name="avatar"
available_in_toybox="true"
icon="Command_Avatar_Icon"
label_ref="Command_Avatar_Label"
tooltip_ref="Command_Avatar_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="avatar"
is_enabled_function="GridFeatureCheck"
is_enabled_parameters="avatar_picker"
is_running_function="Floater.IsOpen"
is_running_parameters="avatar"
/>
<command name="build"
available_in_toybox="true"
icon="Command_Build_Icon"
label_ref="Command_Build_Label"
tooltip_ref="Command_Build_Tooltip"
execute_function="Build.Toggle"
execute_parameters="build"
is_enabled_function="Build.EnabledOrActive"
is_enabled_parameters="build"
is_running_function="Floater.IsOpen"
is_running_parameters="build"
/>
<!-- <FS:minerjr> [FIRE-35039] Add flag to show/hide the on-screen console -->
<!-- Added checkbox_control to the chat toolbar control to show/hide the on-screen console -->
<command name="chat"
available_in_toybox="true"
is_flashing_allowed="true"
icon="Command_Chat_Icon"
label_ref="Command_Chat_Label"
tooltip_ref="Command_Conversations_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="fs_im_container"
is_running_function="Floater.IsOpen"
is_running_parameters="fs_im_container"
checkbox_control="FSShowOnscreenConsole"
/>
<!-- </FS:minerjr> [FIRE-35039] -->
<command name="compass"
available_in_toybox="false"
icon="Command_Compass_Icon"
label_ref="Command_Compass_Label"
tooltip_ref="Command_Compass_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="compass"
is_running_function="Floater.IsOpen"
is_running_parameters="compass"
/>
<command name="destinations"
available_in_toybox="true"
icon="Command_Destinations_Icon"
label_ref="Command_Destinations_Label"
tooltip_ref="Command_Destinations_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="destinations"
is_enabled_function="GridFeatureCheck"
is_enabled_parameters="destination_guide"
is_running_function="Floater.IsOpen"
is_running_parameters="destinations"
/>
<command name="gestures"
available_in_toybox="true"
icon="Command_Gestures_Icon"
label_ref="Command_Gestures_Label"
tooltip_ref="Command_Gestures_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="gestures"
is_running_function="Floater.IsOpen"
is_running_parameters="gestures"
/>
<command name="howto"
available_in_toybox="true"
icon="Command_HowTo_Icon"
label_ref="Command_HowTo_Label"
tooltip_ref="Command_HowTo_Tooltip"
execute_function="Floater.ToggleOrBringToFront"
execute_parameters="guidebook"
is_running_function="Floater.IsOpen"
is_running_parameters="guidebook"
/>
<command name="inventory"
available_in_toybox="true"
icon="Command_Inventory_Icon"
label_ref="Command_Inventory_Label"
tooltip_ref="Command_Inventory_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="inventory"
is_enabled_function="RLV.EnableIfNot"
is_enabled_parameters="showinv"
is_running_function="Floater.IsOpen"
is_running_parameters="inventory"
/>
<command name="map"
available_in_toybox="true"
icon="Command_Map_Icon"
label_ref="Command_Map_Label"
tooltip_ref="Command_Map_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="world_map"
is_enabled_function="RLV.EnableIfNot"
is_enabled_parameters="showworldmap"
is_running_function="Floater.IsOpen"
is_running_parameters="world_map"
/>
<command name="marketplace"
available_in_toybox="false"
icon="Command_Marketplace_Icon"
label_ref="Command_Marketplace_Label"
tooltip_ref="Command_Marketplace_Tooltip"
execute_function="Avatar.OpenMarketplace"
/>
<command name="marketplacelistings"
available_in_toybox="true"
icon="Command_MktListings_Icon"
label_ref="Command_MarketplaceListings_Label"
tooltip_ref="Command_MarketplaceListings_Tooltip"
execute_function="Marketplace.Toggle"
execute_parameters="marketplace"
is_enabled_function="Marketplace.Enabled"
is_enabled_parameters="marketplace"
is_running_function="Floater.IsOpen"
is_running_parameters="marketplace_listings"
/>
<command name="minimap"
available_in_toybox="true"
icon="Command_MiniMap_Icon"
label_ref="Command_MiniMap_Label"
tooltip_ref="Command_MiniMap_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="mini_map"
is_enabled_function="RLV.EnableIfNot"
is_enabled_parameters="showminimap"
is_running_function="Floater.IsOpen"
is_running_parameters="mini_map"
/>
<command name="move"
available_in_toybox="true"
icon="Command_Move_Icon"
label_ref="Command_Move_Label"
tooltip_ref="Command_Move_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="moveview"
is_running_function="Floater.IsOpen"
is_running_parameters="moveview"
/>
<command name="people"
available_in_toybox="true"
icon="Command_People_Icon"
label_ref="Command_People_Label"
tooltip_ref="Command_People_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="people"
is_running_function="Floater.IsOpen"
is_running_parameters="people"
/>
<command name="picks"
available_in_toybox="true"
icon="Command_Picks_Icon"
label_ref="Command_Picks_Label"
tooltip_ref="Command_Picks_Tooltip"
execute_function="Avatar.TogglePicks"
is_running_function="Avatar.IsPicksTabOpen"
/>
<command name="places"
available_in_toybox="true"
icon="Command_Places_Icon"
label_ref="Command_Places_Label"
tooltip_ref="Command_Places_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="places"
is_running_function="Floater.IsOpen"
is_running_parameters="places"
/>
<command name="poser"
available_in_toybox="true"
icon="Command_Poser_Icon"
label_ref="Command_Poser_Label"
tooltip_ref="Command_Poser_Tooltip"
execute_function="Floater.ToggleOrBringToFront"
execute_parameters="fs_poser"
is_running_function="Floater.IsOpen"
is_running_parameters="fs_poser"
/>
<command name="preferences"
available_in_toybox="true"
icon="Command_Preferences_Icon"
label_ref="Command_Preferences_Label"
tooltip_ref="Command_Preferences_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="preferences"
is_running_function="Floater.IsOpen"
is_running_parameters="preferences"
/>
<command name="profile"
available_in_toybox="true"
icon="Command_Profile_Icon"
label_ref="Command_Profile_Label"
tooltip_ref="Command_Profile_Tooltip"
execute_function="Avatar.ToggleMyProfile"
is_running_function="Avatar.IsMyProfileOpen"
/>
<command name="search"
available_in_toybox="true"
icon="Command_Search_Icon"
label_ref="Command_Search_Label"
tooltip_ref="Command_Search_Tooltip"
execute_function="Floater.ToggleOrBringToFront"
execute_parameters="search"
is_running_function="Floater.IsOpen"
is_running_parameters="search"
/>
<command name="snapshot"
available_in_toybox="true"
icon="Command_Snapshot_Icon"
label_ref="Command_Snapshot_Label"
tooltip_ref="Command_Snapshot_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="snapshot"
is_running_function="Floater.IsOpen"
is_running_parameters="snapshot"
/>
<command name="flickr"
available_in_toybox="true"
icon="Command_Flickr_Icon"
label_ref="Command_Flickr_Label"
tooltip_ref="Command_Flickr_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="flickr"
is_running_function="Floater.IsOpen"
is_running_parameters="flickr"
/>
<command name="primfeed"
available_in_toybox="true"
icon="Command_Primfeed_Icon"
label_ref="Command_Primfeed_Label"
tooltip_ref="Command_Primfeed_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="primfeed"
is_running_function="Floater.IsOpen"
is_running_parameters="primfeed"
/>
<command name="speak"
available_in_toybox="true"
icon="Command_Speak_Icon"
label_ref="Command_Speak_Label"
tooltip_ref="Command_Speak_Tooltip"
execute_function="Agent.PressMicrophone"
execute_parameters="speak"
execute_stop_function="Agent.ReleaseMicrophone"
execute_stop_parameters="speak"
is_enabled_function="Agent.IsActionAllowed"
is_enabled_parameters="speak"
is_running_function="Agent.IsMicrophoneOn"
is_running_parameters="speak"
checkbox_control="PushToTalkToggle"
/>
<command name="RFO"
available_in_toybox="true"
icon="Command_RFO_Icon"
label_ref="Command_RFO_Label"
tooltip_ref="Command_RFO_Tooltip"
execute_function="TogglePerAccountControl"
execute_parameters="FSRenderFriendsOnly"
is_running_function="CheckPerAccountControl"
is_running_parameters="FSRenderFriendsOnly"
checkbox_control="FSRenderFriendsOnlyPersistsTP"
/>
<command name="derender_animated_objects"
available_in_toybox="false"
icon="derender_animated_objects"
label_ref="Command_DAO_Label"
tooltip_ref="Command_DAO_Tooltip"
execute_function="Tools.DerenderAnimatedObjects"
/>
<command name="view"
available_in_toybox="true"
icon="Command_View_Icon"
label_ref="Command_View_Label"
tooltip_ref="Command_View_Tooltip"
execute_function="View.ToggleCameraFloater"
is_running_function="View.CheckCameraFloater"
/>
<command name="reporter"
available_in_toybox="true"
icon="Command_Report_Abuse_Icon"
label_ref="Command_Report_Abuse_Label"
tooltip_ref="Command_Report_Abuse_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="reporter"
is_running_function="Floater.IsOpen"
is_running_parameters="reporter"
/>
<command name="gridstatus"
available_in_toybox="true"
is_flashing_allowed="true"
icon="Command_Grid_Status_Icon"
label_ref="Command_Grid_Status_Label"
tooltip_ref="Command_Grid_Status_Tooltip"
execute_function="OpenGridStatus"
is_running_function="Floater.IsOpen"
is_running_parameters="grid_status"
/>
<!-- Firestorm command buttons -->
<command name="voice"
available_in_toybox="true"
icon="Command_Voice_Icon"
label_ref="Command_Voice_Label"
tooltip_ref="Command_Voice_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="fs_voice_controls"
is_running_function="Floater.IsOpen"
is_running_parameters="fs_voice_controls"
/>
<command name="quickprefs"
available_in_toybox="true"
icon="phoenix_18"
label_ref="Command_Quickprefs_Label"
tooltip_ref="Command_Quickprefs_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="quickprefs"
is_running_function="Floater.IsOpen"
is_running_parameters="quickprefs"
/>
<command name="animationoverride"
available_in_toybox="true"
icon="ao_toggle_18"
label_ref="Command_AO_Label"
tooltip_ref="Command_AO_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="animation_overrider"
is_running_function="Floater.IsOpen"
is_running_parameters="animation_overrider"
checkbox_control="UseAO"
/>
<command name="webbrowser"
available_in_toybox="true"
icon="www_18"
label_ref="Command_Webbrowser_Label"
tooltip_ref="Command_Webbrowser_Tooltip"
execute_function="ToggleWebBrowser"
execute_parameters="HOME_PAGE"
is_running_function="Floater.IsOpen"
is_running_parameters="web_content"
/>
<!-- this uses control_name instead of the execute/is_running functions -Zi -->
<command name="defaultchatbar"
available_in_toybox="true"
icon="chatbar_18"
label_ref="Command_Default_Chat_Bar_Label"
tooltip_ref="Command_Default_Chat_Bar_Tooltip"
control_name="MainChatbarVisible"
/>
<command name="areasearch"
available_in_toybox="true"
icon="areasearch"
label_ref="Command_Areasearch_Label"
tooltip_ref="Command_Areasearch_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="area_search"
is_running_function="Floater.IsOpen"
is_running_parameters="area_search"
/>
<command name="settings_debug"
available_in_toybox="true"
icon="settings_debug"
label_ref="Command_Settings_Debug_Label"
tooltip_ref="Command_Settings_Debug_Tooltip"
execute_function="ToggleSettingsDebug"
is_running_function="Floater.IsOpen"
is_running_parameters="settings_debug"
/>
<command name="statistics"
available_in_toybox="true"
icon="statistics"
label_ref="Command_Statistics_Label"
tooltip_ref="Command_Statistics_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="stats"
is_running_function="Floater.IsOpen"
is_running_parameters="stats"
/>
<command name="regioninfo"
available_in_toybox="true"
icon="regioninfo"
label_ref="Command_Region_Label"
tooltip_ref="Command_Region_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="region_info"
is_running_function="Floater.IsOpen"
is_running_parameters="region_info"
/>
<command name="fly"
available_in_toybox="true"
icon="Move_Fly_Off"
label_ref="Command_Fly_Label"
tooltip_ref="Command_Fly_Tooltip"
execute_function="Agent.toggleFlying"
is_running_function="Agent.getFlying"
is_enabled_function="Agent.enableFlying"
/>
<command name="groundsit"
available_in_toybox="true"
icon="groundsit"
label_ref="Command_Groundsit_Label"
tooltip_ref="Command_Groundsit_Tooltip"
execute_function="Self.ForceSit"
is_running_function="Self.getForceSit"
is_enabled_function="Self.EnableForceSit"
/>
<command name="soundexplorer"
available_in_toybox="true"
icon="sound_explorer"
label_ref="Command_Sound_Explorer_Label"
tooltip_ref="Command_Sound_Explorer_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="sound_explorer"
is_running_function="Floater.IsOpen"
is_running_parameters="sound_explorer"
/>
<command name="assetblacklist"
available_in_toybox="true"
icon="asset_blacklist"
label_ref="Command_Asset_Blacklist_Label"
tooltip_ref="Command_Asset_Blacklist_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="fs_asset_blacklist"
is_running_function="Floater.IsOpen"
is_running_parameters="fs_asset_blacklist"
/>
<command name="phototools"
available_in_toybox="true"
icon="phototools"
label_ref="Command_Phototools_Label"
tooltip_ref="Command_Phototools_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="phototools"
is_running_function="Floater.IsOpen"
is_running_parameters="phototools"
/>
<command name="phototools_view"
available_in_toybox="true"
icon="phototools_camera"
label_ref="Command_Phototools_View_Label"
tooltip_ref="Command_Phototools_View_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="phototools_camera"
is_running_function="Floater.IsOpen"
is_running_parameters="phototools_camera"
/>
<command name="contact_sets"
available_in_toybox="true"
icon="contact_sets"
label_ref="Command_Contact_Sets_Label"
tooltip_ref="Command_Contact_Sets_Tooltip"
execute_function="SideTray.PanelPeopleTab"
execute_parameters="contact_sets_panel"
/>
<command name="mouselook_view"
available_in_toybox="true"
icon="mouselook"
label_ref="Command_Mouselook_Label"
tooltip_ref="Command_Mouselook_Tooltip"
execute_function="View.Mouselook"
is_enabled_function="View.EnableMouselook"
/>
<command name="landmark_here"
available_in_toybox="true"
icon="landmark_here"
label_ref="Command_Landmark_Here_Label"
tooltip_ref="Command_Landmark_Here_Tooltip"
execute_function="World.CreateLandmark"
is_enabled_function="World.EnableCreateLandmark"
/>
<command name="teleport_history"
available_in_toybox="true"
icon="teleport_history"
label_ref="Command_Teleport_History_Label"
tooltip_ref="Command_Teleport_History_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="fs_teleporthistory"
is_running_function="Floater.IsOpen"
is_running_parameters="fs_teleporthistory"
/>
<command name="pose_stand"
available_in_toybox="true"
icon="pose_stand"
label_ref="Command_Pose_Stand_Label"
tooltip_ref="Command_Pose_Stand_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="fs_posestand"
is_running_function="Floater.IsOpen"
is_running_parameters="fs_posestand"
is_enabled_function="Agent.IsActionAllowed"
is_enabled_parameters="fs_when_not_sitting"
/>
<command name="snapshot_to_disk"
available_in_toybox="true"
icon="Command_Snapshot_2_Disk_Icon"
label_ref="Command_Snapshot_To_Disk_Label"
tooltip_ref="Command_Snapshot_To_Disk_Tooltip"
execute_function="File.TakeSnapshotToDisk"
/>
<command name="radar"
available_in_toybox="true"
icon="radar"
label_ref="Command_Radar_Label"
tooltip_ref="Command_Radar_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="fs_radar"
is_running_function="Floater.IsOpen"
is_running_parameters="fs_radar"
/>
<command name="conversation_log"
available_in_toybox="true"
icon="Chat_History"
label_ref="Command_Conversation_Log_Label"
tooltip_ref="Command_Conversation_Log_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="conversation"
is_running_function="Floater.IsOpen"
is_running_parameters="conversation"
/>
<command name="move_lock"
available_in_toybox="true"
icon="move_lock"
label_ref="Command_Move_Lock_Label"
tooltip_ref="Command_Move_Lock_Tooltip"
execute_function="Self.ToggleMoveLock"
is_running_function="Self.GetMoveLock"
is_enabled_function="Self.EnableMoveLock"
/>
<command name="block_list"
available_in_toybox="true"
icon="block_list"
label_ref="Command_Blocklist_Label"
tooltip_ref="Command_Blocklist_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="fs_blocklist"
is_running_function="Floater.IsOpen"
is_running_parameters="fs_blocklist"
/>
<command name="resync_animations"
available_in_toybox="true"
icon="resync_animations"
label_ref="Command_ResyncAnimations_Label"
tooltip_ref="Command_ResyncAnimations_Tooltip"
execute_function="Tools.ResyncAnimations"
/>
<command name="regiontracker"
available_in_toybox="true"
icon="Command_RegionTracker_Icon"
label_ref="Command_RegionTracker_Label"
tooltip_ref="Command_RegionTracker_Tooltip"
execute_function="Floater.ToggleOrBringToFront"
execute_parameters="region_tracker"
is_running_function="Floater.IsOpen"
is_running_parameters="region_tracker"
/>
<command name="group_titles"
available_in_toybox="true"
icon="Group_Titles_Icon"
label_ref="Command_Group_Titles_Label"
tooltip_ref="Command_Group_Titles_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="fs_group_titles"
is_running_function="Floater.IsOpen"
is_running_parameters="fs_group_titles"
/>
<command name="wearable_favorites"
available_in_toybox="true"
icon="Wearable_Favorites_Icon"
label_ref="Command_Wearable_Favorites_Label"
tooltip_ref="Command_Wearable_Favorites_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="fs_wearable_favorites"
is_running_function="Floater.IsOpen"
is_running_parameters="fs_wearable_favorites"
/>
<command name="beacons"
available_in_toybox="true"
icon="beacons"
label_ref="Command_Beacons_Label"
tooltip_ref="Command_Beacons_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="beacons"
is_running_function="Floater.IsOpen"
is_running_parameters="beacons"
/>
<command name="stop_animations"
available_in_toybox="true"
icon="Stop_Animations_Icon"
label_ref="Command_Stop_Animations_Label"
tooltip_ref="Command_Stop_Animations_Tooltip"
execute_function="Tools.StopAllAnimations"
execute_parameters="stop"
/>
<command name="discord"
available_in_toybox="true"
icon="Command_Discord_Icon"
label_ref="Command_Discord_Label"
tooltip_ref="Command_Discord_Tooltip"
execute_function="Floater.Toggle"
execute_parameters="fs_discord"
is_running_function="Floater.IsOpen"
is_running_parameters="fs_discord"
/>
<command name="myenvironments"
available_in_toybox="true"
is_flashing_allowed="true"
icon="Command_Environments_Icon"
label_ref="Command_Environments_Label"
tooltip_ref="Command_Environments_Tooltip"
execute_function="Floater.ToggleOrBringToFront"
execute_parameters="my_environments"
is_enabled_function="RLV.EnableIfNot"
is_enabled_parameters="setenv"
is_running_function="Floater.IsOpen"
is_running_parameters="my_environments"
/>
<command name="360capture"
available_in_toybox="true"
is_flashing_allowed="true"
icon="Command_360_Capture_Icon"
label_ref="Command_360_Capture_Label"
tooltip_ref="Command_360_Capture_Tooltip"
execute_function="Floater.ToggleOrBringToFront"
execute_parameters="360capture"
is_running_function="Floater.IsOpen"
is_running_parameters="360capture"
/>
<command name="performance"
available_in_toybox="true"
icon="Command_Performance_Icon"
label_ref="Command_Performance_Label"
tooltip_ref="Command_Performance_Tooltip"
execute_function="Floater.ToggleOrBringToFront"
execute_parameters="performance"
is_running_function="Floater.IsOpen"
is_running_parameters="performance"
checkbox_control="AutoTuneFPS"
/>
</commands>
@@ -0,0 +1,82 @@
<?xml version="1.0" ?>
<llsd xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="llsd.xsd">
<array>
<map>
<key>Name</key>
<string>all</string>
<key>Character</key>
<string>🔍</string>
</map>
<map>
<key>Character</key>
<string>😀</string>
<key>Categories</key>
<array>
<string>smileys and emotion</string>
<string>people and body</string>
</array>
</map>
<map>
<key>Character</key>
<string>🥬</string>
<key>Categories</key>
<array>
<string>animals and nature</string>
</array>
</map>
<map>
<key>Character</key>
<string>🍔</string>
<key>Categories</key>
<array>
<string>food and drink</string>
</array>
</map>
<map>
<key>Character</key>
<string>🛩</string>
<key>Categories</key>
<array>
<string>travel and places</string>
</array>
</map>
<map>
<key>Character</key>
<string>🏈</string>
<key>Categories</key>
<array>
<string>activities</string>
</array>
</map>
<map>
<key>Character</key>
<string>💡</string>
<key>Categories</key>
<array>
<string>objects</string>
</array>
</map>
<map>
<key>Character</key>
<string>⚠</string>
<key>Categories</key>
<array>
<string>symbols</string>
</array>
</map>
<map>
<key>Name</key>
<string>others</string>
<key>Character</key>
<string>🌂</string>
</map>
<map>
<key>Name</key>
<string>skip</string>
<key>Categories</key>
<array>
<string>components</string>
</array>
</map>
</array>
</llsd>
@@ -0,0 +1,57 @@
<llsd>
<array>
<array>
<string>sepia</string>
</array>
<array>
<string>linearize</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>contrast</string>
<real>1.2</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.4</real>
<real>0.1</real>
<real>0.0</real>
</array>
<array>
<string>darken</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>blend</string>
<real>0.0</real>
<real>1.0</real>
<real>0.0</real>
<real>0.0</real>
<real>1.7</real>
<real>3.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.7</real>
<real>0.3</real>
<real>0.2</real>
</array>
</array>
</llsd>
@@ -0,0 +1,11 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.01</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,36 @@
<llsd>
<array>
<array>
<string>grayscale</string>
</array>
<array>
<string>linearize</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>posterize</string>
<real>10.0</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>gradient</string>
</array>
<array>
<string>colorize</string>
<real>0.0</real>
<real>0.0</real>
<real>1.0</real>
<real>0.0</real>
<real>0.0</real>
<real>0.15</real>
</array>
<array>
<string>blur</string>
</array>
</array>
</llsd>
@@ -0,0 +1,7 @@
<llsd>
<array>
<array>
<string>grayscale</string>
</array>
</array>
</llsd>
@@ -0,0 +1,25 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.0</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>stencil</string>
<string>uniform</string>
<string>add</string>
<real>0.0</real>
<real>1.0</real>
</array>
<array>
<string>gamma</string>
<real>0.25</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,11 @@
<llsd>
<array>
<array>
<string>brighten</string>
<real>0.5</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,24 @@
<llsd>
<array>
<array>
<string>gradient</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>linearize</string>
<real>0.94</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>contrast</string>
<real>1.2</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,47 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>contrast</string>
<real>0.8</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.3</real>
<real>0.0</real>
<real>0.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>blend</string>
<real>0.0</real>
<real>1.0</real>
<real>0.0</real>
<real>0.0</real>
<real>1.0</real>
<real>10.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.1</real>
<real>0.1</real>
<real>0.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,11 @@
<llsd>
<array>
<array>
<string>darken</string>
<real>0.2</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,24 @@
<llsd>
<array>
<array>
<string>gradient</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>linearize</string>
<real>0.0</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>contrast</string>
<real>1.3</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,39 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.0</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>blend</string>
<real>0.0</real>
<real>0.4</real>
<real>0.0</real>
<real>0.0</real>
<real>0.5</real>
<real>2.0</real>
</array>
<array>
<string>sharpen</string>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>blend</string>
<real>1.0</real>
<real>0.0</real>
<real>0.0</real>
<real>0.0</real>
<real>0.5</real>
<real>2.0</real>
</array>
<array>
<string>blur</string>
</array>
</array>
</llsd>
@@ -0,0 +1,38 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>contrast</string>
<real>0.8</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>fade</string>
<real>0.6</real>
<real>1.0</real>
<real>0.0</real>
<real>0.0</real>
<real>1.0</real>
<real>4.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>0.0</real>
<real>1.0</real>
<real>0.4</real>
<real>0.0</real>
<real>0.2</real>
</array>
</array>
</llsd>
@@ -0,0 +1,8 @@
<llsd>
<array>
<array>
<string>saturate</string>
<real>3.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,20 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>grayscale</string>
</array>
<array>
<string>screen</string>
<string>line</string>
<real>0.02</real>
<real>0.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,131 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.01</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>stencil</string>
<string>gradient</string>
<string>add</string>
<real>0.5</real>
<real>0.0</real>
<real>-1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>-1.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.1</real>
<real>0.1</real>
<real>0.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>add</string>
<real>0.0</real>
<real>0.5</real>
<real>-1.0</real>
<real>1.0</real>
<real>1.5</real>
<real>5.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.6</real>
<real>0.0</real>
<real>0.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>add</string>
<real>0.0</real>
<real>0.5</real>
<real>-1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>5.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.6</real>
<real>0.6</real>
<real>0.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>add</string>
<real>0.0</real>
<real>0.5</real>
<real>0.5</real>
<real>-0.5</real>
<real>0.10</real>
<real>20.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.7</real>
<real>0.0</real>
<real>0.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>add</string>
<real>0.0</real>
<real>0.5</real>
<real>0.6</real>
<real>-0.6</real>
<real>0.05</real>
<real>20.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.7</real>
<real>0.0</real>
<real>0.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>add</string>
<real>0.0</real>
<real>0.5</real>
<real>0.4</real>
<real>-0.4</real>
<real>0.025</real>
<real>20.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.7</real>
<real>0.0</real>
<real>0.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,78 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.09</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>brighten</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>stencil</string>
<string>gradient</string>
<string>add</string>
<real>1.0</real>
<real>0.0</real>
<real>-1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>-1.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.1</real>
<real>0.1</real>
<real>0.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>add</string>
<real>0.0</real>
<real>1.0</real>
<real>-1.0</real>
<real>1.0</real>
<real>1.5</real>
<real>5.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.8</real>
<real>0.0</real>
<real>0.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>add</string>
<real>0.0</real>
<real>1.0</real>
<real>-1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>5.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.8</real>
<real>0.8</real>
<real>0.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,11 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,118 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.02</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>contrast</string>
<real>1.02</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>saturate</string>
<real>1.2</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>blend</string>
<real>0.0</real>
<real>0.25</real>
<real>0.0</real>
<real>0.0</real>
<real>0.25</real>
<real>2.0</real>
</array>
<array>
<string>sharpen</string>
</array>
<array>
<string>stencil</string>
<string>gradient</string>
<string>blend</string>
<real>1.0</real>
<real>0.0</real>
<real>0.0</real>
<real>-1.0</real>
<real>0.0</real>
<real>-0.25</real>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>stencil</string>
<string>gradient</string>
<string>blend</string>
<real>1.0</real>
<real>0.0</real>
<real>0.0</real>
<real>1.0</real>
<real>0.0</real>
<real>0.25</real>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
</array>
</llsd>
@@ -0,0 +1,11 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.9</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,20 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>grayscale</string>
</array>
<array>
<string>screen</string>
<string>2Dsine</string>
<real>0.02</real>
<real>0.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,24 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>colorize</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>0.0</real>
<real>0.3</real>
<real>0.0</real>
</array>
<array>
<string>saturate</string>
<real>0.35</real>
</array>
</array>
</llsd>
@@ -0,0 +1,35 @@
<llsd>
<array>
<array>
<string>blur</string>
</array>
<array>
<string>darken</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>contrast</string>
<real>0.9</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>linearize</string>
<real>0.01</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>posterize</string>
<real>3.0</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,8 @@
<llsd>
<array>
<array>
<string>rotate</string>
<real>180.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,7 @@
<llsd>
<array>
<array>
<string>sepia</string>
</array>
</array>
</llsd>
@@ -0,0 +1,7 @@
<llsd>
<array>
<array>
<string>sharpen</string>
</array>
</array>
</llsd>
@@ -0,0 +1,7 @@
<llsd>
<array>
<array>
<string>blur</string>
</array>
</array>
</llsd>
@@ -0,0 +1,47 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.0</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>add</string>
<real>0.0</real>
<real>0.4</real>
<real>0.0</real>
<real>0.0</real>
<real>1.0</real>
<real>2.0</real>
</array>
<array>
<string>contrast</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>add</string>
<real>-0.8</real>
<real>0.0</real>
<real>0.0</real>
<real>0.0</real>
<real>1.0</real>
<real>2.0</real>
</array>
<array>
<string>contrast</string>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
</array>
</llsd>
@@ -0,0 +1,42 @@
<llsd>
<array>
<array>
<string>grayscale</string>
</array>
<array>
<string>linearize</string>
<real>0.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>posterize</string>
<real>50.0</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>gradient</string>
</array>
<array>
<string>screen</string>
<string>line</string>
<real>0.02</real>
<real>90.0</real>
</array>
<array>
<string>colorize</string>
<real>0.0</real>
<real>1.0</real>
<real>0.0</real>
<real>0.1</real>
<real>0.2</real>
<real>0.2</real>
</array>
<array>
<string>blur</string>
</array>
</array>
</llsd>
@@ -0,0 +1,46 @@
<llsd>
<array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>fade</string>
<real>0.0</real>
<real>1.0</real>
<real>0.0</real>
<real>0.0</real>
<real>1.2</real>
<real>3.0</real>
</array>
<array>
<string>linearize</string>
<real>0.05</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>grayscale</string>
</array>
<array>
<string>contrast</string>
<real>1.1</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>stencil</string>
<string>vignette</string>
<string>blend</string>
<real>1.0</real>
<real>0.0</real>
<real>0.0</real>
<real>0.0</real>
<real>0.5</real>
<real>2.0</real>
</array>
<array>
<string>blur</string>
</array>
</array>
</llsd>
@@ -0,0 +1,44 @@
<llsd>
<array>
<array>
<string>linearize</string>
<real>0.0</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>darken</string>
<real>0.15</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>stencil</string>
<string>uniform</string>
<string>add</string>
<real>0.0</real>
<real>0.5</real>
</array>
<array>
<string>screen</string>
<string>line</string>
<real>0.02</real>
<real>0.0</real>
</array>
<array>
<string>gamma</string>
<real>0.25</real>
<real>1.0</real>
<real>1.0</real>
<real>1.0</real>
</array>
<array>
<string>blur</string>
</array>
<array>
<string>blur</string>
</array>
</array>
</llsd>
@@ -0,0 +1,63 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<ensemble_defs>
<ensemble
foldertype_num="27"
xui_name="head"
icon_name="inv_folder_outfit_head.tga"
allowed="hair,eyes"
/>
<ensemble
foldertype_num="28"
xui_name="gloves"
icon_name="inv_folder_outfit_gloves.tga"
allowed="gloves"
/>
<ensemble
foldertype_num="29"
xui_name="jacket"
icon_name="inv_folder_outfit_jacket.tga"
allowed="jacket"
/>
<ensemble
foldertype_num="30"
xui_name="pants"
icon_name="inv_folder_outfit_pants.tga"
allowed="pants,underpants"
/>
<ensemble
foldertype_num="31"
xui_name="shape"
icon_name="inv_folder_outfit_shape.tga"
allowed="shape,skin,hair,eyes"
/>
<ensemble
foldertype_num="32"
xui_name="shoes"
icon_name="inv_folder_outfit_shoes.tga"
allowed="shoes,socks"
/>
<ensemble
foldertype_num="33"
xui_name="shirt"
icon_name="inv_folder_outfit_shirt.tga"
allowed="shirt,undershirt"
/>
<ensemble
foldertype_num="34"
xui_name="skirt"
icon_name="inv_folder_outfit_skirt.tga"
allowed=""
/>
<ensemble
foldertype_num="35"
xui_name="underpants"
icon_name="inv_folder_outfit_underpants.tga"
allowed="underpants"
/>
<ensemble
foldertype_num="36"
xui_name="undershirt"
icon_name="inv_folder_outfit_undershirt.tga"
allowed="undershirt"
/>
</ensemble_defs>
@@ -0,0 +1,112 @@
<llsd>
<array>
<string>AgentPause</string>
<string>CameraDoFResScale</string>
<string>CameraFieldOfView</string>
<string>CameraFocalLength</string>
<string>CameraFocusTransitionTime</string>
<string>CameraFNumber</string>
<string>FramePerSecondLimit</string>
<string>FSLimitFramerate</string>
<string>FSLimitTextureVRAMUsage</string>
<string>FSRenderVignette</string>
<string>FullScreen</string>
<string>RenderAnisotropic</string>
<string>RenderAttachedLights</string>
<string>RenderAttachedParticles</string>
<string>RenderAutoMaskAlphaDeferred</string>
<string>RenderAutoMaskAlphaNonDeferred</string>
<string>RenderAvatarComplexityMode</string>
<string>RenderAvatarLODFactor</string>
<string>RenderAvatarMaxComplexity</string>
<string>RenderAvatarMaxNonImpostors</string>
<string>RenderAvatarPhysicsLODFactor</string>
<string>RenderCASSharpness</string>
<string>RenderCompressTextures</string>
<string>RenderDeferredSSAO</string>
<string>RenderDepthOfField</string>
<string>RenderDepthOfFieldInEditMode</string>
<string>RenderDesaturateIrradiance</string>
<string>RenderDiffuseLuminanceScale</string>
<string>RenderDisablePostProcessing</string>
<string>RenderDisableVintageMode</string>
<string>RenderDefaultProbeUpdatePeriod</string>
<string>RenderDynamicExposureCoefficient</string>
<string>RenderExposure</string>
<string>RenderFarClip</string>
<string>RenderFlexTimeFactor</string>
<string>RenderFSAASamples</string>
<string>RenderFSAAType</string>
<string>RenderGlow</string>
<string>RenderGlowHDR</string>
<string>RenderGlowIterations</string>
<string>RenderGlowNoise</string>
<string>RenderGlowResolutionPow</string>
<string>RenderHDRIExposure</string>
<string>RenderHDRIRotation</string>
<string>RenderHDRISplitScreen</string>
<string>RenderHDRIIrradianceOnly</string>
<string>RenderHeroProbeResolution</string>
<string>RenderHeroProbeDistance</string>
<string>RenderHeroProbeUpdateRate</string>
<string>RenderHeroProbeConservativeUpdateMultiplier</string>
<string>RenderLocalLightCount</string>
<string>RenderMaxPartCount</string>
<string>RenderMaxTextureResolution</string>
<string>RenderMaxVRAMBudget</string>
<string>RenderMirrors</string>
<string>RenderQualityPerformance</string>
<string>RenderReflectionsEnabled</string>
<string>RenderReflectionProbeAmbiance</string>
<string>RenderReflectionProbeDetail</string>
<string>RenderReflectionProbeDrawDistance</string>
<string>RenderReflectionProbeLevel</string>
<string>RenderReflectionProbeMaxLocalLightAmbiance</string>
<string>RenderReflectionProbeResolution</string>
<string>RenderReflectionProbeVolumes</string>
<string>RenderScreenSpaceReflections</string>
<string>RenderScreenSpaceReflectionIterations</string>
<string>RenderScreenSpaceReflectionRayStep</string>
<string>RenderScreenSpaceReflectionDistanceBias</string>
<string>RenderScreenSpaceReflectionDepthRejectBias</string>
<string>RenderScreenSpaceReflectionAdaptiveStepMultiplier</string>
<string>RenderScreenSpaceReflectionGlossySamples</string>
<string>RenderShaderLightingMaxLevel</string>
<string>RenderShadowDetail</string>
<string>RenderShadowResolutionScale</string>
<string>RenderSkyAmbientScale</string>
<string>RenderSkyAutoAdjustAmbientScale</string>
<string>RenderSkyAutoAdjustBlueDensityScale</string>
<string>RenderSkyAutoAdjustBlueHorizonScale</string>
<string>RenderSkyAutoAdjustSunColorScale</string>
<string>RenderSkyAutoAdjustHDRScale</string>
<string>RenderSkyAutoAdjustLegacy</string>
<string>RenderSkyAutoAdjustProbeAmbiance</string>
<string>RenderSkySunlightScale</string>
<string>RenderSSAOIrradianceScale</string>
<string>RenderSSAOIrradianceMax</string>
<string>RenderSunDynamicRange</string>
<string>RenderTerrainDetail</string>
<string>RenderTerrainLODFactor</string>
<string>RenderTerrainPBRDetail</string>
<string>RenderTerrainPBRScale</string>
<string>RenderTerrainPBRPlanarSampleCount</string>
<string>RenderTerrainPBRTriplanarBlendFactor</string>
<string>RenderTerrainScale</string>
<string>RenderTextureVRAMDivisor</string>
<string>RenderTonemapMix</string>
<string>RenderTonemapType</string>
<string>RenderTreeLODFactor</string>
<string>RenderTransparentWater</string>
<string>RenderUnloadedAvatar</string>
<string>RenderUseStreamVBO</string>
<string>RenderVBOEnable</string>
<string>RenderVSyncEnable</string>
<string>RenderVolumeLODFactor</string>
<string>RenderWaterRefResolution</string>
<string>TextureDiscardLevel</string>
<string>TextureDiscardBackgroundedTime</string>
<string>TextureDiscardMinimizedTime</string>
<string>WLSkyDetail</string>
</array>
</llsd>
+47
View File
@@ -0,0 +1,47 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<grass_defs>
<grass
name="Grass 0"
species_id="0"
texture_id="6c4727b8-ac79-ba44-3b81-f9aa887b47eb"
blade_size_x="1.35"
blade_size_y="1.35"
/>
<grass
name="Grass 1"
species_id="1"
texture_id="79504bf5-c3ec-0763-6563-d843de66d0a1"
blade_size_x="1.0"
blade_size_y="0.66"
/>
<grass
name="Grass 2"
species_id="2"
texture_id="6c4727b8-ac79-ba44-3b81-f9aa887b47eb"
blade_size_x="1.8"
blade_size_y="1.8"
/>
<grass
name="Grass 3"
species_id="3"
texture_id="99bd60a2-3250-efc9-2e39-2fbcadefbecc"
blade_size_x="1.0"
blade_size_y="1.0"
/>
<grass
name="Grass 4"
species_id="4"
texture_id="7a2b3a4a-53c2-53ac-5716-aac7d743c020"
blade_size_x="2.25"
blade_size_y="2.25"
/>
<grass
name="undergrowth_1"
species_id="5"
texture_id="8f458549-173b-23ff-d4ff-bfaa5ea2371b"
blade_size_x="2.0"
blade_size_y="2.0"
/>
</grass_defs>
+94
View File
@@ -0,0 +1,94 @@
<llsd>
<map>
<key>localhost:9000</key>
<map>
<key>LastModified</key>
<date>2024-05-28T12:00:00Z</date>
<key>grid_login_id</key>
<string>localhost:9000</string>
<key>gridname</key>
<string>localhost</string>
<key>gridnick</key>
<string>localhost</string>
<key>login_identifier_types</key>
<array>
<string>agent</string>
<string>account</string>
</array>
<key>loginpage</key>
<undef />
<key>loginuri</key>
<array>
<string>http://localhost:9000</string>
</array>
<key>name</key>
<string>localhost:9000</string>
<key>slurl_base</key>
<string>hop://localhost:9000/</string>
</map>
<key>util.aditi.lindenlab.com</key>
<map>
<key>LastModified</key>
<date>2018-09-26T20:15:00Z</date>
<key>app_slurl_base</key>
<string>secondlife:///app</string>
<key>gridname</key>
<string>Second Life Beta</string>
<key>gridnick</key>
<string>aditi</string>
<key>helperuri</key>
<string>https://secondlife.aditi.lindenlab.com/helpers/</string>
<key>login_identifier_types</key>
<array>
<string>agent</string>
</array>
<key>loginpage</key>
<string>http://phoenixviewer.com/app/loginV3/</string>
<key>loginuri</key>
<array>
<string>https://login.aditi.lindenlab.com/cgi-bin/login.cgi</string>
</array>
<key>name</key>
<string>util.aditi.lindenlab.com</string>
<key>slurl_base</key>
<string>secondlife://util.aditi.lindenlab.com/secondlife/</string>
<key>system_grid</key>
<integer>1</integer>
<key>web_profile_url</key>
<string>https://my.aditi.lindenlab.com/</string>
</map>
<key>util.agni.lindenlab.com</key>
<map>
<key>LastModified</key>
<date>2018-06-22T22:15:00Z</date>
<key>app_slurl_base</key>
<string>secondlife:///app</string>
<key>favorite</key>
<integer>1</integer>
<key>gridname</key>
<string>Second Life</string>
<key>gridnick</key>
<string>agni</string>
<key>helperuri</key>
<string>https://secondlife.com/helpers/</string>
<key>login_identifier_types</key>
<array>
<string>agent</string>
</array>
<key>loginpage</key>
<string>http://phoenixviewer.com/app/loginV3/</string>
<key>loginuri</key>
<array>
<string>https://login.agni.lindenlab.com/cgi-bin/login.cgi</string>
</array>
<key>name</key>
<string>util.agni.lindenlab.com</string>
<key>slurl_base</key>
<string>http://maps.secondlife.com/secondlife/</string>
<key>system_grid</key>
<integer>1</integer>
<key>web_profile_url</key>
<string>https://my.secondlife.com/</string>
</map>
</map>
</llsd>
@@ -0,0 +1,258 @@
<!--
Not all possible growl notifications are defined here; Firestorm Keyword Alerts and incoming IMs are hardcoded.
The following options are available:
GrowlName (string): The name used by Growl for this notification. Should be human-readable. REQUIRED.
GrowlTitle (string): The title text for the notification. Default ""
GrowlBody (string): The body for the notification. Default ""
UseDefaultTextForTitle (boolean): Display the default notification text in the title. Overrides GrowlTitle. Default false.
UseDefaultTextForBody (boolean): Display the default notification text in the body. Overrides GrowlBody. Default false.
If you specify nothing at all, UseDefaultTextForBody will be taken as true.
GrowlTitle and GrowlBody will both accept the substitutions available in LL's standard notification.
This file uses two-space tabs. Be consistent, please.
-->
<llsd>
<map>
<key>FriendOnlineOffline</key>
<map>
<key>GrowlName</key>
<string>Friend logged off</string>
<key>GrowlTitle</key>
<string>[NAME]</string>
<key>GrowlBody</key>
<string>is [STATUS]</string>
</map>
<key>SystemMessageTip</key>
<map>
<key>GrowlName</key>
<string>System Message</string>
<key>GrowlTitle</key>
<string>System Message</string>
<key>UseDefaultTextForBody</key>
<boolean>true</boolean>
</map>
<key>SystemMessage</key>
<map>
<key>GrowlName</key>
<string>System Message</string>
<key>GrowlTitle</key>
<string>System Message</string>
<key>UseDefaultTextForBody</key>
<boolean>true</boolean>
</map>
<key>GroupNotice</key>
<map>
<key>GrowlName</key>
<string>Group Notice</string>
<key>GrowlTitle</key>
<string>Group Notice</string>
<key>GrowlBody</key>
<string>[SUBJECT]</string>
</map>
<key>InventoryAccepted</key>
<map>
<key>GrowlName</key>
<string>Inventory accepted</string>
</map>
<key>InventoryDeclined</key>
<map>
<key>GrowlName</key>
<string>Inventory declined</string>
</map>
<key>CallingCardAccepted</key>
<map>
<key>GrowlName</key>
<string>Calling card accepted</string>
</map>
<key>CallingCardDeclined</key>
<map>
<key>GrowlName</key>
<string>Calling card declined</string>
</map>
<key>EventNotification</key>
<map>
<key>GrowlName</key>
<string>Event notification</string>
<key>GrowlTitle</key>
<string>Event starting soon</string>
<key>GrowlBody</key>
<string>[NAME]</string>
</map>
<key>ObjectGiveItem</key>
<map>
<key>GrowlName</key>
<string>Inventory received from object</string>
<key>GrowlTitle</key>
<string>Inventory received</string>
<key>UseDefaultTextForBody</key>
<boolean>true</boolean>
</map>
<key>OwnObjectGiveItem</key>
<map>
<key>GrowlName</key>
<string>Inventory received from object</string>
<key>GrowlTitle</key>
<string>Inventory received</string>
<key>UseDefaultTextForBody</key>
<boolean>true</boolean>
</map>
<key>ObjectGiveItemUnknownUser</key>
<map>
<key>GrowlName</key>
<string>Inventory received from object</string>
<key>GrowlTitle</key>
<string>Inventory received</string>
<key>UseDefaultTextForBody</key>
<boolean>true</boolean>
</map>
<key>UserGiveItem</key>
<map>
<key>GrowlName</key>
<string>Inventory received from a person</string>
<key>GrowlTitle</key>
<string>Inventory received</string>
<key>UseDefaultTextForBody</key>
<boolean>true</boolean>
</map>
<key>OfferFriendship</key>
<map>
<key>GrowlName</key>
<string>Friendship offer received</string>
<key>GrowlTitle</key>
<string>[NAME] is offering friendship</string>
<key>GrowlBody</key>
<string>[MESSAGE]</string>
</map>
<key>OfferFriendshipNoMessage</key>
<map>
<key>GrowlName</key>
<string>Friendship offer received</string>
<key>GrowlBody</key>
<string>[NAME] is offering friendship</string>
</map>
<key>FriendshipAccepted</key>
<map>
<key>GrowlName</key>
<string>Friendship offer accepted</string>
</map>
<key>FriendshipDeclined</key>
<map>
<key>GrowlName</key>
<string>Friendship offer declined</string>
</map>
<key>GodMessage</key>
<map>
<key>GrowlName</key>
<string>Global message</string>
<key>GrowlTitle</key>
<string>Global message</string>
<key>GrowlBody</key>
<string>[MESSAGE]</string>
</map>
<key>RegionRestartMinutes</key>
<map>
<key>GrowlName</key>
<string>Region restart warning</string>
<key>GrowlTitle</key>
<string>Region restart in [MINUTES] minutes</string>
<key>GrowlBody</key>
<string>If you remain in this region, you will be logged out.</string>
<key>Urgent</key>
<boolean>true</boolean>
</map>
<key>RegionRestartSeconds</key>
<map>
<key>GrowlName</key>
<string>Region restart warning</string>
<key>GrowlTitle</key>
<string>Region restart in [SECONDS] seconds</string>
<key>GrowlBody</key>
<string>If you remain in this region, you will be logged out.</string>
<key>Urgent</key>
<boolean>true</boolean>
</map>
<key>YouHaveBeenLoggedOut</key>
<map>
<key>GrowlName</key>
<string>You have been logged out</string>
<key>GrowlTitle</key>
<string>You have been logged out</string>
<key>GrowlBody</key>
<string>[MESSAGE]</string>
</map>
<key>ScriptDialog</key>
<map>
<key>GrowlName</key>
<string>Script dialog</string>
<key>GrowlTitle</key>
<string>[TITLE]</string>
<key>GrowlBody</key>
<string>[MESSAGE]</string>
</map>
<key>TeleportOffered</key>
<map>
<key>GrowlName</key>
<string>Teleport offer received</string>
<key>GrowlTitle</key>
<string>Teleport offer received</string>
<key>GrowlBody</key>
<string>[NAME_SLURL] has offered to teleport you to their location: [MESSAGE]</string>
</map>
<key>TeleportOffered_MaturityExceeded</key>
<map>
<key>GrowlName</key>
<string>Teleport offer received (Maturity exceeded)</string>
<key>GrowlTitle</key>
<string>Teleport offer received</string>
<key>GrowlBody</key>
<string>[NAME_SLURL] has offered to teleport you to their location: [MESSAGE]</string>
</map>
<key>TeleportOffered_MaturityBlocked</key>
<map>
<key>GrowlName</key>
<string>Teleport offer received (Maturity blocked)</string>
<key>GrowlTitle</key>
<string>Teleport offer received</string>
<key>GrowlBody</key>
<string>[NAME_SLURL] has offered to teleport you to their location: [MESSAGE]</string>
</map>
<key>TeleportOffered_SLUrl</key>
<map>
<key>GrowlName</key>
<string>Teleport offer received (SLUrl)</string>
<key>GrowlTitle</key>
<string>Teleport offer received</string>
<key>GrowlBody</key>
<string>[NAME_SLURL] has offered to teleport you to their location: [MESSAGE]</string>
</map>
<key>TeleportOffered_MaturityExceeded_SLUrl</key>
<map>
<key>GrowlName</key>
<string>Teleport offer received (SLURL, Maturity exceeded)</string>
<key>GrowlTitle</key>
<string>Teleport offer received</string>
<key>GrowlBody</key>
<string>[NAME_SLURL] has offered to teleport you to their location: [MESSAGE]</string>
</map>
<key>TeleportOffered_MaturityBlocked_SLUrl</key>
<map>
<key>GrowlName</key>
<string>Teleport offer received (SLUrl, Maturity blocked)</string>
<key>GrowlTitle</key>
<string>Teleport offer received</string>
<key>GrowlBody</key>
<string>[NAME_SLURL] has offered to teleport you to their location: [MESSAGE]</string>
</map>
<key>TeleportRequest</key>
<map>
<key>GrowlName</key>
<string>Teleport request received</string>
<key>GrowlTitle</key>
<string>Teleport request received</string>
<key>GrowlBody</key>
<string>[NAME_SLURL] is requesting to be teleported to your location: [MESSAGE]</string>
</map>
</map>
</llsd>
@@ -0,0 +1,247 @@
<?xml version="1.0" ?>
<llsd>
<map>
<key>FirstInventoryOffer</key>
<map>
<key>Comment</key>
<string>Shows hint when a person or object offers resident an inventory item</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstNotUseDestinationGuide</key>
<map>
<key>Comment</key>
<string>Shows hint when resident doesn't activate destination guide</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstNotUseAvatarPicker</key>
<map>
<key>Comment</key>
<string>Shows hint when resident doesn't activate avatar picker</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstNotUseSidePanel</key>
<map>
<key>Comment</key>
<string>Shows hint when resident doesn't activate side panel</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstNotMoving</key>
<map>
<key>Comment</key>
<string>Shows hint when resident doesn't move</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstDisplayName</key>
<map>
<key>Comment</key>
<string>Shows hint when edits profile for the first time</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstViewPopup</key>
<map>
<key>Comment</key>
<string>Shows hint when resident opens view popup</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstReceiveLindens</key>
<map>
<key>Comment</key>
<string>Shows hint when resident receives linden dollars</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstOtherChatBeforeUser</key>
<map>
<key>Comment</key>
<string>Shows hint when someone else chats first</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstOverrideKeys</key>
<map>
<key>Comment</key>
<string>Enables FirstOverrideKeys warning dialog</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstSandbox</key>
<map>
<key>Comment</key>
<string>Enables FirstSandbox warning dialog</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstSpeak</key>
<map>
<key>Comment</key>
<string>Shows hint for Speak button</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstSit</key>
<map>
<key>Comment</key>
<string>Shows hint when someone sits for the first time</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstMediaFilter</key>
<map>
<key>Comment</key>
<string>Enables Enable Media Filter warning dialog</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FirstStreamingVideo</key>
<map>
<key>Comment</key>
<string>Enables FirstStreamingVideo warning dialog</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>AboutDirectX9</key>
<map>
<key>Comment</key>
<string>Enables AboutDirectX9 warning dialog</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>BrowserLaunch</key>
<map>
<key>Comment</key>
<string>Enables BrowserLaunch warning dialog</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>DeedObject</key>
<map>
<key>Comment</key>
<string>Enables DeedObject warning dialog</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>NewClassified</key>
<map>
<key>Comment</key>
<string>Enables NewClassified warning dialog</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>QuickTimeInstalled</key>
<map>
<key>Comment</key>
<string>Enables QuickTimeInstalled warning dialog</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>ReturnToOwner</key>
<map>
<key>Comment</key>
<string>Enables ReturnToOwner warning dialog</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSBandwidthTooHigh</key>
<map>
<key>Comment</key>
<string>Enables Firestorm bandwidth warning over 1500 KBPS</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
</map>
</llsd>
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<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<keys xml_version="1">
<first_person>
<binding key="A" mask="NONE" command="slide_left"/>
<binding key="D" mask="NONE" command="slide_right"/>
<binding key="W" mask="NONE" command="push_forward"/>
<binding key="S" mask="NONE" command="push_backward"/>
<binding key="E" mask="NONE" command="jump"/>
<binding key="C" mask="NONE" command="push_down"/>
<binding key="F" mask="NONE" command="toggle_fly"/>
<binding key="LEFT" mask="NONE" command="slide_left"/>
<binding key="RIGHT" mask="NONE" command="slide_right"/>
<binding key="UP" mask="NONE" command="push_forward"/>
<binding key="DOWN" mask="NONE" command="push_backward"/>
<binding key="PGUP" mask="NONE" command="jump"/>
<binding key="PGDN" mask="NONE" command="push_down"/>
<binding key="HOME" mask="NONE" command="toggle_fly"/>
<binding key="SPACE" mask="NONE" command="stop_moving"/>
<binding key="ENTER" mask="NONE" command="start_chat"/>
<binding key="DIVIDE" mask="NONE" command="start_gesture"/>
<binding key="" mask="NONE" mouse="MMB" command="toggle_voice"/>
<binding key="" mask="NONE" mouse="LMB" command="script_trigger_lbutton"/>
</first_person>
<third_person>
<binding key="A" mask="NONE" command="turn_left"/>
<binding key="D" mask="NONE" command="turn_right"/>
<binding key="A" mask="SHIFT" command="slide_left"/>
<binding key="D" mask="SHIFT" command="slide_right"/>
<binding key="W" mask="NONE" command="push_forward"/>
<binding key="S" mask="NONE" command="push_backward"/>
<binding key="E" mask="NONE" command="jump"/>
<binding key="C" mask="NONE" command="push_down"/>
<!-- <FS:Chanayane> Camera roll key bindings -->
<binding key="R" mask="NONE" command="roll_left"/>
<binding key="T" mask="NONE" command="roll_right"/>
<!-- </FS:Chanayane> -->
<binding key="F" mask="NONE" command="toggle_fly"/>
<binding key="SPACE" mask="NONE" command="stop_moving"/>
<binding key="ENTER" mask="NONE" command="start_chat"/>
<binding key="DIVIDE" mask="NONE" command="start_gesture"/>
<binding key="LEFT" mask="NONE" command="turn_left"/>
<binding key="LEFT" mask="SHIFT" command="slide_left"/>
<binding key="RIGHT" mask="NONE" command="turn_right"/>
<binding key="RIGHT" mask="SHIFT" command="slide_right"/>
<binding key="UP" mask="NONE" command="push_forward"/>
<binding key="DOWN" mask="NONE" command="push_backward"/>
<binding key="PGUP" mask="NONE" command="jump"/>
<binding key="PGDN" mask="NONE" command="push_down"/>
<binding key="HOME" mask="NONE" command="toggle_fly"/>
<!--Camera controls in third person on Alt-->
<binding key="LEFT" mask="ALT" command="spin_around_cw"/>
<binding key="RIGHT" mask="ALT" command="spin_around_ccw"/>
<binding key="UP" mask="ALT" command="move_forward"/>
<binding key="DOWN" mask="ALT" command="move_backward"/>
<binding key="PGUP" mask="ALT" command="spin_over"/>
<binding key="PGDN" mask="ALT" command="spin_under"/>
<binding key="A" mask="ALT" command="spin_around_cw"/>
<binding key="D" mask="ALT" command="spin_around_ccw"/>
<binding key="W" mask="ALT" command="move_forward"/>
<binding key="S" mask="ALT" command="move_backward"/>
<binding key="E" mask="ALT" command="spin_over"/>
<binding key="C" mask="ALT" command="spin_under"/>
<!--mimic alt zoom behavior with keyboard only-->
<binding key="W" mask="CTL_ALT" command="spin_over"/>
<binding key="S" mask="CTL_ALT" command="spin_under"/>
<binding key="UP" mask="CTL_ALT" command="spin_over"/>
<binding key="DOWN" mask="CTL_ALT" command="spin_under"/>
<!--Therefore pan on Alt-Shift-->
<binding key="A" mask="CTL_ALT_SHIFT" command="pan_left"/>
<binding key="D" mask="CTL_ALT_SHIFT" command="pan_right"/>
<binding key="W" mask="CTL_ALT_SHIFT" command="pan_up"/>
<binding key="S" mask="CTL_ALT_SHIFT" command="pan_down"/>
<binding key="LEFT" mask="CTL_ALT_SHIFT" command="pan_left"/>
<binding key="RIGHT" mask="CTL_ALT_SHIFT" command="pan_right"/>
<binding key="UP" mask="CTL_ALT_SHIFT" command="pan_up"/>
<binding key="DOWN" mask="CTL_ALT_SHIFT" command="pan_down"/>
<binding key="" mask="NONE" mouse="MMB" command="toggle_voice"/>
<binding key="" mask="NONE" mouse="LMB" command="script_trigger_lbutton"/>
</third_person>
<sitting>
<binding key="A" mask="ALT" command="spin_around_cw"/>
<binding key="D" mask="ALT" command="spin_around_ccw"/>
<binding key="W" mask="ALT" command="move_forward"/>
<binding key="S" mask="ALT" command="move_backward"/>
<binding key="E" mask="ALT" command="spin_over_sitting"/>
<binding key="C" mask="ALT" command="spin_under_sitting"/>
<binding key="LEFT" mask="ALT" command="spin_around_cw"/>
<binding key="RIGHT" mask="ALT" command="spin_around_ccw"/>
<binding key="UP" mask="ALT" command="move_forward"/>
<binding key="DOWN" mask="ALT" command="move_backward"/>
<binding key="PGUP" mask="ALT" command="spin_over"/>
<binding key="PGDN" mask="ALT" command="spin_under"/>
<binding key="W" mask="CTL_ALT" command="spin_over"/>
<binding key="S" mask="CTL_ALT" command="spin_under"/>
<binding key="E" mask="CTL_ALT" command="spin_over"/>
<binding key="C" mask="CTL_ALT" command="spin_under"/>
<binding key="UP" mask="CTL_ALT" command="spin_over"/>
<binding key="DOWN" mask="CTL_ALT" command="spin_under"/>
<binding key="PGUP" mask="CTL_ALT" command="spin_over"/>
<binding key="PGDN" mask="CTL_ALT" command="spin_under"/>
<binding key="A" mask="NONE" command="spin_around_cw_sitting"/>
<binding key="D" mask="NONE" command="spin_around_ccw_sitting"/>
<binding key="W" mask="NONE" command="move_forward_sitting"/>
<binding key="S" mask="NONE" command="move_backward_sitting"/>
<binding key="E" mask="NONE" command="spin_over_sitting"/>
<binding key="C" mask="NONE" command="spin_under_sitting"/>
<!-- <FS:Chanayane> Camera roll key bindings -->
<binding key="R" mask="NONE" command="roll_left" />
<binding key="T" mask="NONE" command="roll_right" />
<!-- </FS:Chanayane> -->
<binding key="LEFT" mask="NONE" command="spin_around_cw_sitting"/>
<binding key="RIGHT" mask="NONE" command="spin_around_ccw_sitting"/>
<binding key="UP" mask="NONE" command="move_forward_sitting"/>
<binding key="DOWN" mask="NONE" command="move_backward_sitting"/>
<binding key="PGUP" mask="NONE" command="spin_over_sitting"/>
<binding key="PGDN" mask="NONE" command="spin_under_sitting"/>
<!--these are for passing controls when sitting on vehicles-->
<binding key="A" mask="SHIFT" command="slide_left"/>
<binding key="D" mask="SHIFT" command="slide_right"/>
<binding key="W" mask="SHIFT" command="move_forward_sitting"/>
<binding key="S" mask="SHIFT" command="move_backward_sitting"/>
<binding key="E" mask="SHIFT" command="spin_over_sitting"/>
<binding key="C" mask="SHIFT" command="spin_under_sitting"/>
<binding key="LEFT" mask="SHIFT" command="slide_left"/>
<binding key="RIGHT" mask="SHIFT" command="slide_right"/>
<binding key="UP" mask="SHIFT" command="move_forward_sitting"/>
<binding key="DOWN" mask="SHIFT" command="move_backward_sitting"/>
<binding key="PGUP" mask="SHIFT" command="spin_over_sitting"/>
<binding key="PGDN" mask="SHIFT" command="spin_under_sitting"/>
<!--pan on Alt-Shift-->
<binding key="A" mask="CTL_ALT_SHIFT" command="pan_left"/>
<binding key="D" mask="CTL_ALT_SHIFT" command="pan_right"/>
<binding key="W" mask="CTL_ALT_SHIFT" command="pan_up"/>
<binding key="S" mask="CTL_ALT_SHIFT" command="pan_down"/>
<binding key="LEFT" mask="CTL_ALT_SHIFT" command="pan_left"/>
<binding key="RIGHT" mask="CTL_ALT_SHIFT" command="pan_right"/>
<binding key="UP" mask="CTL_ALT_SHIFT" command="pan_up"/>
<binding key="DOWN" mask="CTL_ALT_SHIFT" command="pan_down"/>
<binding key="ENTER" mask="NONE" command="start_chat"/>
<binding key="DIVIDE" mask="NONE" command="start_gesture"/>
<binding key="" mask="NONE" mouse="MMB" command="toggle_voice"/>
<binding key="" mask="NONE" mouse="LMB" command="script_trigger_lbutton"/>
</sitting>
<edit_avatar>
<!--Avatar editing camera controls-->
<binding key="A" mask="NONE" command="edit_avatar_spin_cw"/>
<binding key="D" mask="NONE" command="edit_avatar_spin_ccw"/>
<binding key="W" mask="NONE" command="edit_avatar_move_forward"/>
<binding key="S" mask="NONE" command="edit_avatar_move_backward"/>
<binding key="E" mask="NONE" command="edit_avatar_spin_over"/>
<binding key="C" mask="NONE" command="edit_avatar_spin_under"/>
<binding key="LEFT" mask="NONE" command="edit_avatar_spin_cw"/>
<binding key="RIGHT" mask="NONE" command="edit_avatar_spin_ccw"/>
<binding key="UP" mask="NONE" command="edit_avatar_move_forward"/>
<binding key="DOWN" mask="NONE" command="edit_avatar_move_backward"/>
<binding key="PGUP" mask="NONE" command="edit_avatar_spin_over"/>
<binding key="PGDN" mask="NONE" command="edit_avatar_spin_under"/>
<binding key="ENTER" mask="NONE" command="start_chat"/>
<binding key="DIVIDE" mask="NONE" command="start_gesture"/>
<binding key="" mask="NONE" mouse="MMB" command="toggle_voice"/>
<binding key="" mask="NONE" mouse="LMB" command="script_trigger_lbutton"/>
</edit_avatar>
</keys>
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;; UNUSED IN FIRESTORM POST-4.4.2 ;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
llkeywords version 2
# sections
[word .5, .1, .3]
default Name of default state that all scripts must have
state Keyword to indicate state block or state transition
# data types
[word .1, .3, .1]
integer Integer type
float Floating-point type
string String type
key Key type. Use NULL_KEY to test for empty keys
vector Vector type of 3 floats. Used to represent 3D motion, Euler angles, and color.:Access components by .x, .y. or .z
rotation Rotation type of 4 floats. Used to represent rotation.:Access components by .x, .y., .z, or .w
list List of various data types
# events
[word 0, .3, .5]
state_entry state_entry():Triggered on any state transition and startup
state_exit state_exit():Triggered on any state transition
touch_start touch_start(integer num_detected):Triggered by the start of agent clicking on task
touch touch(integer num_detected):Triggered while agent is clicking on task
touch_end touch_end(integer num_detected):Triggered when agent stops clicking on task
collision_start collision_start(integer num_detected):Triggered when task starts colliding with another task
collision collision(integer num_detected):Triggered while task is colliding with another task
collision_end collision_end(integer num_detected):Triggered when task stops colliding with another task
land_collision_start land_collision_start(vector pos):Triggered when task starts colliding with land
land_collision land_collision(vector pos):Triggered when task is colliding with land
land_collision_end land_collision_end(vector pos):Triggered when task stops colliding with land
timer timer():Result of the llSetTimerEvent library function call
listen listen(integer channel, string name, key id, string message):Result of the llListen library function call
sensor sensor(integer num_detected):Result of the llSensor library function call
no_sensor no_sensor():Result of the llSensor library function call
control control(key id, integer level, integer edge):Result of llTakeControls library function call
at_target at_target(integer tnum, vector targetpos, vector ourpos):Result of llTarget library function call
not_at_target not_at_target():Result of llTarget library function call
at_rot_target at_rot_target(integer tnum, rotation targetrot, rotation ourrot):Result of LLRotTarget library function call
not_at_rot_target not_at_rot_target():Result of LLRotTarget library function call
money money(key id, integer amount):Triggered when L$ is given to task
email email(string time, string address, string subj, string message, integer num_left):Triggered when task receives email
run_time_permissions run_time_permissions(integer perm):Triggered when an agent grants run time permissions to task
attach attach(key id):Triggered when task attaches or detaches from agent
dataserver dataserver(key queryid, string data):Triggered when task receives asynchronous data
moving_start moving_start():Triggered when task begins moving
moving_end moving_end():Triggered when task stops moving
on_rez on_rez(integer start_param):Triggered when task is rezzed in from inventory or another task
object_rez object_rez(key id):Triggered when task rezzes in another task
link_message link_message(integer sender_num, integer num, string str, key id):Triggered when task receives a link message via LLMessageLinked library function call
changed changed( integer change ):Triggered various event change the task:(test change with CHANGED_INVENTORY, CHANGED_COLOR, CHANGED_SHAPE, CHANGED_SCALE, CHANGED_TEXTURE, CHANGED_LINK, CHANGED_ALLOWED_DROP, CHANGED_OWNER, CHANGED_REGION, CHANGED_TELEPORT, CHANGED_REGION_START, CHANGED_MEDIA)
remote_data remote_data(integer event_type, key channel, key message_id, string sender,integer idata, string sdata):Triggered by various XML-RPC calls (event_type will be one of REMOTE_DATA_CHANNEL, REMOTE_DATA_REQUEST, REMOTE_DATA_REPLY)
http_response http_response(key request_id, integer status, list metadata, string body):Triggered when task receives a response to one of its llHTTPRequests
http_request http_request(key id, string method, string body):Triggered when task receives an http request against a public URL
# integer constants
[word .1, .1, .5]
TRUE Integer constant for Boolean operations
FALSE Integer constant for Boolean operations
STATUS_PHYSICS Passed in the llSetStatus library function. If TRUE, object moves physically
STATUS_PHANTOM Passed in the llSetStatus library function. If TRUE, object doesn't collide with other objects
STATUS_ROTATE_X Passed in the llSetStatus library function. If FALSE, object doesn't rotate around local X axis
STATUS_ROTATE_Y Passed in the llSetStatus library function. If FALSE, object doesn't rotate around local Y axis
STATUS_ROTATE_Z Passed in the llSetStatus library function. If FALSE, object doesn't rotate around local Z axis
STATUS_SANDBOX Passed in the llSetStatus library function. If TRUE, object can't cross region boundaries or move more than 10 meters from its start location
STATUS_BLOCK_GRAB Passed in the llSetStatus library function. If TRUE, root prim of linkset (or unlinked prim) can't be grabbed and physically dragged
STATUS_DIE_AT_EDGE Passed in the llSetStatus library function. If TRUE, objects that reach the edge of the world just die:rather than teleporting back to the owner
STATUS_RETURN_AT_EDGE Passed in the llSetStatus library function. If TRUE, script rezzed objects that reach the edge of the world:are returned rather than killed:STATUS_RETURN_AT_EDGE trumps STATUS_DIE_AT_EDGE if both are set
STATUS_CAST_SHADOWS Passed in the llSetStatus library function. If TRUE, object casts shadows on other objects
STATUS_BLOCK_GRAB_OBJECT Passed in the llSetStatus library function. If TRUE, no prims in linkset can be grabbed or physically dragged
AGENT Passed in llSensor library function to look for other Agents
ACTIVE Passed in llSensor library function to look for moving objects
PASSIVE Passed in llSensor library function to look for objects that aren't moving
SCRIPTED Passed in llSensor library function to look for scripted objects
CONTROL_FWD Passed to llTakeControls library function and used control event handler to test for agent forward control
CONTROL_BACK Passed to llTakeControls library function and used control event handler to test for agent back control
CONTROL_LEFT Passed to llTakeControls library function and used control event handler to test for agent left control
CONTROL_RIGHT Passed to llTakeControls library function and used control event handler to test for agent right control
CONTROL_ROT_LEFT Passed to llTakeControls library function and used control event handler to test for agent rotate left control
CONTROL_ROT_RIGHT Passed to llTakeControls library function and used control event handler to test for agent rotate right control
CONTROL_UP Passed to llTakeControls library function and used control event handler to test for agent up control
CONTROL_DOWN Passed to llTakeControls library function and used control event handler to test for agent down control
CONTROL_LBUTTON Passed to llTakeControls library function and used control event handler to test for agent left button control
CONTROL_ML_LBUTTON Passed to llTakeControls library function and used control event handler to test for agent left button control with the agent in mouse look
PERMISSION_DEBIT Passed to llRequestPermissions library function to request permission to take L$ from agent's account
PERMISSION_TAKE_CONTROLS Passed to llRequestPermissions library function to request permission to take agent's controls
# PERMISSION_REMAP_CONTROLS Passed to llRequestPermissions library function to request permission to remap agent's controls (not implemented yet)
PERMISSION_TRIGGER_ANIMATION Passed to llRequestPermissions library function to request permission to trigger animation on agent
PERMISSION_ATTACH Passed to llRequestPermissions library function to request permission to attach/detach from agent
# PERMISSION_RELEASE_OWNERSHIP Passed to llRequestPermissions library function to request permission to release ownership (not implemented)
PERMISSION_CHANGE_LINKS Passed to llRequestPermissions library function to request permission to change links
# PERMISSION_CHANGE_JOINTS Passed to llRequestPermissions library function to request permission to change joints (not implemented)
# PERMISSION_CHANGE_PERMISSIONS Passed to llRequestPermissions library function to request permission to change permissions
PERMISSION_TRACK_CAMERA Passed to llRequestPermissions library function to request permission to track agent's camera
PERMISSION_CONTROL_CAMERA Passed to llRequestPermissions library function to request permission to change agent's camera
PERMISSION_TELEPORT Passed to llRequestPermissions library function to request permission to teleport agent
PERMISSION_SILENT_ESTATE_MANAGEMENT Passed to llRequestPermissions library function to request permission to silently modify estate access lists
PERMISSION_OVERRIDE_ANIMATIONS Passed to llRequestPermissions library function to request permission to override animations on agent
PERMISSION_RETURN_OBJECTS Passed to llRequestPermissions library function to request permission to return objects
DEBUG_CHANNEL Chat channel reserved for debug and error messages from scripts
PUBLIC_CHANNEL Chat channel that broadcasts to all nearby users
AGENT_FLYING Returned by llGetAgentInfo if the Agent is flying
AGENT_ATTACHMENTS Returned by llGetAgentInfo if the Agent has attachments
AGENT_SCRIPTED Returned by llGetAgentInfo if the Agent has scripted attachments
AGENT_SITTING Returned by llGetAgentInfo if the Agent is sitting
AGENT_ON_OBJECT Returned by llGetAgentInfo if the Agent is sitting on an object
AGENT_MOUSELOOK Returned by llGetAgentInfo if the Agent is in mouselook
AGENT_AWAY Returned by llGetAgentInfo if the Agent is in away mode
AGENT_WALKING Returned by llGetAgentInfo if the Agent is walking
AGENT_IN_AIR Returned by llGetAgentInfo if the Agent is in the air
AGENT_TYPING Returned by llGetAgentInfo if the Agent is typing
AGENT_CROUCHING Returned by llGetAgentInfo if the Agent is crouching
AGENT_BUSY Returned by llGetAgentInfo if the Agent is busy
AGENT_ALWAYS_RUN Returned by llGetAgentInfo if the Agent has 'Always Run' enabled
AGENT_AUTOPILOT Returned by llGetAgentInfo if the Agent is under autopilot control
PSYS_PART_FLAGS
PSYS_PART_START_COLOR
PSYS_PART_START_ALPHA
PSYS_PART_START_SCALE
PSYS_PART_END_COLOR
PSYS_PART_END_ALPHA
PSYS_PART_END_SCALE
PSYS_PART_MAX_AGE
PSYS_PART_BOUNCE_MASK
PSYS_PART_WIND_MASK
PSYS_PART_INTERP_COLOR_MASK
PSYS_PART_INTERP_SCALE_MASK
PSYS_PART_FOLLOW_SRC_MASK
PSYS_PART_FOLLOW_VELOCITY_MASK
PSYS_PART_TARGET_POS_MASK
PSYS_PART_EMISSIVE_MASK
PSYS_PART_TARGET_LINEAR_MASK
PSYS_PART_RIBBON_MASK
PSYS_SRC_PATTERN
PSYS_SRC_INNERANGLE Deprecated -- Use PSYS_SRC_ANGLE_BEGIN
PSYS_SRC_OUTERANGLE Deprecated -- Use PSYS_SRC_ANGLE_END
PSYS_SRC_ANGLE_BEGIN
PSYS_SRC_ANGLE_END
PSYS_SRC_BURST_RATE
PSYS_SRC_BURST_PART_COUNT
PSYS_SRC_BURST_RADIUS
PSYS_SRC_BURST_SPEED_MIN
PSYS_SRC_BURST_SPEED_MAX
PSYS_SRC_MAX_AGE
PSYS_SRC_ACCEL
PSYS_SRC_TEXTURE
PSYS_SRC_TARGET_KEY
PSYS_SRC_OMEGA
PSYS_PART_BLEND_FUNC_SOURCE
PSYS_PART_BLEND_FUNC_DEST
PSYS_PART_START_GLOW
PSYS_PART_END_GLOW
PSYS_SRC_PATTERN_DROP
PSYS_SRC_PATTERN_EXPLODE
PSYS_SRC_PATTERN_ANGLE
PSYS_SRC_PATTERN_ANGLE_CONE
PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
PSYS_PART_BF_ONE
PSYS_PART_BF_ZERO
PSYS_PART_BF_DEST_COLOR
PSYS_PART_BF_SOURCE_COLOR
PSYS_PART_BF_ONE_MINUS_DEST_COLOR
PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR
PSYS_PART_BF_SOURCE_ALPHA
PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA
OBJECT_UNKNOWN_DETAIL Returned by llGetObjectDetails when passed an invalid object parameter type
OBJECT_NAME Used with llGetObjectDetails to get an object's name
OBJECT_DESC Used with llGetObjectDetails to get an object's description
OBJECT_POS Used with llGetObjectDetails to get an object's position
OBJECT_ROT Used with llGetObjectDetails to get an object's rotation
OBJECT_VELOCITY Used with llGetObjectDetails to get an object's velocity
OBJECT_OWNER Used with llGetObjectDetails to get an object's owner's key. Will be NULL_KEY if group owned
OBJECT_GROUP Used with llGetObjectDetails to get an object's group's key
OBJECT_CREATOR Used with llGetObjectDetails to get an object's creator's key
OBJECT_RUNNING_SCRIPT_COUNT Used with llGetObjectDetails to get the number of running scripts in an object
OBJECT_TOTAL_SCRIPT_COUNT Used with llGetObjectDetails to get the total number of scripts in an object
OBJECT_SCRIPT_MEMORY Used with llGetObjectDetails to get the total amount of script memory in an object
OBJECT_SCRIPT_TIME Used with llGetObjectDetails to get the average script time used by an object
OBJECT_PRIM_EQUIVALENCE Used with llGetObjectDetails to get the prim equivalence of an object
OBJECT_SERVER_COST Used with llGetObjectDetails to get the server cost of an object
OBJECT_STREAMING_COST Used with llGetObjectDetails to get the streaming (download) cost of an object
OBJECT_PHYSICS_COST Used with llGetObjectDetails to get the physics cost of an object
OBJECT_CHARACTER_TIME Used with llGetObjectDetails to get the pathfinding time (seconds) for an object
OBJECT_ROOT Used with llGetObjectDetails to get root ID of an object
OBJECT_ATTACHED_POINT Used with llGetObjectDetails to get attachent point where an object is attached
OBJECT_PATHFINDING_TYPE Used with llGetObjectDetails to get the pathfinding setting of an object
OBJECT_PHYSICS Used with llGetObjectDetails to determine if the object is physical or not
OBJECT_PHANTOM Used with llGetObjectDetails to determine if the object is phantom or not
OBJECT_TEMP_ON_REZ Used with llGetObjectDetails to determine if the object is temporary or not
OBJECT_RENDER_WEIGHT Used with llGetObjectDetails to return an avatar's rendering weight
# some vehicle params
VEHICLE_TYPE_NONE
VEHICLE_TYPE_SLED
VEHICLE_TYPE_CAR
VEHICLE_TYPE_BOAT
VEHICLE_TYPE_AIRPLANE
VEHICLE_TYPE_BALLOON
VEHICLE_REFERENCE_FRAME Rotation of vehicle axes relative to local frame
VEHICLE_LINEAR_FRICTION_TIMESCALE A vector of timescales for exponential decay of linear velocity along the three vehicle axes
VEHICLE_ANGULAR_FRICTION_TIMESCALE A vector of timescales for exponential decay of angular velocity about the three vehicle axes
VEHICLE_LINEAR_MOTOR_DIRECTION The linear velocity that the vehicle will try to achieve
VEHICLE_LINEAR_MOTOR_OFFSET An offset from the center of mass of the vehicle where the linear motor is applied
VEHICLE_ANGULAR_MOTOR_DIRECTION The angular velocity that the vehicle will try to achieve
VEHICLE_HOVER_HEIGHT The height the vehicle will try to hover
VEHICLE_HOVER_EFFICIENCY A slider between 0 (bouncy) and 1 (critically damped) hover behavior
VEHICLE_HOVER_TIMESCALE The period of time for the vehicle to achieve its hover height
VEHICLE_BUOYANCY A slider between 0 (no anti-gravity) and 1 (full anti-gravity)
VEHICLE_LINEAR_DEFLECTION_EFFICIENCY A slider between 0 (no deflection) and 1 (maximum strength)
VEHICLE_LINEAR_DEFLECTION_TIMESCALE The exponential timescale for the vehicle to redirect its velocity to be along its x-axis
VEHICLE_LINEAR_MOTOR_TIMESCALE The exponential timescale for the vehicle to achive its full linear motor velocity
VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE The exponential timescale for the linear motor's effectiveness to decay toward zero
VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY A slider between 0 (no deflection) and 1 (maximum strength)
VEHICLE_ANGULAR_DEFLECTION_TIMESCALE The exponential timescale for the vehicle to achieve full angular deflection
VEHICLE_ANGULAR_MOTOR_TIMESCALE The exponential timescale for the vehicle to achive its full angular motor velocity
VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE The exponential timescale for the angular motor's effectiveness to decay toward zero
VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY A slider between 0 (bouncy) and 1 (critically damped) attraction of vehicle z-axis to world z-axis (vertical)
VEHICLE_VERTICAL_ATTRACTION_TIMESCALE The exponential timescale for the vehicle to align its z-axis to the world z-axis (vertical)
VEHICLE_BANKING_EFFICIENCY A slider between -1 (leans out of turns), 0 (no banking), and +1 (leans into turns)
VEHICLE_BANKING_MIX A slider between 0 (static banking) and 1 (dynamic banking)
VEHICLE_BANKING_TIMESCALE The exponential timescale for the banking behavior to take full effect
VEHICLE_FLAG_NO_DEFLECTION_UP Prevents linear deflection along world-z axis
VEHICLE_FLAG_LIMIT_ROLL_ONLY Removes vertical attraction for changes in vehicle pitch
VEHICLE_FLAG_HOVER_WATER_ONLY Hover only pays attention to water level
VEHICLE_FLAG_HOVER_TERRAIN_ONLY Hover only pays attention to terrain height
VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT Hover only pays attention to global height
VEHICLE_FLAG_HOVER_UP_ONLY Hover only pushes up
VEHICLE_FLAG_LIMIT_MOTOR_UP Prevents ground vehicles from motoring into the sky
VEHICLE_FLAG_MOUSELOOK_STEER Makes vehicle try to turn toward mouselook direction
VEHICLE_FLAG_MOUSELOOK_BANK Makes vehicle try to turn toward mouselook direction assuming banking is enabled
VEHICLE_FLAG_CAMERA_DECOUPLED Causes the camera look-at axis to NOT move when the vehicle rotates
CAMERA_PITCH (-45 to 80) (Adjusts the angular amount that the camera aims straight ahead vs. straight down, maintaining the same distance. Analogous to 'incidence'.")
CAMERA_FOCUS_OFFSET (-10 to 10) A vector that adjusts the position of the camera focus position relative to the subject
CAMERA_POSITION_LAG (0.0 to 3.0) How much the camera lags as it tries to move towards its 'ideal' position
CAMERA_FOCUS_LAG (0.0 to 3.0) How much the camera lags as it tries to aim towards the subject
CAMERA_DISTANCE (0.5 to 10) Sets how far away the camera wants to be from its subject
CAMERA_BEHINDNESS_ANGLE (0 to 180) Sets the angle in degrees within which the camera is not constrained by changes in subject rotation
CAMERA_BEHINDNESS_LAG (0.0 to 3.0) Sets how strongly the camera is forced to stay behind the target if outside of behindness angle
CAMERA_POSITION_THRESHOLD (0.0 to 4.0) Sets the radius of a sphere around the camera's ideal position within which it is not affected by subject motion
CAMERA_FOCUS_THRESHOLD (0.0 to 4.0) Sets the radius of a sphere around the camera's subject position within which its focus is not affected by subject motion
CAMERA_ACTIVE (0 or 1) Turns on or off scripted control of the camera
CAMERA_POSITION Sets the position of the camera
CAMERA_FOCUS Sets the focus (target position) of the camera
CAMERA_POSITION_LOCKED (0 or 1) Locks the camera position so it will not move
CAMERA_FOCUS_LOCKED (0 or 1) Locks the camera focus so it will not move
INVENTORY_TEXTURE Passed to task inventory library functions to reference textures
INVENTORY_SOUND Passed to task inventory library functions to reference sounds
INVENTORY_OBJECT Passed to task inventory library functions to reference objects
INVENTORY_SCRIPT Passed to task inventory library functions to reference scripts
INVENTORY_LANDMARK Passed to task inventory library functions to reference landmarks
INVENTORY_CLOTHING Passed to task inventory library functions to reference clothing
INVENTORY_NOTECARD Passed to task inventory library functions to reference notecards
INVENTORY_BODYPART Passed to task inventory library functions to reference body parts
INVENTORY_ANIMATION Passed to task inventory library functions to reference animations
INVENTORY_GESTURE Passed to task inventory library functions to reference gestures
INVENTORY_MATERIAL Passed to task inventory library functions to reference materials
INVENTORY_ALL Passed to task inventory library functions to reference all inventory items
INVENTORY_NONE Returned by llGetInventoryType when no item is found
ATTACH_CHEST Passed to llAttachToAvatar to attach task to chest
ATTACH_HEAD Passed to llAttachToAvatar to attach task to head
ATTACH_LSHOULDER Passed to llAttachToAvatar to attach task to left shoulder
ATTACH_RSHOULDER Passed to llAttachToAvatar to attach task to right shoulder
ATTACH_LHAND Passed to llAttachToAvatar to attach task to left hand
ATTACH_RHAND Passed to llAttachToAvatar to attach task to right hand
ATTACH_LFOOT Passed to llAttachToAvatar to attach task to left foot
ATTACH_RFOOT Passed to llAttachToAvatar to attach task to right foot
ATTACH_BACK Passed to llAttachToAvatar to attach task to back
ATTACH_PELVIS Passed to llAttachToAvatar to attach task to pelvis
ATTACH_MOUTH Passed to llAttachToAvatar to attach task to mouth
ATTACH_CHIN Passed to llAttachToAvatar to attach task to chin
ATTACH_LEAR Passed to llAttachToAvatar to attach task to left ear
ATTACH_REAR Passed to llAttachToAvatar to attach task to right ear
ATTACH_LEYE Passed to llAttachToAvatar to attach task to left eye
ATTACH_REYE Passed to llAttachToAvatar to attach task to right eye
ATTACH_NOSE Passed to llAttachToAvatar to attach task to nose
ATTACH_RUARM Passed to llAttachToAvatar to attach task to right upper arm
ATTACH_RLARM Passed to llAttachToAvatar to attach task to right lower arm
ATTACH_LUARM Passed to llAttachToAvatar to attach task to left upper arm
ATTACH_LLARM Passed to llAttachToAvatar to attach task to left lower arm
ATTACH_RHIP Passed to llAttachToAvatar to attach task to right hip
ATTACH_RULEG Passed to llAttachToAvatar to attach task to right upper leg
ATTACH_RLLEG Passed to llAttachToAvatar to attach task to right lower leg
ATTACH_LHIP Passed to llAttachToAvatar to attach task to left hip
ATTACH_LULEG Passed to llAttachToAvatar to attach task to left upper leg
ATTACH_LLLEG Passed to llAttachToAvatar to attach task to left lower leg
ATTACH_BELLY Passed to llAttachToAvatar to attach task to belly
ATTACH_LEFT_PEC Passed to llAttachToAvatar to attach task to left pectoral
ATTACH_RIGHT_PEC Passed to llAttachToAvatar to attach task to right pectoral
ATTACH_NECK Passed to llAttachToAvatar to attach task to neck
ATTACH_AVATAR_CENTER Passed to llAttachToAvatar to attach task to avatar center
LAND_LEVEL Passed to llModifyLand to level terrain
LAND_RAISE Passed to llModifyLand to raise terrain
LAND_LOWER Passed to llModifyLand to lower terrain
LAND_SMOOTH Passed to llModifyLand to smooth terrain
LAND_NOISE Passed to llModifyLand to randomize terrain
LAND_REVERT Passed to llModifyLand to revert terrain toward original state
LAND_SMALL_BRUSH Passed to llModifyLand to modify small land areas
LAND_MEDIUM_BRUSH Passed to llModifyLand to modify medium land areas
LAND_LARGE_BRUSH Passed to llModifyLand to modify large land areas
DATA_PAYINFO Passed to llRequestAgentData to get payment status of an agent
DATA_ONLINE Passed to llRequestAgentData to determine if agent is online
DATA_NAME Passed to llRequestAgentData to get full agent name
DATA_BORN Passed to llRequestAgentData to get born on date as a string
DATA_RATING Passed to llRequestAgentData to get a comma separated sting of integer ratings
DATA_SIM_POS Passed to llRequestSimulatorData to get a string (cast to vector) of a simulator's global position
DATA_SIM_STATUS Passed to llRequestSimulatorData to get the status of a simulator
DATA_SIM_RATING Passed to llRequestSimulatorData to get the rating of a simulator
PAYMENT_INFO_ON_FILE Used with llRequestAgentData to tell if Agent is of "Payment Info On File" status
PAYMENT_INFO_USED Used with llRequestAgentData to tell if Agent is of "Payment Info Used" status
ANIM_ON Enable texture animation
LOOP Loop when animating textures
REVERSE Animate in the reverse direction
PING_PONG Animate forward, then reverse
SMOOTH Textures slides, instead of stepping
ROTATE Rotates the texture, instead of using frames
SCALE Scales the texture, instead of using frames
ALL_SIDES Passed to various texture and color library functions to modify all sides
LINK_SET Passed to various link functions to modify all blocks in the object
LINK_ROOT Passed to various link functions to modify only the root block (no effect on single block objects)
LINK_ALL_OTHERS Passed to various link functions to modify all other blocks in the object
LINK_ALL_CHILDREN Passed to various link functions to modify all child blocks in the object
LINK_THIS Passed to various link functions to modify only the calling block
CHANGED_INVENTORY Parameter of changed event handler used to indicate change to task's inventory
CHANGED_COLOR Parameter of changed event handler used to indicate change to task's color
CHANGED_SHAPE Parameter of changed event handler used to indicate change to task's shape parameters
CHANGED_SCALE Parameter of changed event handler used to indicate change to task's scale
CHANGED_TEXTURE Parameter of changed event handler used to indicate change to task's texture
CHANGED_LINK Parameter of changed event handler used to indicate change to task's link status
CHANGED_ALLOWED_DROP Parameter of changed event handler used to indicate a user dropped an inventory item:onto task that was allowed only by llAllowInventoryDrop function call
CHANGED_OWNER Parameter of changed event handler used to indicate change to task's owner ONLY when an object is sold as original or deeded to group
CHANGED_REGION Parameter of changed event handler used to indicate the region has changed
CHANGED_TELEPORT Parameter of changed event handler used to indicate teleport has completed
CHANGED_REGION_START Parameter of changed event handler used to indicate the region has been restarted
CHANGED_MEDIA Parameter of changed event handler used to indicate that media has changed on a face of the task
TYPE_INTEGER Indicates that the list entry is holding an integer
TYPE_FLOAT Indicates that the list entry is holding an float
TYPE_STRING Indicates that the list entry is holding an string
TYPE_KEY Indicates that the list entry is holding an key
TYPE_VECTOR Indicates that the list entry is holding an vector
TYPE_ROTATION Indicates that the list entry is holding an rotation
TYPE_INVALID Indicates that this wasn't a valid list entry
REMOTE_DATA_CHANNEL Value of event_type in remote_event after successful llOpenRemoteDataChannel
REMOTE_DATA_REQUEST Value of event_type in remote_event if XML-RPC request is received
REMOTE_DATA_REPLY Value of event_type in remote_event if XML-RPC reply is received
PRIM_TYPE Followed by PRIM_TYPE_BOX, PRIM_TYPE_CYLINDER, PRIM_TYPE_PRISM, PRIM_TYPE_SPHERE, PRIM_TYPE_TORUS, PRIM_TYPE_TUBE, or PRIM_TYPE_SCULPT and their arguments
PRIM_MATERIAL Followed by PRIM_MATERIAL_STONE, PRIM_MATERIAL_METAL, PRIM_MATERIAL_GLASS, PRIM_MATERIAL_WOOD, PRIM_MATERIAL_FLESH, PRIM_MATERIAL_PLASTIC, or PRIM_MATERIAL_RUBBER
PRIM_PHYSICS Sets physics to TRUE or FALSE
PRIM_FLEXIBLE Followed by TRUE or FALSE, integer softness, float gravity, float friction, float wind, float tension, and vector force
PRIM_POINT_LIGHT Followed by TRUE or FALSE, vector color, float intensity, float radius, float falloff
PRIM_TEMP_ON_REZ Sets temporary on rez to TRUE or FALSE
PRIM_PHANTOM Sets phantom to TRUE or FALSE
PRIM_CAST_SHADOWS DEPRECATED. Takes 1 parameter, an integer, but has no effect when set and always returns 0 if used in llGetPrimitiveParams
PRIM_POSITION Sets primitive position to a vector position
PRIM_SIZE Sets primitive size to a vector size
PRIM_ROTATION Sets primitive rotation
PRIM_TEXTURE Followed by an integer face, key id, vector repeats, vector offsets,:and float rotation in radians
PRIM_COLOR Followed by an integer face, vector color, and float alpha
PRIM_BUMP_SHINY Followed by an integer face, one of PRIM_SHINY_NONE, PRIM_SHINY_LOW,:PRIM_SHINY_MEDIUM, or PRIM_SHINY_HIGH,:and one of PRIM_BUMP_NONE, PRIM_BUMP_BRIGHT, PRIM_BUMP_DARK, etc
PRIM_FULLBRIGHT Followed by an integer face, and TRUE or FALSE
PRIM_TEXGEN Followed by an integer face, and one of PRIM_TEXGEN_DEFAULT or PRIM_TEXGEN_PLANAR
PRIM_GLOW Followed by an integer face, and a float from 0.0 to 1.0 specifying glow amount
PRIM_TEXT Followed by string text, vector color, and float alpha
PRIM_NAME Followed by string name
PRIM_DESC Followed by string description
PRIM_ROT_LOCAL Followed by rotation rot
PRIM_PHYSICS_SHAPE_TYPE Followed by PRIM_PHYSICS_SHAPE_PRIM, PRIM_PHYSICS_SHAPE_NONE, or PRIM_PHYSICS_SHAPE_CONVEX
PRIM_OMEGA Followed by vector axis, float spinrate, and float gain
PRIM_POS_LOCAL Followed by vector position
PRIM_LINK_TARGET Followed by integer link_target, then additional prim parameter flags
PRIM_SLICE Followed by vector slice
PRIM_PHYSICS_SHAPE_PRIM Use the default physics shape
PRIM_PHYSICS_SHAPE_CONVEX Use the convex hull of the prim shape for physics
PRIM_PHYSICS_SHAPE_NONE Ignore this prim in the physics shape
PRIM_TYPE_BOX Followed by integer hole shape, vector cut, float hollow, vector twist,:vector top size, and vector top shear
PRIM_TYPE_CYLINDER Followed by integer hole shape, vector cut, float hollow, vector twist,:vector top size, and vector top shear
PRIM_TYPE_PRISM Followed by integer hole shape, vector cut, float hollow, vector twist,:vector top size, and vector top shear
PRIM_TYPE_SPHERE Followed by integer hole shape, vector cut, float hollow, vector twist,:and vector dimple
PRIM_TYPE_TORUS Followed by integer hole shape, vector cut, float hollow, vector twist,:vector hole size, vector top shear, vector advanced cut, vector taper,:float revolutions, float radius offset, and float skew
PRIM_TYPE_TUBE Followed by integer hole shape, vector cut, float hollow, vector twist,:vector hole size, vector top shear, vector advanced cut, vector taper,:float revolutions, float radius offset, and float skew
PRIM_TYPE_RING Followed by integer hole shape, vector cut, float hollow, vector twist,:vector hole size, vector top shear, vector advanced cut, vector taper,:float revolutions, float radius offset, and float skew
PRIM_TYPE_SCULPT Followed by a key/string texture uuid, and one of PRIM_SCULPT_TYPE_SPHERE, PRIM_SCULPT_TYPE_TORUS, PRIM_SCULPT_TYPE_PLANE, or PRIM_SCULPT_TYPE_CYLINDER
PRIM_HOLE_DEFAULT Sets hole type to match the prim type
PRIM_HOLE_SQUARE Sets hole type to square
PRIM_HOLE_CIRCLE Sets hole type to circle
PRIM_HOLE_TRIANGLE Sets hole type to triangle
PRIM_MATERIAL_STONE Sets material to stone
PRIM_MATERIAL_METAL Sets material to metal
PRIM_MATERIAL_GLASS Sets material to glass
PRIM_MATERIAL_WOOD Sets material to wood
PRIM_MATERIAL_FLESH Sets material to flesh
PRIM_MATERIAL_PLASTIC Sets material to plastic
PRIM_MATERIAL_RUBBER Sets material to rubber
PRIM_MATERIAL_LIGHT Sets material to light
PRIM_SHINY_NONE No shininess
PRIM_SHINY_LOW Low shininess
PRIM_SHINY_MEDIUM Medium shininess
PRIM_SHINY_HIGH High shininess
PRIM_BUMP_NONE No bump map
PRIM_BUMP_BRIGHT Generate bump map from highlights
PRIM_BUMP_DARK Generate bump map from lowlights
PRIM_BUMP_WOOD Wood bump map
PRIM_BUMP_BARK Bark bump map
PRIM_BUMP_BRICKS Brick bump map
PRIM_BUMP_CHECKER Checker bump map
PRIM_BUMP_CONCRETE Concrete bump map
PRIM_BUMP_TILE Tile bump map
PRIM_BUMP_STONE Stone bump map
PRIM_BUMP_DISKS Disk bump map
PRIM_BUMP_GRAVEL Gravel bump map
PRIM_BUMP_BLOBS Blob bump map
PRIM_BUMP_SIDING Siding bump map
PRIM_BUMP_LARGETILE Large tile bump map
PRIM_BUMP_STUCCO Stucco bump map
PRIM_BUMP_SUCTION Suction cup bump map
PRIM_BUMP_WEAVE Weave bump map
PRIM_TEXGEN_DEFAULT Default texture mapping
PRIM_TEXGEN_PLANAR Planar texture mapping
PRIM_SCULPT_TYPE_SPHERE Stitch edges in a sphere-like way
PRIM_SCULPT_TYPE_TORUS Stitch edges in a torus-like way
PRIM_SCULPT_TYPE_PLANE Do not stitch edges
PRIM_SCULPT_TYPE_CYLINDER Stitch edges in a cylinder-like way
PRIM_SCULPT_TYPE_MASK Mask used to determine stitching type
PRIM_SCULPT_FLAG_INVERT Flag to specify that the surface normals should be inverted
PRIM_SCULPT_FLAG_MIRROR Flag to specify that the prim should be reflected along X axis
MASK_BASE Base permissions
MASK_OWNER Owner permissions
MASK_GROUP Group permissions
MASK_EVERYONE Everyone permissions
MASK_NEXT Next owner permissions
PERM_TRANSFER Transfer permission
PERM_MODIFY Modify permission
PERM_COPY Copy permission
PERM_MOVE Move permission
PERM_ALL Move/Modify/Copy/Transfer permissions
PARCEL_MEDIA_COMMAND_STOP Stop media stream
PARCEL_MEDIA_COMMAND_PAUSE Pause media stream
PARCEL_MEDIA_COMMAND_PLAY Play media stream
PARCEL_MEDIA_COMMAND_LOOP Loop media stream
PARCEL_MEDIA_COMMAND_TEXTURE Get or set the parcel's media texture
PARCEL_MEDIA_COMMAND_URL Get or set the parcel's media url
PARCEL_MEDIA_COMMAND_TYPE Get or set the parcel's media mimetype
PARCEL_MEDIA_COMMAND_DESC Get or set the parcel's media description
PARCEL_MEDIA_COMMAND_TIME Set media stream to specific time
PARCEL_MEDIA_COMMAND_SIZE Get or set the parcel's media pixel resolution
PARCEL_MEDIA_COMMAND_AGENT Allows media stream commands to apply to only one agent
PARCEL_MEDIA_COMMAND_UNLOAD Unloads the media stream
PARCEL_MEDIA_COMMAND_AUTO_ALIGN Auto aligns the media stream to the texture size. May cause a performance hit and loss of some visual quality
PAY_HIDE Used with llSetPayPrice to hide a button
PAY_DEFAULT Used with llSetPayPrice to use the default price for a button
LIST_STAT_MAX Used with llListStatistics to find the largest number in a list
LIST_STAT_MIN Used with llListStatistics to find the smallest number in a list
LIST_STAT_MEAN Used with llListStatistics to find the mean of the numbers in a list
LIST_STAT_MEDIAN Used with llListStatistics to find the median of the numbers in a list
LIST_STAT_STD_DEV Used with llListStatistics to find the standard deviation of the numbers in a list
LIST_STAT_SUM Used with llListStatistics to find the sum of the numbers in a list
LIST_STAT_SUM_SQUARES Used with llListStatistics to find the sum of the squares of the numbers in a list
LIST_STAT_NUM_COUNT Used with llListStatistics to find how many numbers are in a list
LIST_STAT_GEOMETRIC_MEAN Used with llListStatistics to find the geometric mean of the numbers in a list (all numbers must be > 0)
LIST_STAT_RANGE Used with llListStatistics to find the range of the numbers in a list
PARCEL_FLAG_ALLOW_FLY Used with llGetParcelFlags to find if a parcel allows flying
PARCEL_FLAG_ALLOW_GROUP_SCRIPTS Used with llGetParcelFlags to find if a parcel allows group scripts
PARCEL_FLAG_ALLOW_SCRIPTS Used with llGetParcelFlags to find if a parcel allows outside scripts
PARCEL_FLAG_ALLOW_LANDMARK Used with llGetParcelFlags to find if a parcel allows landmarks to be created
PARCEL_FLAG_ALLOW_TERRAFORM Used with llGetParcelFlags to find if a parcel allows anyone to terraform the land
PARCEL_FLAG_ALLOW_DAMAGE Used with llGetParcelFlags to find if a parcel allows damage
PARCEL_FLAG_ALLOW_CREATE_OBJECTS Used with llGetParcelFlags to find if a parcel allows anyone to create objects
PARCEL_FLAG_ALLOW_CREATE_GROUP_OBJECTS Used with llGetParcelFlags to find if a parcel allows group members or objects to create objects
PARCEL_FLAG_USE_ACCESS_GROUP Used with llGetParcelFlags to find if a parcel limits access to a group
PARCEL_FLAG_USE_ACCESS_LIST Used with llGetParcelFlags to find if a parcel limits access to a list of residents
PARCEL_FLAG_USE_BAN_LIST Used with llGetParcelFlags to find if a parcel uses a ban list
PARCEL_FLAG_USE_LAND_PASS_LIST Used with llGetParcelFlags to find if a parcel allows passes to be purchased
PARCEL_FLAG_LOCAL_SOUND_ONLY Used with llGetParcelFlags to find if a parcel restricts spacialized sound to the parcel
PARCEL_FLAG_RESTRICT_PUSHOBJECT Used with llGetParcelFlags to find if a parcel restricts llPushObject() calls
PARCEL_FLAG_ALLOW_ALL_OBJECT_ENTRY Used with llGetParcelFlags to find if a parcel allows all objects to enter
PARCEL_FLAG_ALLOW_GROUP_OBJECT_ENTRY Used with llGetParcelFlags to find if a parcel only allows group (and owner) objects to enter
REGION_FLAG_ALLOW_DAMAGE Used with llGetRegionFlags to find if a region is entirely damage enabled
REGION_FLAG_FIXED_SUN Used with llGetRegionFlags to find if a region has a fixed sun position
REGION_FLAG_BLOCK_TERRAFORM Used with llGetRegionFlags to find if a region terraforming disabled
REGION_FLAG_SANDBOX Used with llGetRegionFlags to find if a region is a sandbox
REGION_FLAG_DISABLE_COLLISIONS Used with llGetRegionFlags to find if a region has disabled collisions
REGION_FLAG_DISABLE_PHYSICS Used with llGetRegionFlags to find if a region has disabled physics
REGION_FLAG_BLOCK_FLY Used with llGetRegionFlags to find if a region blocks flying
REGION_FLAG_BLOCK_FLYOVER Used with llGetRegionFlags to find if a region enforces higher altitude parcel access rules
REGION_FLAG_ALLOW_DIRECT_TELEPORT Used with llGetRegionFlags to find if a region allows direct teleports
REGION_FLAG_RESTRICT_PUSHOBJECT Used with llGetRegionFlags to find if a region restricts llPushObject() calls
HTTP_METHOD Used with llHTTPRequest to specify the method, such as "GET" or "POST"
HTTP_MIMETYPE Used with llHTTPRequest to specify the MIME type, defaults to "text/plain"
HTTP_BODY_MAXLENGTH Used with llHTTPRequest to specify the maximum response body to return
HTTP_VERIFY_CERT Used with llHTTPRequest to specify SSL certificate verification
HTTP_BODY_TRUNCATED Used with http_response to indicate truncation point in bytes
PARCEL_COUNT_TOTAL Used with llGetParcelPrimCount to get the total number of prims on the parcel
PARCEL_COUNT_OWNER Used with llGetParcelPrimCount to get the number of prims on the parcel owned by the owner
PARCEL_COUNT_GROUP Used with llGetParcelPrimCount to get the number of prims on the parcel owned by the group
PARCEL_COUNT_OTHER Used with llGetParcelPrimCount to get the number of prims on the parcel owned by others
PARCEL_COUNT_SELECTED Used with llGetParcelPrimCount to get the number of prims on the parcel currently selected or sat upon
PARCEL_COUNT_TEMP Used with llGetParcelPrimCount to get the number of prims on the parcel that are temp on rez
PARCEL_DETAILS_NAME Used with llGetParcelDetails to get the parcel name
PARCEL_DETAILS_DESC Used with llGetParcelDetails to get the parcel description
PARCEL_DETAILS_OWNER Used with llGetParcelDetails to get the parcel owner id
PARCEL_DETAILS_GROUP Used with llGetParcelDetails to get the parcel group id
PARCEL_DETAILS_AREA Used with llGetParcelDetails to get the parcel area in square meters
PARCEL_DETAILS_ID Used with llGetParcelDetails to get the parcel id
PARCEL_DETAILS_SEE_AVATARS Used with llGetParcelDetails to get the avatars visibility setting
STRING_TRIM_HEAD Used with llStringTrim to trim leading spaces from a string
STRING_TRIM_TAIL Used with llStringTrim to trim trailing spaces from a string
STRING_TRIM Used with llStringTrim to trim both leading and trailing spaces from a string
CLICK_ACTION_NONE Used with llSetClickAction to disable the click action
CLICK_ACTION_TOUCH Used with llSetClickAction to set touch as the default action when object is clicked
CLICK_ACTION_SIT Used with llSetClickAction to set sit as the default action when object is clicked
CLICK_ACTION_BUY Used with llSetClickAction to set buy as the default action when object is clicked
CLICK_ACTION_PAY Used with llSetClickAction to set pay as the default action when object is clicked
CLICK_ACTION_OPEN Used with llSetClickAction to set open as the default action when object is clicked
CLICK_ACTION_PLAY Used with llSetClickAction to set play as the default action when object is clicked
CLICK_ACTION_OPEN_MEDIA Used with llSetClickAction to set open-media as the default action when object is clicked
CLICK_ACTION_ZOOM Used with llSetClickAction to set zoom in as the default action when object is clicked
TOUCH_INVALID_TEXCOORD Value returned by llDetectedTouchUV() and llDetectedTouchST() when the touch position is not valid
TOUCH_INVALID_VECTOR Value returned by llDetectedTouchPos(), llDetectedTouchNormal(), and llDetectedTouchBinormal() when the touch position is not valid
TOUCH_INVALID_FACE Value returned by llDetectedTouchFace() when the touch position is not valid
PRIM_MEDIA_ALT_IMAGE_ENABLE Used with ll{Get,Set}PrimMediaParams to enable the default alt image for media
PRIM_MEDIA_CONTROLS Used with ll{Get,Set}PrimMediaParams to determine the controls shown for media
PRIM_MEDIA_CURRENT_URL Used with ll{Get,Set}PrimMediaParams to navigate/access the current URL
PRIM_MEDIA_HOME_URL Used with ll{Get,Set}PrimMediaParams to access the home URL
PRIM_MEDIA_AUTO_LOOP Used with ll{Get,Set}PrimMediaParams to determine if media should auto-loop (if applicable)
PRIM_MEDIA_AUTO_PLAY Used with ll{Get,Set}PrimMediaParams to determine if media should start playing as soon as it is created
PRIM_MEDIA_AUTO_SCALE Used with ll{Get,Set}PrimMediaParams to determine if media should scale to fit the face it is on
PRIM_MEDIA_AUTO_ZOOM Used with ll{Get,Set}PrimMediaParams to determine if the user would zoom in when viewing media
PRIM_MEDIA_FIRST_CLICK_INTERACT Used with ll{Get,Set}PrimMediaParams to determine whether the user interacts with media or not when she first clicks it (versus selection)
PRIM_MEDIA_WIDTH_PIXELS Used with ll{Get,Set}PrimMediaParams to access the media's width in pixels
PRIM_MEDIA_HEIGHT_PIXELS Used with ll{Get,Set}PrimMediaParams to access the media's height in pixels
PRIM_MEDIA_WHITELIST_ENABLE Used with ll{Get,Set}PrimMediaParams to determine if the domain whitelist is enabled
PRIM_MEDIA_WHITELIST Used with ll{Get,Set}PrimMediaParams to access the media's list of allowable URL prefixes to navigate to
PRIM_MEDIA_PERMS_INTERACT Used with ll{Get,Set}PrimMediaParams to determine the permissions for who can interact with the media
PRIM_MEDIA_PERMS_CONTROL Used with ll{Get,Set}PrimMediaParams to determine the permissions for who has controls
PRIM_MEDIA_PARAM_MAX The value of the largest media param
PRIM_MEDIA_CONTROLS_STANDARD Used with ll{Get,Set}PrimMediaParams, a PRIM_MEDIA_CONTROLS value meaning "standard controls"
PRIM_MEDIA_CONTROLS_MINI Used with ll{Get,Set}PrimMediaParams, a PRIM_MEDIA_CONTROLS value meaning "mini controls"
PRIM_MEDIA_PERM_NONE Used with ll{Get,Set}PrimMediaParams, a PRIM_MEDIA_PERMS_INTERACT or PRIM_MEDIA_PERMS_CONTROL bit, no permissions
PRIM_MEDIA_PERM_OWNER Used with ll{Get,Set}PrimMediaParams, a PRIM_MEDIA_PERMS_INTERACT or PRIM_MEDIA_PERMS_CONTROL bit, owner permissions
PRIM_MEDIA_PERM_GROUP Used with ll{Get,Set}PrimMediaParams, a PRIM_MEDIA_PERMS_INTERACT or PRIM_MEDIA_PERMS_CONTROL bit, group permissions
PRIM_MEDIA_PERM_ANYONE Used with ll{Get,Set}PrimMediaParams, a PRIM_MEDIA_PERMS_INTERACT or PRIM_MEDIA_PERMS_CONTROL bit, anyone has permissions
PRIM_MEDIA_MAX_URL_LENGTH Used with ll{Get,Set}PrimMediaParams, the maximum length of PRIM_MEDIA_CURRENT_URL or PRIM_MEDIA_HOME_URL
PRIM_MEDIA_MAX_WHITELIST_SIZE Used with ll{Get,Set}PrimMediaParams, the maximum length, in bytes, of PRIM_MEDIA_WHITELIST
PRIM_MEDIA_MAX_WHITELIST_COUNT Used with ll{Get,Set}PrimMediaParams, the maximum number of items allowed in PRIM_MEDIA_WHITELIST
PRIM_MEDIA_MAX_WIDTH_PIXELS Used with ll{Get,Set}PrimMediaParams, the maximum width allowed in PRIM_MEDIA_WIDTH_PIXELS
PRIM_MEDIA_MAX_HEIGHT_PIXELS Used with ll{Get,Set}PrimMediaParams, the maximum width allowed in PRIM_MEDIA_HEIGHT_PIXELS
STATUS_OK Result of function call was success
STATUS_MALFORMED_PARAMS Function was called with malformed params
STATUS_TYPE_MISMATCH Argument(s) passed to function had a type mismatch
STATUS_BOUNDS_ERROR Argument(s) passed to function had a bounds error
STATUS_NOT_FOUND Object or other item was not found
STATUS_NOT_SUPPORTED Feature not supported
STATUS_INTERNAL_ERROR An internal error occurred
STATUS_WHITELIST_FAILED URL failed to pass whitelist
PROFILE_NONE Disables profiling
PROFILE_SCRIPT_MEMORY Enables memory profiling
RC_DATA_FLAGS TODO: add documentation
RC_DETECT_PHANTOM TODO: add documentation
RC_GET_LINK_NUM TODO: add documentation
RC_GET_NORMAL TODO: add documentation
RC_GET_ROOT_KEY TODO: add documentation
RC_MAX_HITS TODO: add documentation
RC_REJECT_TYPES Optional parameter set in llCastRay() to reject hit against certain object types.
RC_REJECT_AGENTS Bit mask for RC_REJECT_TYPES, rejects hits against avatars.
RC_REJECT_PHYSICAL Bit mask for RC_REJECT_TYPES, rejects hits against moving objects.
RC_REJECT_NONPHYSICAL Bit mask for RC_REJECT_TYPES, rejects hits against non-moving objects.
RC_REJECT_LAND Bit mask for RC_REJECT_TYPES, rejects hits against the terrian.
RCERR_CAST_TIME_EXCEEDED TODO: add documentation
RCERR_SIM_PERF_LOW TODO: add documentation
RCERR_UNKNOWN TODO: add documentation
ESTATE_ACCESS_ALLOWED_AGENT_ADD Passed to llManageEstateAccess to add the agent to this estate's Allowed Residents list
ESTATE_ACCESS_ALLOWED_AGENT_REMOVE Passed to llManageEstateAccess to remove the agent from this estate's Allowed Residents list
ESTATE_ACCESS_ALLOWED_GROUP_ADD Passed to llManageEstateAccess to add the group to this estate's Allowed groups list
ESTATE_ACCESS_ALLOWED_GROUP_REMOVE Passed to llManageEstateAccess to remove the group from this estate's Allowed groups list
ESTATE_ACCESS_BANNED_AGENT_ADD Passed to llManageEstateAccess to add the agent to this estate's Banned residents list
ESTATE_ACCESS_BANNED_AGENT_REMOVE Passed to llManageEstateAccess to remove the agent from this estate's Banned residents list
DENSITY TODO: add documentation
FRICTION TODO: add documentation
RESTITUTION TODO: add documentation
GRAVITY_MULTIPLIER TODO: add documentation
KFM_COMMAND Command used in the options parameter of llSetKeyframedMotion, followed by one of: KFM_CMD_STOP, KFM_CMD_PLAY, KFM_CMD_PAUSE to play, stop or pause the motion
KFM_CMD_PLAY Command used in the options parameter llSetKeyframedMotion. Resumes the animation previously stopped by KFM_CMD_STOP or KFM_CMD_PAUSE
KFM_CMD_STOP Command used in the options parameter llSetKeyframedMotion. Stops the animation and resets it at the start of motion
KFM_CMD_PAUSE Command used in the options parameter llSetKeyframedMotion. Stops the animation but doesn t reset it at the start of motion.
KFM_CMD_SET_MODE TODO: add documentation
KFM_MODE TODO: add documentation
KFM_FORWARD TODO: add documentation
KFM_LOOP TODO: add documentation
KFM_PING_PONG TODO: add documentation
KFM_REVERSE TODO: add documentation
KFM_DATA TODO: add documentation
KFM_ROTATION TODO: add documentation
KFM_TRANSLATION TODO: add documentation
CHARACTER_CMD_STOP TODO: add documentation
CHARACTER_CMD_JUMP TODO: add documentation
CHARACTER_DESIRED_SPEED Constant used to indicate that the following argument is the desired speed for a Pathfinding character.
CHARACTER_RADIUS Constant used to indicate that the following argument is the radius of the capsule for a Pathfinding character.
CHARACTER_LENGTH Constant used to indicate that the following argument is the length of the capsule for a Pathfinding character.
CHARACTER_ORIENTATION Constant used to indicate that the following argument is the orientation of the capsule for a Pathfinding character.
CHARACTER_AVOIDANCE_MODE Allows you to specify that a character should not try to avoid other characters, should not try to avoid dynamic obstacles, or both. Is combined with a mask bit flags
PURSUIT_OFFSET TODO: add documentation
REQUIRE_LINE_OF_SIGHT TODO: add documentation
PURSUIT_FUZZ_FACTOR TODO: add documentation
PURSUIT_INTERCEPT TODO: add documentation
FORCE_DIRECT_PATH TODO: add documentation
VERTICAL Constant to indicate that the orientation of the capsule for a Pathfinding character is vertical.
HORIZONTAL Constant to indicate that the orientation of the capsule for a Pathfinding character is horizontal.
AVOID_CHARACTERS TODO: add documentation
AVOID_DYNAMIC_OBSTACLES TODO: add documentation
PU_EVADE_HIDDEN Triggered when an llEvade character thinks it has hidden from its pursuer.
PU_EVADE_SPOTTED Triggered when an llEvade character switches from hiding to running
PU_FAILURE_INVALID_GOAL Goal is not on the navigation-mesh and cannot be reached.
PU_FAILURE_INVALID_START Character cannot navigate from the current location - e.g., the character is off the navmesh or too high above it.
PU_FAILURE_NO_VALID_DESTINATION There's no good place for the character to go - e.g., it is patrolling and all the patrol points are now unreachable.
PU_FAILURE_OTHER Unknown failure
PU_FAILURE_TARGET_GONE Target (for llPursue or llEvade) can no longer be tracked - e.g., it left the region or is an avatar that is now more than about 30m outside the region.
PU_FAILURE_UNREACHABLE Goal is no longer reachable for some reason - e.g., an obstacle blocks the path.
PU_GOAL_REACHED Character has reached the goal and will stop or choose a new goal (if wandering).
PU_SLOWDOWN_DISTANCE_REACHED Character is near current goal.
CHARACTER_TYPE Specifies which walkability coefficient will be used by this character. Used in combination with one of the character type flags.
CHARACTER_TYPE_A Used for character types that you prefer move in a way consistent with humanoids.
CHARACTER_TYPE_B Used for character types that you prefer move in a way consistent with wild animals or off road vehicles.
CHARACTER_TYPE_C Used for mechanical character types or road going vehicles.
CHARACTER_TYPE_D Used for character types that are not consistent with the A, B, or C type.
CHARACTER_TYPE_NONE Used to set no specific character type.
TRAVERSAL_TYPE TODO: add documentation
TRAVERSAL_TYPE_SLOW TODO: add documentation
TRAVERSAL_TYPE_FAST TODO: add documentation
TRAVERSAL_TYPE_NONE TODO: add documentation
CHARACTER_MAX_ACCEL TODO: add documentation
CHARACTER_MAX_DECEL TODO: add documentation
CHARACTER_MAX_ANGULAR_SPEED TODO: add documentation
CHARACTER_MAX_ANGULAR_ACCEL TODO: add documentation
CHARACTER_TURN_SPEED_MULTIPLIER TODO: add documentation
# string constants
[word .1, .3, .5]
NULL_KEY Indicates an empty key
EOF Indicates the last line of a notecard was read
TEXTURE_BLANK UUID for the "Blank" texture
TEXTURE_DEFAULT Alias for TEXTURE_PLYWOOD
TEXTURE_MEDIA UUID for the "Default Media" texture
TEXTURE_PLYWOOD UUID for the default "Plywood" texture
TEXTURE_TRANSPARENT UUID for the "White - Transparent" texture
URL_REQUEST_GRANTED Used with http_request when a public URL is successfully granted
URL_REQUEST_DENIED Used with http_request when a public URL is not available
XP_ERROR_NONE No error was detected
XP_ERROR_THROTTLED The call failed due to too many recent calls.
XP_ERROR_EXPERIENCES_DISABLED The region currently has experiences disabled.
XP_ERROR_INVALID_PARAMETERS One of the string arguments was too big to fit in the key-value store.
XP_ERROR_NOT_PERMITTED This experience is not allowed to run on the current region.
XP_ERROR_NO_EXPERIENCE This script is not associated with an experience.
XP_ERROR_NOT_FOUND The sim was unable to verify the validity of the experience. Retrying after a short wait is advised.
XP_ERROR_INVALID_EXPERIENCE The script is associated with an experience that no longer exists.
XP_ERROR_EXPERIENCE_DISABLED The experience owner has temporarily disabled the experience.
XP_ERROR_EXPERIENCE_SUSPENDED The experience has been suspended by Linden Customer Support.
XP_ERROR_QUOTA_EXCEEDED An attempted write data to the key-value store failed due to the data quota being met.
XP_ERROR_STORE_DISABLED The key-value store is currently disabled on this region.
XP_ERROR_STORAGE_EXCEPTION Unable to communicate with the key-value store.
XP_ERROR_KEY_NOT_FOUND The requested key does not exist.
XP_ERROR_RETRY_UPDATE A checked update failed due to an out of date request.
XP_ERROR_MATURITY_EXCEEDED The request failed due to agent content preferences.
XP_ERROR_UNKNOWN_ERROR Other unknown error.
# float constants
[word .3, .1, .5]
PI 3.1415926535897932384626433832795
TWO_PI 6.283185307179586476925286766559
PI_BY_TWO 1.5707963267948966192313216916398
DEG_TO_RAD To convert from degrees to radians
RAD_TO_DEG To convert from radians to degrees
SQRT2 1.4142135623730950488016887242097
# compound constants
[word .4, .2, .4]
ZERO_VECTOR <0.0, 0.0, 0.0>
ZERO_ROTATION <0.0, 0.0, 0.0, 1.0>
# flow control keywords
[word 0, 0, .8]
for for loop:for (initializer; test; iteration):{: statements:}
do do loop:do:{: statements:} while (test);
while while loop:while (test):{ statements:}
if if statement:if (test):{ statements:}
else else clause:if (test):{ statements:}:else:{ statements:}
jump jump statement:jump label;:
return Leave current function or event handler
# flow control label
[line 0, 0, .8]
@ Label:Target for jump statement
# Comment
[one_sided_delimiter .8, .3, .15]
// Comment:Non-functional commentary or disabled code
[two_sided_delimiter .8, .3, .15]
/* */ Comment:Non-functional commentary or disabled code
# String literals
[double_quotation_marks 0, .2, 0]
" String literal
#functions are supplied by the program now
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YWwgQ0EwHhcNMTAwMjE5MjIzOTI2WhcNMjAwMjE4MjIzOTI2WjBAMQswCQYDVQQG
EwJVUzEXMBUGA1UEChMOR2VvVHJ1c3QsIEluYy4xGDAWBgNVBAMTD0dlb1RydXN0
IFNTTCBDQTCCASIwDQYJKoZIhvcNAQEBBQADggEPADCCAQoCggEBAJCzgMHk5Uat
cGA9uuUU3Z6KXot1WubKbUGlI+g5hSZ6p1V3mkihkn46HhrxJ6ujTDnMyz1Hr4Gu
FmpcN+9FQf37mpc8oEOdxt8XIdGKolbCA0mEEoE+yQpUYGa5jFTk+eb5lPHgX3UR
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d53eAsMMvR8CAwEAAaOB2TCB1jAOBgNVHQ8BAf8EBAMCAQYwHQYDVR0OBBYEFEJ5
VBthzVUrPmPVPEhX9Z/7Rc5KMB8GA1UdIwQYMBaAFMB6mGiNifurBWQMEX2qfWW4
ysxOMBIGA1UdEwEB/wQIMAYBAf8CAQAwOgYDVR0fBDMwMTAvoC2gK4YpaHR0cDov
L2NybC5nZW90cnVzdC5jb20vY3Jscy9ndGdsb2JhbC5jcmwwNAYIKwYBBQUHAQEE
KDAmMCQGCCsGAQUFBzABhhhodHRwOi8vb2NzcC5nZW90cnVzdC5jb20wDQYJKoZI
hvcNAQEFBQADggEBANTvU4ToGr2hiwTAqfVfoRB4RV2yV2pOJMtlTjGXkZrUJPji
J2ZwMZzBYlQG55cdOprApClICq8kx6jEmlTBfEx4TCtoLF0XplR4TEbigMMfOHES
0tdT41SFULgCy+5jOvhWiU1Vuy7AyBh3hjELC3DwfjWDpCoTZFZnNF0WX3OsewYk
2k9QbSqr0E1TQcKOu3EDSSmGGM8hQkx0YlEVxW+o78Qn5Rsz3VqI138S0adhJR/V
4NwdzxoQ2KDLX4z6DOW/cf/lXUQdpj6HR/oaToODEj+IZpWYeZqF6wJHzSXj8gYE
TpnKXKBuervdo5AaRTPvvz7SBMS24CqFZUE+ENQ=
-----END CERTIFICATE-----
@@ -0,0 +1,390 @@
<?xml version="1.0" encoding="UTF-8"?>
<grammar
xmlns="http://relaxng.org/ns/structure/1.0"
xmlns:a="http://relaxng.org/ns/compatibility/annotations/1.0"
datatypeLibrary="http://www.w3.org/2001/XMLSchema-datatypes">
<start>
<element name="llsd">
<element name="map">
<group>
<element name="key">
<value>constants</value>
</element>
<element name="map">
<oneOrMore>
<group>
<ref name="keyString"/>
<element name="map">
<ref name="Deprecated" />
<ref name="constantTypeValue" />
<ref name="Tooltip" />
</element>
</group>
</oneOrMore>
</element>
</group>
<group>
<element name="key">
<value>controls</value>
</element>
<element name="map">
<oneOrMore>
<group>
<ref name="keyString"/>
<ref name="mapTooltip"/>
</group>
</oneOrMore>
</element>
</group>
<group>
<element name="key">
<value>events</value>
</element>
<element name="map">
<oneOrMore>
<group>
<ref name="keyString"/>
<element name="map">
<ref name="Deprecated" />
<ref name="Arguments"/>
<ref name="Tooltip"/>
</element>
</group>
</oneOrMore>
</element>
</group>
<group>
<element name="key">
<value>functions</value>
</element>
<element name="map">
<oneOrMore>
<group>
<ref name="keyString"/>
<element name="map">
<ref name="Arguments"/>
<ref name="Deprecated" />
<element name="key">
<value>energy</value>
</element>
<ref name="float"/>
<optional>
<group>
<element name="key">
<value>god-mode</value>
</element>
<element name="boolean">
<data type="boolean"/>
</element>
</group>
</optional>
<ref name="Return"/>
<element name="key">
<value>sleep</value>
</element>
<ref name="float"/>
<ref name="Tooltip"/>
</element>
</group>
</oneOrMore>
</element>
</group>
<group>
<element name="key">
<value>llsd-lsl-syntax-version</value>
</element>
<element name="integer">
<data type="integer" />
</element>
</group>
<group>
<element name="key">
<value>types</value>
</element>
<element name="map">
<oneOrMore>
<group>
<ref name="keyString"/>
<ref name="mapTooltip"/>
</group>
</oneOrMore>
</element>
</group>
</element>
</element>
</start>
<define name="Deprecated">
<optional>
<group>
<element name="key">
<value>deprecated</value>
</element>
<element name="boolean">
<data type="boolean"/>
</element>
</group>
</optional>
</define>
<define name="keyName">
<element name="key"><value>name</value></element>
<element name="string"><data type="string" /></element>
</define>
<define name="keyString">
<element name="key"><data type="string"/></element>
</define>
<define name="keyType">
<element name="key"><value>type</value></element>
</define>
<define name="typeList">
<ref name="keyType" />
<element name="string">
<choice>
<value>float</value>
<value>integer</value>
<value>key</value>
<value>list</value>
<value>rotation</value>
<value>string</value>
<value>vector</value>
</choice>
</element>
</define>
<define name="keyValue">
<element name="key"><value>value</value></element>
</define>
<define name="constantTypeValue">
<choice>
<group>
<ref name="keyType"/>
<element name="string"><value>float</value></element>
<ref name="keyValue"/>
<element name="real"><data type="float"/></element>
</group>
<group>
<ref name="keyType"/>
<element name="string"><value>integer</value></element>
<ref name="keyValue"/>
<choice>
<element name="integer"><data type="integer"/></element>
<element name="integer"><data type="string"><param name="pattern">0x[0-9A-Fa-f]+</param></data></element>
</choice>
</group>
<group>
<ref name="keyType"/>
<element name="string"><value>key</value></element>
<ref name="keyValue"/>
<element name="uuid"><data type="string"><param name="pattern">[0-9A-Fa-f]{8}-[0-9A-Fa-f]{4}-[0-9A-Fa-f]{4}-[0-9A-Fa-f]{4}-[0-9A-Fa-f]{12}</param></data></element>
</group>
<group>
<ref name="keyType"/>
<element name="string"><value>rotation</value></element>
<ref name="keyValue"/>
<element name="array">
<element name="map">
<element name="key">
<value>x</value>
</element>
<ref name="realFromMinusOneToOne"/>
</element>
<element name="map">
<element name="key">
<value>y</value>
</element>
<ref name="realFromMinusOneToOne"/>
</element>
<element name="map">
<element name="key">
<value>z</value>
</element>
<ref name="realFromMinusOneToOne"/>
</element>
<element name="map">
<element name="key"><value>w</value></element>
<ref name="realFromMinusOneToOne"/>
</element>
</element>
</group>
<group>
<ref name="keyType"/>
<element name="string"><value>string</value></element>
<ref name="keyValue"/>
<element name="string">
<data type="string"/>
</element>
</group>
<group>
<ref name="keyType"/>
<element name="string">
<value>vector</value>
</element>
<ref name="keyValue"/>
<element name="array">
<ref name="vector"/>
</element>
</group>
</choice>
</define>
<define name="nameType">
<ref name="keyName" />
<ref name="keyType" />
</define>
<define name="realFromMinusOneToOne">
<element name="real">
<data type="float">
<param name="pattern">([\-+]|)(1|0)\.\d+</param>
</data>
</element>
</define>
<define name="float">
<choice>
<element name="real">
<data type="float"/>
</element>
<element name="real">
<empty/>
</element>
</choice>
</define>
<define name="vector">
<element name="map">
<element name="key">
<value>x</value>
</element>
<ref name="realFromMinusOneToOne"/>
</element>
<element name="map">
<element name="key">
<value>y</value>
</element>
<ref name="realFromMinusOneToOne"/>
</element>
<element name="map">
<element name="key">
<value>z</value>
</element>
<ref name="realFromMinusOneToOne"/>
</element>
</define>
<define name="mapTooltip">
<element name="map">
<ref name="Tooltip" />
</element>
</define>
<define name="Tooltip">
<element name="key">
<value>tooltip</value>
</element>
<element name="string">
<data type="string" />
</element>
</define>
<define name="Arguments">
<element name="key"><value>arguments</value></element>
<choice>
<element name="array">
<oneOrMore>
<element name="map">
<element name="key"><data type="string"><param name="pattern">[A-Z][A-Za-z0-9_]*|[a-z]</param></data></element>
<element name="map">
<!--ref name="keyName" /-->
<ref name="Tooltip" />
<ref name="typeList" />
</element>
</element>
</oneOrMore>
<!--choice>
<oneOrMore>
<element name="map">
<ref name="Argument"/>
</element>
</oneOrMore>
<element name="undef">
<empty/>
</element>
</choice-->
</element>
<element name="undef"><empty/></element>
</choice>
</define>
<define name="Argument">
<ref name="keyType"/>
<choice>
<element name="string">
<value>float</value>
</element>
<element name="string">
<value>integer</value>
</element>
<element name="string">
<value>key</value>
</element>
<element name="string">
<value>list</value>
</element>
<element name="string">
<value>rotation</value>
</element>
<element name="string">
<value>string</value>
</element>
<element name="string">
<value>vector</value>
</element>
</choice>
<ref name="Tooltip"/>
</define>
<define name="Return">
<element name="key">
<value>return</value>
</element>
<choice>
<element name="string">
<value>float</value>
</element>
<element name="string">
<value>integer</value>
</element>
<element name="string">
<value>key</value>
</element>
<element name="string">
<value>list</value>
</element>
<element name="string">
<value>rotation</value>
</element>
<element name="string">
<value>string</value>
</element>
<element name="string">
<value>vector</value>
</element>
<element name="string">
<value>void</value>
</element>
</choice>
</define>
</grammar>
+131
View File
@@ -0,0 +1,131 @@
<?xml version="1.0"?>
<xsd:schema xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<!-- LLSD document has exactly one value -->
<xsd:element name="llsd">
<xsd:complexType>
<xsd:group ref="llsd-value" />
</xsd:complexType>
</xsd:element>
<!-- Value is one of undef, boolean, integer, real,
uuid, string, date, binary, array, or map -->
<xsd:group name="llsd-value">
<xsd:choice>
<xsd:element ref="undef"/>
<xsd:element ref="boolean"/>
<xsd:element ref="integer"/>
<xsd:element ref="real"/>
<xsd:element ref="uuid"/>
<xsd:element ref="string"/>
<xsd:element ref="date"/>
<xsd:element ref="uri"/>
<xsd:element ref="binary"/>
<xsd:element ref="array"/>
<xsd:element ref="map"/>
</xsd:choice>
</xsd:group>
<!-- Undefined is an empty eleemnt -->
<xsd:element name="undef">
<xsd:simpleType>
<xsd:restriction base="xsd:string">
<xsd:length value="0" />
</xsd:restriction>
</xsd:simpleType>
</xsd:element>
<!-- Boolean is true or false -->
<xsd:element name="boolean">
<xsd:simpleType>
<xsd:restriction base="xsd:string">
<xsd:enumeration value="true" />
<xsd:enumeration value="false" />
<!-- In practice, these other serializations are seen: -->
<xsd:enumeration value="" />
<xsd:enumeration value="1" />
<xsd:enumeration value="0" />
</xsd:restriction>
</xsd:simpleType>
</xsd:element>
<!-- Integer is restricted to 32-bit signed values -->
<xsd:element name="integer">
<xsd:simpleType>
<xsd:restriction base="xsd:int" />
</xsd:simpleType>
</xsd:element>
<!-- Real is an IEEE 754 "double" value, including Infinities and NaN -->
<xsd:element name="real">
<xsd:simpleType>
<!-- TODO: xsd:double uses "INF", "-INF", and "NaN",
whereas LLSD prefers "Infinity", "-Infinity" and "NaN" -->
<xsd:restriction base="xsd:double" />
</xsd:simpleType>
</xsd:element>
<!-- UUID per RFC 4122 -->
<xsd:element name="uuid">
<xsd:simpleType>
<xsd:restriction base="xsd:string">
<xsd:pattern value="[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}" />
</xsd:restriction>
</xsd:simpleType>
</xsd:element>
<!-- String is any sequence of Unicode characters -->
<xsd:element name="string">
<xsd:simpleType>
<xsd:restriction base="xsd:string" />
</xsd:simpleType>
</xsd:element>
<!-- Date is ISO 8601 in UTC -->
<xsd:element name="date">
<xsd:simpleType>
<xsd:restriction base="xsd:dateTime">
<!-- Restrict to UTC (Z) times -->
<xsd:pattern value="[0-9]{4}-[0-9]{2}-[0-9]{2}T[0-9]{2}:[0-9]{2}:[0-9]{2}(\.[0-9]+)?Z" />
</xsd:restriction>
</xsd:simpleType>
</xsd:element>
<!-- URI per RFC 3986 -->
<xsd:element name="uri">
<xsd:simpleType>
<xsd:restriction base="xsd:anyURI" />
</xsd:simpleType>
</xsd:element>
<!-- Binary data is base64 encoded -->
<xsd:element name="binary">
<xsd:simpleType>
<!-- TODO: Require encoding attribute? -->
<xsd:restriction base="xsd:base64Binary" />
</xsd:simpleType>
</xsd:element>
<!-- Array is a sequence of zero or more values -->
<xsd:element name="array">
<xsd:complexType>
<xsd:group minOccurs="0" maxOccurs="unbounded" ref="llsd-value" />
</xsd:complexType>
</xsd:element>
<!-- Map is a sequence of zero or more key/value pairs -->
<xsd:element name="map">
<xsd:complexType>
<xsd:sequence minOccurs="0" maxOccurs="unbounded">
<xsd:element name="key">
<xsd:simpleType>
<xsd:restriction base="xsd:string" />
</xsd:simpleType>
</xsd:element>
<xsd:group ref="llsd-value" />
</xsd:sequence>
</xsd:complexType>
</xsd:element>
</xsd:schema>
+84
View File
@@ -0,0 +1,84 @@
<llsd>
<map>
<!-- default-level can be ALL, DEBUG, INFO, WARN, ERROR, or NONE -->
<key>default-level</key> <string>INFO</string>
<key>print-location</key> <boolean>true</boolean>
<key>log-always-flush</key> <boolean>true</boolean>
<!-- All log types are enabled by default. Can be toggled individually;
bitwise-or all the ones you want to enable.
Log types and their masks are:
1 - RecordToSyslog (not used by viewer)
2 - RecordToFile (SecondLife.log)
4 - RecordToStderr (this will appear in the console window, if there is one)
8 - RecordToFixedBuffer (viewer debug console)
16 - RecordToWinDebug (on windows, output to VS IDE window)
For example, value of 10 = 2|8 would enable logging only to SecondLife.log and the viewer debug console.
Note: RecordToFile is always enabled in release builds.
-->
<key>enabled-log-types-mask</key> <integer>255</integer>
<key>settings</key>
<array>
<!-- Suppress anything but ERROR for some very verbose components -->
<map>
<key>level</key><string>ERROR</string>
<key>functions</key>
<array>
</array>
<key>classes</key>
<array>
</array>
<key>files</key>
<array>
</array>
<key>tags</key>
<array>
<string>ShaderLoading</string>
</array>
</map>
<map>
<key>level</key><string>INFO</string>
<key>functions</key>
<array>
</array>
<key>classes</key>
<array>
</array>
<key>files</key>
<array>
</array>
<key>tags</key>
<array>
</array>
</map>
<map>
<key>level</key><string>DEBUG</string>
<key>functions</key>
<array>
</array>
<key>classes</key>
<array>
</array>
<key>files</key>
<array>
</array>
<key>tags</key>
<array>
<!-- sample entry for debugging specific items
<string>AnimatedObjects</string>
<string>Avatar</string>
<string>Inventory</string>
<string>SceneLoadTiming</string>
<string>Avatar</string>
<string>Voice</string>
-->
<string>import</string>
<string>export</string>
<string>Outfit</string>
</array>
</map>
</array>
</map>
</llsd>
+59
View File
@@ -0,0 +1,59 @@
<llsd>
<map>
<key>3481ccd5-cc6c-65ca-c466-dc9df1bf3944</key>
<map>
<key>name</key>
<string>PS_T_Pose</string>
</map>
<key>0b4ee516-5dfd-ef4b-4ab6-300bb44cb045</key>
<map>
<key>name</key>
<string>PS_Arms_Down_Legs_together</string>
</map>
<key>b23c52ef-0b15-11f2-852d-8fbd33417847</key>
<map>
<key>name</key>
<string>PS_Arms_down_sitting</string>
</map>
<key>e14fee5f-3735-a236-2e26-94f92f366d81</key>
<map>
<key>name</key>
<string>PS_Arms_downward_Legs_apart</string>
</map>
<key>2029d88f-4efc-d72d-18d1-274caf9e9bc0</key>
<map>
<key>name</key>
<string>PS_Arms_downward_Legs_together</string>
</map>
<key>cff5559e-c915-0b5e-d587-f789b5cc299a</key>
<map>
<key>name</key>
<string>PS_Arms_forward_Legs_apart</string>
</map>
<key>23f3163c-183b-dac0-0cdd-7811bcc3b5f1</key>
<map>
<key>name</key>
<string>PS_Arms_forward_Legs_together</string>
</map>
<key>b2f312aa-2c1e-27b8-50fe-a0fa4ff3df4e</key>
<map>
<key>name</key>
<string>PS_Arms_straight_Legs_apart</string>
</map>
<key>c17677b8-9fb2-8d6e-bbbe-219edce64ef4</key>
<map>
<key>name</key>
<string>PS_Arms_straight_sitting</string>
</map>
<key>2cfeed25-04f9-caff-f3d2-776cddea5771</key>
<map>
<key>name</key>
<string>PS_Arms_upward_Legs_apart</string>
</map>
<key>6e83f685-2f53-278f-6758-b529327cce09</key>
<map>
<key>name</key>
<string>PS_Arms_upward_Legs_together</string>
</map>
</map>
</llsd>
@@ -0,0 +1,84 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<quickprefs>
<entries
control_name="RenderFarClip"
control_type="3"
increment="8"
integer="1"
label="Draw Distance"
max="1024"
min="32"
translation_id="QP Draw Distance" />
<entries
control_name="RenderMaxPartCount"
control_type="3"
increment="256"
integer="1"
label="Max Particles"
max="8192"
min="0"
translation_id="QP Max Particles" />
<entries
control_name="RenderAvatarPhysicsLODFactor"
control_type="3"
increment="0.05"
integer="0"
label="Avatar Physics LOD"
max="1"
min="0"
translation_id="QP Avatar Physics LOD" />
<entries
control_name="RenderVolumeLODFactor"
control_type="3"
increment="0.125"
integer="0"
label="LOD Factor"
max="4"
min="0"
translation_id="QP LOD Factor" />
<entries
control_name="IndirectMaxNonImpostors"
control_type="3"
increment="1"
integer="1"
label="Max Avatars"
max="66"
min="1"
translation_id="QP Max Avatars" />
<entries
control_name="FSNameTagZOffsetCorrection"
control_type="3"
increment="1"
integer="1"
label="Tags Offset"
max="5"
min="-5"
translation_id="QP Tags Offset" />
<entries
control_name="AvatarNameTagMode"
control_type="4"
increment="0"
integer="0"
label="Name Tags"
max="2"
min="0"
translation_id="QP Name Tags" />
<entries
control_name="DebugLookAt"
control_type="4"
increment="0"
integer="0"
label="LookAt Target"
max="1"
min="0"
translation_id="QP LookAt Target" />
<entries
control_name="DebugShowColor"
control_type="4"
increment="0"
integer="0"
label="Color Under Cursor"
max="1"
min="0"
translation_id="QP Color Under Cursor" />
</quickprefs>
@@ -0,0 +1,142 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<script_library name="aa">
<keywords>
<integer_constant name="ENABLE_GRAVITY" desc="enable_gravity" />
<integer_constant name="GRAVITY_FORCE_X" desc="gravity_force_x" />
<integer_constant name="GRAVITY_FORCE_Y" desc="gravity_force_y" />
<integer_constant name="GRAVITY_FORCE_Z" desc="gravity_force_z" />
<integer_constant name="ADD_GRAVITY_POINT" desc="add_gravity_point" />
<integer_constant name="ADD_GRAVITY_FORCE" desc="add_gravity_force" />
<integer_constant name="START_TIME_REVERSAL_SAVING" desc="start_time_reversal_saving" />
<integer_constant name="STOP_TIME_REVERSAL_SAVING" desc="stop_time_reversal_saving" />
<integer_constant name="START_TIME_REVERSAL" desc="start_time_reversal" />
<integer_constant name="STOP_TIME_REVERSAL" desc="stop_time_reversal" />
<integer_constant name="WL_OK" desc="Value -1" />
<integer_constant name="WL_ERROR" desc="Value -2" />
<integer_constant name="WL_ERROR_NO_SCENE_SET" desc="Value -3" />
<integer_constant name="WL_ERROR_SCENE_MUST_BE_STATIC" desc="Value -4" />
<integer_constant name="WL_ERROR_SCENE_MUST_NOT_BE_STATIC" desc="Value -5" />
<integer_constant name="WL_ERROR_BAD_SETTING" desc="Value -6" />
<integer_constant name="WL_ERROR_NO_PRESET_FOUND" desc="Value -7" />
<integer_constant name="BOT_FOLLOW_FLAG_NONE" desc="value 0" />
<integer_constant name="BOT_FOLLOW_FLAG_INDEFINITELY" desc="value 1" />
<integer_constant name="BOT_TAG_FIND_ALL" desc="value AllBots" />
<integer_constant name="BOT_FOLLOW_WALK" desc="value 0" />
<integer_constant name="BOT_FOLLOW_RUN" desc="value 1" />
<integer_constant name="BOT_FOLLOW_FLY" desc="value 2" />
<integer_constant name="BOT_FOLLOW_TELEPORT" desc="value 3" />
<integer_constant name="BOT_FOLLOW_WAIT" desc="value 4" />
<integer_constant name="BOT_FOLLOW_TRIGGER_HERE_EVENT" desc="value 1" />
<integer_constant name="BOT_FOLLOW_FLAG_FORCEDIRECTPATH" desc="value 4" />
</keywords>
<functions>
<function name="aaSetCloudDensity" sleep="0.0" energy="10.0"
desc="aaSetCloudDensity(float density);Sets region windlight cloud density" />
<function name="aaUpdateDatabase" sleep="0.0" energy="10.0"
desc="aaUpdateDatabase(key field, xmlData, string token);Update database" />
<function name="aaQueryDatabase" sleep="0.0" energy="10.0"
desc="list aaQueryDatabase(key token, string password);Returns a list with first value is the token, the second the Key, and the third the value" />
<function name="aaSerializeXML" sleep="0.0" energy="10.0"
desc="string aaSerializeXML(keys, values);Returns xml formatted string of the keys with their values" />
<function name="aaDeserializeXMLKeys" sleep="0.0" energy="10.0"
desc="list aaDeserializeXMLKeys(string xml);Returns a list of keys from XML data" />
<function name="aaDeserializeXMLValues" sleep="0.0" energy="10.0"
desc="list aaDeserializeXMLValues(string xml);Returns a list of values from XML data" />
<function name="aaSetConeOfSilence" desc="aaSetConeOfSilence(float radius);Sets cone of silence radius" />
<function name="aaJoinCombatTeam" desc="aaJoinCombatTeam(key avatar, string team);Adds the specified avatar to a given combat team" />
<function name="aaLeaveCombat" sleep="0.0" energy="10.0"
desc="aaLeaveCombat(key avatar);Removed the specified avatar from combat" />
<function name="aaJoinCombat" sleep="0.0" energy="10.0"
desc="aaJoinCombat(key avatar);Adds the specified avatar to combat" />
<function name="aaGetHealth" sleep="0.0" energy="10.0"
desc="float aaGetHealth(key avatar);Returns an avatar&apos;s health value" />
<function name="aaGetTeam" sleep="0.0" energy="10.0"
desc="string aaGetTeam(key avatar);Returns a given avatar&apos;s combat team" />
<function name="aaGetTeamMembers" sleep="0.0" energy="10.0"
desc="list aaGetTeamMembers(string team);Returns a list of avatar&apos; on a given team" />
<function name="aaGetLastOwner" sleep="0.0" energy="10.0"
desc="key aaGetLastOwner(key object);Returns a given object&apos;s last owner;key aaGetLastOwner();Returns last owner of the object" />
<function name="aaSayDistance" sleep="0.0" energy="10.0"
desc="aaSayDistance(integer channel, float distance, string message);Make the object speak on a channel, but only to a specified distance" />
<function name="aaSayTo" sleep="0.0" energy="10.0"
desc="aaSayTo(key avatar, string msg);Send a direct im to a specified avatar;(Similar to llOwnerSay)" />
<function name="aaGetText" sleep="0.0" energy="10.0"
desc="string aaGetText();Returns the current primitive&apos;s hovertext" />
<function name="aaGetTextColor" sleep="0.0" energy="10.0"
desc="rotation aaGetTextColor();Returns the current primitive hovertext&apos;s color" />
<function name="aaRaiseError" sleep="0.0" energy="10.0"
desc="aaRaiseError(string message);Raise an exception" />
<function name="aaFreezeAvatar" sleep="0.0" energy="10.0"
desc="aaFreezeAvatar(key avatar);Freeze the specified avatar" />
<function name="aaThawAvatar" sleep="0.0" energy="10.0"
desc="aaThawAvatar(key avatar);Un-freeze the specified avatar" />
<function name="aaRequestCombatPermission" sleep="0.0" energy="10.0"
desc="aaRequestCombatPermission(key avatar);Request PERMISSION_COMBAT for specified avatar" />
<function name="aaGetWalkDisabled" sleep="0.0" energy="10.0"
desc="integer aaGetWalkDisabled(key avatar);Boolean return if walk is disabled for the specified avatar" />
<function name="aaSetWalkDisabled" sleep="0.0" energy="10.0"
desc="aaSetWalkDisabled(key avatar, bool value);Disable walk for selected avatar;Forces fly only" />
<function name="aaGetFlyDisabled" sleep="0.0" energy="10.0"
desc="integer aaGetFlyDisabled(key avatar);Boolean return if fly is disabled for the specified avatar" />
<function name="aaSetFlyDisabled" sleep="0.0" energy="10.0"
desc="aaSetFlyDisabled(key avatar, bool value);Disable fly for selected avatar" />
<function name="aaAvatarFullName2Key" sleep="0.0" energy="10.0"
desc="key aaAvatarFullName2Key(string fullname);Returns the key for the avatar name specified" />
<function name="aaSetEnv" sleep="0.0" energy="10.0" god-only="true"
desc="aaSetEnv(string name, list value);Set an enviroment variable" />
<function name="aaGetIsInfiniteRegion" sleep="0.0" energy="10.0"
desc="integer aaGetIsInfiniteRegion();Boolean return if current region is infinite" />
<function name="aaAllRegionInstanceSay" sleep="0.0" energy="10.0"
desc="aaAllRegionInstanceSay(integer channel, string message);Make object say over entire region" />
<function name="aaWindlightGetSceneIsStatic" sleep="0.0" energy="10.0"
desc="integer aaWindlightGetSceneIsStatic();Boolean return if Windlight scene is static" />
<function name="aaWindlightGetSceneDayCycleKeyFrameCount" sleep="0.0" energy="10.0"
desc="integer aaWindlightGetSceneDayCycleKeyFrameCount();Returns the scene day cycle keyframe count of the current region" />
<function name="aaWindlightGetDayCycle" sleep="0.0" energy="10.0"
desc="list aaWindlightGetDayCycle();Returns the Windlight day cycle" />
<function name="aaWindlightAddDayCycleFrame" sleep="0.0" energy="10.0"
desc="integer aaWindlightAddDayCycleFrame(integer day_cycle_frame);Add the specified day cycle frame" />
<function name="aaWindlightRemoveDayCycleFrame" sleep="0.0" energy="10.0"
desc="integer aaWindlightRemoveDayCycleFrame(integer day_cycle_frame);Remove the specified day cycle frame" />
<function name="aaWindlightGetScene" sleep="0.0" energy="10.0"
desc="list aaWindlightGetScene(list parameters);list aaWindlightGetScene(integer day_cycle_kf, list parameters);Returns a list of Windlight scene parameters" />
<function name="aaWindlightSetScene" sleep="0.0" energy="10.0"
desc="integer aaWindlightSetScene(list parameters);integer aaWindlightSetScene(integer day_cycle_index, list parameters);Boolean return success" />
<function name="botCreateBot" sleep="0.0" energy="10.0"
desc="string botCreateBot(string firstname, string lastname, key clone_appearance, vector pos);Creates a bot with the specified parameters" />
<function name="botRemoveBot" sleep="0.0" energy="10.0"
desc="botRemoveBot(key bot);Removes a specified bot" />
<function name="botGetWaitingTime" sleep="0.0" energy="10.0"
desc="vector botGetWaitingTime(integer wait_time);Make the bot wait" />
<function name="botPauseMovement" sleep="0.0" energy="10.0"
desc="botPauseMovement(key bot);Pause the specified bot" />
<function name="botResumeMovement" sleep="0.0" energy="10.0"
desc="botResumeMovement(key bot);Resume movement of the specified bot" />
<function name="botSetShouldFly" sleep="0.0" energy="10.0"
desc="botSetShouldFly(key bot, bool fly);Enables bot fly mode" />
<function name="botSetMap" sleep="0.0" energy="10.0"
desc="botSetMap(key bot, list positions, list movement_type, integer flags);Sets a path for the specified bot to travel" />
<function name="botFollowAvatar" sleep="0.0" energy="10.0"
desc="botFollowAvatar(key bot, key avatar, float follow_dist, float end_follow_dist);Make the bot follow the specified avatar" />
<function name="botStopFollowAvatar" sleep="0.0" energy="10.0"
desc="botStopFollowAvatar(key bot);Make the bot stop following avatars" />
<function name="botSendChatMessage" sleep="0.0" energy="10.0"
desc="botSendChatMessage(key bot, string message, integer channel, integer say_type);Makes the bot speak" />
<function name="botSendIM" sleep="0.0" energy="10.0"
desc="botSendIM(key bot, key avatar, string message);Makes the bot send a message to the specified avatar" />
<function name="botTouchObject" sleep="0.0" energy="10.0"
desc="botTouchObject(key bot, key object);Makes the bot touch the specified object" />
<function name="botSitObject" sleep="0.0" energy="10.0"
desc="botSitObject(key bot, key object, vector offset);Makes the bot sit on an object" />
<function name="botStandUp" sleep="0.0" energy="10.0"
desc="botStandUp(key bot);Makes the specified bot stand up" />
<function name="botAddTag" sleep="0.0" energy="10.0"
desc="botAddTag(key bot, string tag);Add a tag to a specified bot" />
<function name="botGetBotsWithTag" sleep="0.0" energy="10.0"
desc="list botGetBotsWithTag(string tag);Returns a list of bots with the specified tag" />
<function name="botRemoveBotsWithTag" sleep="0.0" energy="10.0"
desc="botRemoveBotsWithTag(string tag);Removes bots with the specified tag" />
<function name="botSetSpeed" sleep="0.0" energy="10.0"
desc="botSetSpeed(key bot, float speed_modifier);Change the movement speed of a specified bot" />
</functions>
</script_library>
@@ -0,0 +1,332 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<script_library name="ossl">
<keywords>
<float_constant name="CAMERA_POSITION_X" desc="Sets camera x position in region coordinates" />
<float_constant name="CAMERA_POSITION_Y" desc="Sets camera y position in region coordinates" />
<float_constant name="CAMERA_POSITION_Z" desc="Sets camera z position in region coordinates" />
<float_constant name="CAMERA_FOCUS_X" desc="Sets camera x focus (target position) in region coordinates" />
<float_constant name="CAMERA_FOCUS_Y" desc="Sets camera y focus (target position) in region coordinates" />
<float_constant name="CAMERA_FOCUS_Z" desc="Sets camera z focus (target position) in region coordinates" />
<integer_constant name="OS_ATTACH_MSG_ALL" desc="Send the message to attachments on every point" />
<integer_constant name="OS_ATTACH_MSG_INVERT_POINTS" desc="Invert how the attachment points list should be treated" />
<integer_constant name="OS_ATTACH_MSG_OBJECT_CREATOR" desc="Send only to those have the same CreatorID with host object CreatorID" />
<integer_constant name="OS_ATTACH_MSG_SCRIPT_CREATOR" desc="Send only to those have the same CreatorID with sender script CreatorID" />
<integer_constant name="CHANGED_REGION_RESTART" desc="Parameter of changed event handler used to indicate the region has been restarted." />
<integer_constant name="CHANGED_ANIMATION" desc="The set of animations playing on the avatar to whom this object is attached has been changed." />
<integer_constant name="LIST_STAT_HARMONIC_MEAN" desc="Returns the harmonic mean of a list of numbers, Value 100." />
<integer_constant name="CAMERA_FOCUS_OFFSET_X" desc="Adjusts the camera focus x position relative to the target. (float)" />
<integer_constant name="CAMERA_FOCUS_OFFSET_Y" desc="Adjusts the camera focus y position relative to the target. (float)" />
<integer_constant name="CAMERA_FOCUS_OFFSET_Z" desc="Adjusts the camera focus z position relative to the target. (float)" />
<integer_constant name="PARCEL_DETAILS_CLAIMDATE" desc="Set parcel claim date" />
<integer_constant name="STATS_TIME_DILATION" desc="Time Dilation, Value 0" />
<integer_constant name="STATS_SIM_FPS" desc="Sim FPS, Value 1" />
<integer_constant name="STATS_PHYSICS_FPS" desc="Physics FPS, Value 2" />
<integer_constant name="STATS_AGENT_UPDATES" desc="Agent Updates/Sec, Value 3" />
<integer_constant name="STATS_ROOT_AGENTS" desc="Main Agents, Value 4" />
<integer_constant name="STATS_CHILD_AGENTS" desc="Child Agents, Value 5" />
<integer_constant name="STATS_TOTAL_PRIMS" desc="Objects, Value 6" />
<integer_constant name="STATS_ACTIVE_PRIMS" desc="Active Objects, Value 7" />
<integer_constant name="STATS_FRAME_MS" desc="Total Frame Time, Value 8" />
<integer_constant name="STATS_NET_MS" desc="Net Time, Value 9" />
<integer_constant name="STATS_PHYSICS_MS" desc="Physics Time, Value 10" />
<integer_constant name="STATS_IMAGE_MS" desc="Images Time, Value 11" />
<integer_constant name="STATS_OTHER_MS" desc="(Other Time), Value 12" />
<integer_constant name="STATS_IN_PACKETS_PER_SECOND" desc="Packets in, Value 13" />
<integer_constant name="STATS_OUT_PACKETS_PER_SECOND" desc="Packets out, Value 14" />
<integer_constant name="STATS_UNACKED_BYTES" desc="Total Unacked Bytes, Value 15" />
<integer_constant name="STATS_AGENT_MS" desc="Agent Time, Value 16" />
<integer_constant name="STATS_PENDING_DOWNLOADS" desc="Pending Downloads, Value 17" />
<integer_constant name="STATS_PENDING_UPLOADS" desc="Pending Downloads, Value 18" />
<integer_constant name="STATS_ACTIVE_SCRIPTS" desc="Active Scripts, Value 19" />
<integer_constant name="STATS_SCRIPT_LPS" desc="Script Line Per Second, Value 20" />
<!-- NPC constants -->
<integer_constant name="OS_NPC" desc="Target is NPC. Use this instead of NPC, Value 0x01000000" />
<integer_constant name="OS_NPC_FLY" desc="Value 0" />
<integer_constant name="OS_NPC_NO_FLY" desc="Value 1" />
<integer_constant name="OS_NPC_LAND_AT_TARGET" desc="Value 2" />
<integer_constant name="OS_NPC_SIT_NOW" desc="Value 0" />
<integer_constant name="OS_NPC_CREATOR_OWNED" desc="Value 0x1" />
<integer_constant name="OS_NPC_NOT_OWNED" desc="Value 0x2" />
<integer_constant name="OS_NPC_SENSE_AS_AGENT" desc="Value 0x4" />
<integer_constant name="OS_NPC_OBJECT_GROUP" desc="Value 0x8" />
<integer_constant name="OS_NPC_RUNNING" desc="Value 4" />
<integer_constant name="OS_LISTEN_REGEX_NAME" desc="Process name parameter as regex, Value = 0x1" />
<integer_constant name="OS_LISTEN_REGEX_MESSAGE" desc="Process name parameter as regex, Value = 0x2" />
<integer_constant name="OS_PRIM_VELOCITY" desc="Value 65032" />
<integer_constant name="OS_PRIM_ACCELERATION" desc="Value 65033" />
<integer_constant name="OS_PRIM_PROJECTION" desc="Value 65036" />
<!-- Windlight constants -->
<integer_constant name="WL_WATER_COLOR" desc="Windlight Water Colour" />
<integer_constant name="WL_WATER_FOG_DENSITY_EXPONENT" desc="Windlight Water Fog Density Exponent" />
<integer_constant name="WL_UNDERWATER_FOG_MODIFIER" desc="Windlight Underwater Fog Modifier" />
<integer_constant name="WL_REFLECTION_WAVELET_SCALE" desc="Windlight Reflection Wavelet Scale" />
<integer_constant name="WL_FRESNEL_SCALE" desc="Windlight Fresnel Scale" />
<integer_constant name="WL_FRESNEL_OFFSET" desc="Windlight Fresnel Offset" />
<integer_constant name="WL_REFRACT_SCALE_ABOVE" desc="Windlight Refract Scale Above" />
<integer_constant name="WL_REFRACT_SCALE_BELOW" desc="Windlight Refract Scale Below" />
<integer_constant name="WL_BLUR_MULTIPLIER" desc="Windlight Blur Multiplier" />
<integer_constant name="WL_BIG_WAVE_DIRECTION" desc="Windlight Big Wave Direction" />
<integer_constant name="WL_LITTLE_WAVE_DIRECTION" desc="Windlight Little Wave Direction" />
<integer_constant name="WL_NORMAL_MAP_TEXTURE" desc="Windlight Normal Map Texture" />
<integer_constant name="WL_HORIZON" desc="Windlight Horizon Colour" />
<integer_constant name="WL_HAZE_HORIZON" desc="Windlight Haze Horizon" />
<integer_constant name="WL_BLUE_DENSITY" desc="Windlight Blue Density" />
<integer_constant name="WL_HAZE_DENSITY" desc="Windlight Haze Density" />
<integer_constant name="WL_DENSITY_MULTIPLIER" desc="Windlight Density Multiplier" />
<integer_constant name="WL_DISTANCE_MULTIPLIER" desc="Windlight Distance Multiplier" />
<integer_constant name="WL_MAX_ALTITUDE" desc="Windlight Max Altitude" />
<integer_constant name="WL_SUN_MOON_COLOR" desc="Windlight Sun/Moon Colour" />
<integer_constant name="WL_SUN_MOON_POSITION" desc="Windlight Sun/Moon Position" />
<integer_constant name="WL_AMBIENT" desc="Windlight Ambient Colour" />
<integer_constant name="WL_EAST_ANGLE" desc="Windlight Sun/Position East" />
<integer_constant name="WL_SUN_GLOW_FOCUS" desc="Windlight Sun Glow Focus" />
<integer_constant name="WL_SUN_GLOW_SIZE" desc="Windlight Sun Glow Size" />
<integer_constant name="WL_SCENE_GAMMA" desc="Windlight Scene Gamma" />
<integer_constant name="WL_STAR_BRIGHTNESS" desc="Windlight Star Brightness" />
<integer_constant name="WL_CLOUD_COLOR" desc="Windlight Cloud Colour" />
<integer_constant name="WL_CLOUD_XY_DENSITY" desc="Windlight Cloud X/Y/Density" />
<integer_constant name="WL_CLOUD_COVERAGE" desc="Windlight Cloud Coverage" />
<integer_constant name="WL_CLOUD_SCALE" desc="Windlight Cloud Scale" />
<integer_constant name="WL_CLOUD_DETAIL_XY_DENSITY" desc="Windlight Cloud Detail X/Y/Density" />
<integer_constant name="WL_CLOUD_SCROLL_X" desc="Windlight Cloud Scroll X" />
<integer_constant name="WL_CLOUD_SCROLL_Y" desc="Windlight Cloud Scroll Y" />
<integer_constant name="WL_CLOUD_SCROLL_Y_LOCK" desc="Windlight Cloud Scroll Y Lock" />
<integer_constant name="WL_CLOUD_SCROLL_X_LOCK" desc="Windlight Cloud Scroll X Lock" />
<integer_constant name="WL_DRAW_CLASSIC_CLOUDS" desc="Windlight Draw Classic Clouds" />
<!-- Bulletsim specific constants -->
<integer_constant name="PHYS_LINKSET_TYPE_CONSTRAINT" desc="Bulletsim;Links are created with physics constraint objects. Used for flexible objects. Not a good default as it uses more CPU" value="0" />
<integer_constant name="PHYS_LINKSET_TYPE_COMPOUND" desc="Bulletsim;Linkset is constructed as a compound object made up of the shapes of all the children. The most efficient linkset implementation and the default" value="1" />
<integer_constant name="PHYS_LINKSET_TYPE_MANUAL" desc="Bulletsim;NOT IMPLEMENTED. Linkset is implemented by CPU code that moves each of the object in the linkset independently" value="2" />
<integer_constant name="PHYS_LINK_TYPE_FIXED" desc="Bulletsim;Link is fixed and unmovable. Default. Implemented as a 6 degree-of-freedom constraint with no motion in either the linear or angular directions" value="1234" />
<integer_constant name="PHYS_LINK_TYPE_HINGE" desc="Bulletsim;" value="4" />
<integer_constant name="PHYS_LINK_TYPE_SPRING" desc="Bulletsim;" value="9" />
<integer_constant name="PHYS_LINK_TYPE_6DOF" desc="Bulletsim;" value="6" />
<integer_constant name="PHYS_LINK_TYPE_SLIDER" desc="Bulletsim;" value="7" />
<!-- Axis specification -->
<integer_constant name="PHYS_AXIS_LINEAR_X" desc="Bulletsim;X linear axis" value="0" />
<integer_constant name="PHYS_AXIS_LINEAR_Y" desc="Bulletsim;Y linear axis" value="1" />
<integer_constant name="PHYS_AXIS_LINEAR_Z" desc="Bulletsim;Z linear axis" value="2" />
<integer_constant name="PHYS_AXIS_ANGULAR_X" desc="Bulletsim;X angular axis" value="3" />
<integer_constant name="PHYS_AXIS_ANGULAR_Y" desc="Bulletsim;Y angular axis" value="4" />
<integer_constant name="PHYS_AXIS_ANGULAR_Z" desc="Bulletsim;Z angular axis" value="5" />
<integer_constant name="PHYS_AXIS_ALL" desc="Bulletsim;(-1) make changes to all axis" value="-1" />
<integer_constant name="PHYS_AXIS_LINEAR_ALL" desc="Bulletsim;all linear axis (X, Y, Z)" value="-2" />
<integer_constant name="PHYS_AXIS_ANGULAR_ALL" desc="Bulletsim;all angular axis (X, Y, Z)" value="-3" />
<!-- Extended linksets -->
<integer_constant name="PHYS_PARAM_LINK_TYPE" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_FRAMEINA_LOC" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_FRAMEINA_ROT" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_FRAMEINB_LOC" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_FRAMEINB_ROT" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_LINEAR_LIMIT_LOW" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_LINEAR_LIMIT_HIGH" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_ANGULAR_LIMIT_LOW" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_ANGULAR_LIMIT_HIGH" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_USE_FRAME_OFFSET" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_ENABLE_TRANSMOTOR" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_TRANSMOTOR_MAXVEL" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_USE_LINEAR_FRAMEA" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_TRANSMOTOR_MAXFORCE" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_CFM" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_ERP" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_SOLVER_ITERATIONS" desc="Bulletsim;"/>
<integer_constant name="PHYS_PARAM_SPRING_AXIS_ENABLE" desc="Bulletsim;[PHYS_PARAM_SPRING_AXIS_ENABLE, int axisCode, bool flag]"/>
<integer_constant name="PHYS_PARAM_SPRING_DAMPING" desc="Bulletsim;[PHYS_PARAM_SPRING_DAMPING, int axisCode, float damping]"/>
<integer_constant name="PHYS_PARAM_SPRING_STIFFNESS" desc="Bulletsim;[PHYS_PARAM_SPRING_STIFFNESS, int axisCode, float stiffness]"/>
<integer_constant name="OSTPOBJ_NONE" desc="Flag for osTeleportObject, Value 0"/>
<integer_constant name="OSTPOBJ_STOPATTARRGET" desc="Flag for osTeleportObject, object is stopped at destination"/>
<integer_constant name="OSTPOBJ_STOPONFAIL" desc="Flag for osTeleportObject, object stops at start point if tp fails (still does nothing)"/>
<integer_constant name="OSTPOBJ_SETROT" desc="Flag for osTeleportObject, the rotation is the final object rotation, otherwise is a added rotation"/>
<integer_constant name="AGENT_LIST_EXCLUDENPC" desc="Bit mask option to llGetAgentList scope to exclude NPCs"/>
</keywords>
<functions>
<function name="osAddAgentToGroup" sleep="0.0" energy="10.0" desc="osAddAgentToGroup(key avatar, string group_name, string role_name);Adds the avatar to a group under a given role" />
<function name="osAgentSaveAppearance" sleep="0.0" energy="10.0" desc="key osAgentSaveAppearance(key avatar, string notecard);Creates a notecard with the specified avatar&apos;s current appearance inside the object" />
<function name="osAvatarName2Key" sleep="0.0" energy="10.0" desc="key osAvatarName2Key(string firstname, string lastname);Returns the avatar&apos;s key from their first and last name" />
<function name="osAvatarPlayAnimation" sleep="0.0" energy="10.0" desc="osAvatarPlayAnimation(key avatar, string animation);Plays a given animation on a specified avatar.;No PERMISSION_TRIGGER_ANIMATION check." />
<function name="osAvatarStopAnimation" sleep="0.0" energy="10.0" desc="osAvatarStopAnimation(key UUID, string animation);Stops playing an animation on a specified avatar" />
<function name="osCauseDamage" sleep="0.0" energy="10.0" desc="osCauseDamage(key avatar, float damage);Causes health damage to the specified avatar" />
<function name="osCauseHealing" sleep="0.0" energy="10.0" desc="osCauseHealing(key avatar, float healing);Increase health to the specified avatar" />
<function name="osCheckODE" sleep="0.0" energy="10.0" desc="integer osCheckODE(); Checks if physics engine is legacy ODE and returns 1 ( TRUE ) it is, or 0 ( FALSE ) if not" />
<function name="osClearInertia" sleep="0.0" energy="10.0" desc="osClearInertia();clears the effect of osSetInertia* functions. Link set total mass, center of mass and inertia will be the values estimated by default from the link set parts." />
<function name="osCollisionSound" sleep="0.0" energy="10.0" desc="osCollisionSound(string impact_sound, double impact_volume);Sets collision sound to impact_sound with specified volume." />
<function name="osConsoleCommand" sleep="0.0" energy="10.0" desc="osConsoleCommand(string command);Sends a given console command to the region.;NOTE: There are no security checks with this function. DO NOT USE THIS FUNCTION UNLESS YOU ARE ABSOLUTELY SURE YOU KNOW WHAT YOU ARE DOING." />
<function name="osDie" sleep="0.0" energy="10.0" desc="osDie(key objectUUID);Deletes an object depending on the target uuid. Note: Only allow osDie() on objects rezzed by the script prim Group (linkset) or on it self." />
<function name="osDrawEllipse" sleep="0.0" energy="10.0" desc="osDrawEllipse(string draw_list, integer width, integer height);Draws an ellipse on a dynamic texture" />
<function name="osDrawFilledEllipse" sleep="0.0" energy="10.0" desc="string osDrawFilledEllipse(string drawList, integer width, integer height);Appends an FillEllipse drawing command to the string provided in drawList and returns the result. The filled ellipse is drawn with the current pen size and color, with the specified width and height (in pixels), centered on a point which is (width/2) pixels to the right of the pen's current X position, and (height/2) pixels below the pen's current Y position. After the filled ellipse is drawn, the width and height values are added to the pen's X and Y position, respectively." />
<function name="osDrawFilledPolygon" sleep="0.0" energy="10.0" desc="string osDrawFilledPolygon (string draw_list, list x, list y);Draws a polygon on a dynamic texture, and fills it with the current pen color" />
<function name="osDrawFilledRectangle" sleep="0.0" energy="10.0" desc="string osDrawFilledRectangle(string draw_list, integer width, integer height);Draws a rectangle on a dynamic texture, and fills it with the current pen color" />
<function name="osDrawImage" sleep="0.0" energy="10.0" desc="string osDrawImage(string draw_list, integer width, integer height, string url);Retrieves a specified image and draws it at the specified height and width" />
<function name="osDrawLine" sleep="0.0" energy="10.0" desc="string osDrawLine(string draw_list, integer start_x, integer start_y, integer end_x, integer end_y);osDrawLine(string draw_list, integer end_x, integer end_y);Draws a line on a dynamic texture" />
<function name="osDrawPolygon" sleep="0.0" energy="10.0" desc="string osDrawPolygon (string draw_list, list x, list y);Draws a polygon on a dynamic texture" />
<function name="osDrawRectangle" sleep="0.0" energy="10.0" desc="string osDrawRectangle(string draw_list, integer width, integer height);Draws a rectangle on a dynamic texture" />
<function name="osDrawResetTransform" sleep="0.0" energy="10.0" desc="string osDrawResetTransform(string drawList);No description available yet" />
<function name="osDrawRotationTransform" sleep="0.0" energy="10.0" desc="string osDrawRotationTransform(string drawList, float x);No description available yet" />
<function name="osDrawScaleTransform" sleep="0.0" energy="10.0" desc="string osDrawScaleTransform(string drawList, float x, float y);No description available yet" />
<function name="osDrawText" sleep="0.0" energy="10.0" desc="string osDrawText(string draw_list, string text);Renders text on a dynamic texture" />
<function name="osDrawTranslationTransform" sleep="0.0" energy="10.0" desc="string osDrawTranslationTransform(string drawList, float x, float y);No description available yet" />
<function name="osDropAttachment" sleep="0.0" energy="10.0" desc="osDropAttachment();Drops an attachment" />
<function name="osDropAttachmentAt" sleep="0.0" energy="10.0" desc="osDropAttachmentAt(vector pos, rotation rot);Drops an attachment at a given position and rotation" />
<function name="osEjectFromGroup" sleep="0.0" energy="10.0" desc="integer osEjectFromGroup(key avatar);Eject the specified avatar from the object&apos;s current group" />
<function name="osForceAttachToAvatar" sleep="0.0" energy="10.0" desc="osForceAttachToAvatar(integer attach_point);Attaches the object to the avatar.;No PERMISSION_ATTACH check." />
<function name="osForceAttachToAvatarFromInventory" sleep="0.0" energy="10.0" desc="osForceAttachToAvatarFromInventory(string item, integer attach_point);Attaches given inventory item to the avatar.;No PERMISSION_ATTACH check." />
<function name="osForceAttachToOtherAvatarFromInventory" sleep="0.0" energy="10.0" desc="osForceAttachToOtherAvatarFromInventory(key avatar, string item, integer attach_point);Attaches given inventory item to a specified avatar.;No PERMISSION_ATTACH check." />
<function name="osForceBreakAllLinks" sleep="0.0" energy="10.0" desc="osForceBreakAllLinks();Identical to llBreakAllLinks() except that it doesn't require the link permission to be granted. Delinks all prims in the link set." />
<function name="osForceBreakLink" sleep="0.0" energy="10.0" desc="osForceBreakLink(integer link);to llBreakLink(integer link) except that it doesn't require the link permission to be granted. Delinks the prim with the given link number in a linked object set." />
<function name="osForceCreateLink" sleep="0.0" energy="10.0" desc="osForceCreateLink(key target, int parent);Idential to llCreateLink() except that it doesn't require the link permission to be granted. Attempt to link the script's object with target." />
<function name="osForceDetachFromAvatar" sleep="0.0" energy="10.0" desc="osForceDetachFromAvatar();Detaches the object from the avatar.;No PERMISSION_ATTACH check." />
<function name="osForceDropAttachment" sleep="0.0" energy="10.0" desc="osForceDropAttachment();Drops an attachment without a PERMISSION_ATTACH check" />
<function name="osForceDropAttachmentAt" sleep="0.0" energy="10.0" desc="osForceDropAttachmentAt(vector pos, rotation rot);Drops an attachment at a given position and rotation without a PERMISSION_ATTACH check" />
<function name="osForceOtherSit" sleep="0.0" energy="10.0" desc="osForceOtherSit(key avatar, key target); Forces a sit of targeted avatar onto itself or another Prim" />
<function name="osFormatString" sleep="0.0" energy="10.0" desc="string osFormatString(string to_format, list strings);Formats the given string using specified parameters" />
<function name="osGetAgentIP" sleep="0.0" energy="10.0" desc="string osGetAgentIP(key avatar);Returns the agent&apos;s IP Address" />
<function name="osGetAgents" sleep="0.0" energy="10.0" desc="list osGetAgents();Returns a list of all avatars in the current region" />
<function name="osGetAvatarHomeURI" sleep="0.0" energy="10.0" desc="string osGetAvatarHomeURI(key uuid); Returns the Home URI of an avatar" />
<function name="osGetAvatarList" sleep="0.0" energy="10.0" desc="list osGetAvatarList();Returns a list with the keys, position, and name of each avatar in the current region" />
<function name="osGetCurrentSunHour" sleep="0.0" energy="10.0" desc="float osGetCurrentSunHour();Returns the value of the current region's sun hour" />
<function name="osGetDrawStringSize" sleep="0.0" energy="10.0" desc="osGetDrawStringSize(string contentType, string text, string fontName, integer fontSize);Returns a vector containing the horizontal and vertical dimensions in pixels of the specified text" />
<function name="osGetGender" sleep="0.0" energy="10.0" desc="string osGetGender(key id);Returns a string with one of the following values: &apos;male&apos;, &apos;female&apos;, or &apos;unknown&apos;. This value is determined by the value selected for the avatar shape in the appearance dialog in the user's viewer. If that value cannot be found for any reason (avatar is not in the region, improperly formatted key, etc.), &apos;unknown&apos; is returned." />
<function name="osGetGridCustom" sleep="0.0" energy="10.0" desc="string osGetGridCustom();Returns the current grid&apos;s GridInfo key" />
<function name="osGetGridGatekeeperURI" sleep="0.0" energy="10.0" desc="string osGetGridGatekeeperURI();Returns the current grid&apos;s Gatekeeper URI as a string." />
<function name="osGetGridHomeURI" sleep="0.0" energy="10.0" desc="string osGetGridHomeURI();Returns the current grid&apos;s HomeURI" />
<function name="osGetGridLoginURI" sleep="0.0" energy="10.0" desc="string osGetGridLoginURI();Returns the current grid&apos;s LoginURI" />
<function name="osGetGridName" sleep="0.0" energy="10.0" desc="string osGetGridName();Returns the current grid&apos;s name" />
<function name="osGetGridNick" sleep="0.0" energy="10.0" desc="string osGetGridNick();Returns the current grid&apos;s nickname" />
<function name="osGetHealRate" sleep="0.0" energy="10.0" desc="float osGetHealRate(key avatar);Gets the current automatic healing rate in % per second. Default heal rate is now around 0.5% per second. A value of zero can disable automatic heal, current maximum value is 100 % per second." />
<function name="osGetHealth" sleep="0.0" energy="10.0" desc="osGetHealth(key avatar);Return the target avatar's health" />
<function name="osGetInertiaData" sleep="0.0" energy="10.0" desc="list osGetInertiaData();Returns list of Intertia Data" />
<function name="osGetInventoryDesc" sleep="0.0" energy="10.0" desc="string osGetInventoryDesc(string name);Returns the description of inventory item" />
<function name="osGetLinkNumber" sleep="0.0" energy="10.0" desc="integer osGetLinkNumber(string name);Returns the link number of the prim or sitting avatar with name &apos;name&apos; on the link set or -1 if the name is not found." />
<function name="osGetLinkPrimitiveParams" sleep="0.0" energy="10.0" desc="list osGetLinkPrimitiveParams(integer link_num, list parameters);Returns prim params for the prim specified by link_num" />
<function name="osGetMapTexture" sleep="0.0" energy="10.0" desc="key osGetMapTexture();Returns the map texture key for the current region" />
<function name="osGetNotecard" sleep="0.0" energy="10.0" desc="string osGetNotecard(string notecard);Returns the full contents of a notecard" />
<function name="osGetNotecardLine" sleep="0.0" energy="10.0" desc="string osGetNotecardLine(string notecard, integer line);Returns a given line in a specified notecard contained in the object" />
<function name="osGetNpcList" sleep="0.0" energy="10.0" desc="list osGetNpcList();Returns a strided list of the UUID, position, and name of each NPC in the region." />
<function name="osGetNumberOfAttachments" sleep="0.0" energy="10.0" desc="list osGetNumberOfAttachments(key avatar, list attach_point);Returns a strided list of the specified attachment points and the number of attachments on those points" />
<function name="osGetNumberOfNotecardLines" sleep="0.0" energy="10.0" desc="integer osGetNumberOfNotecardLines(string notecard);Returns the number of lines in a notecard" />
<function name="osGetPhysicsEngineName" sleep="0.0" energy="10.0" desc="string osGetPhysicsEngineName();This function returns a string containing the name and version number of the physics engine." />
<function name="osGetPhysicsEngineType" sleep="0.0" energy="10.0" desc="string osGetPhysicsEngineType();This function returns a string containing the name of the Physics Engine." />
<function name="osGetPrimitiveParams" sleep="0.0" energy="10.0" desc="list osGetPrimitiveParams(key prim, list parameters);Returns the parameters of a primitive, specified by its key" />
<function name="osGetRegionMapTexture" sleep="0.0" energy="10.0" desc="key osGetRegionMapTexture(string region);Returns the map texture key for a specified region" />
<function name="osGetRegionSize" sleep="0.0" energy="10.0" desc="vector osGetRegionSize(); Returns size of region in meters as vector" />
<function name="osGetRegionStats" sleep="0.0" energy="10.0" desc="list osGetRegionStats();Returns the current region&apos; statistics" />
<function name="osGetRezzingObject" sleep="0.0" energy="10.0" desc="key osGetRezzingObject();Returns the key of the object&apos;s parent object" />
<function name="osGetScriptEngineName" sleep="0.0" energy="10.0" desc="string osGetScriptEngineName();Returns the name of the script engine running on the current region" />
<function name="osGetSimulatorMemory" sleep="0.0" energy="10.0" desc="integer osGetSimulatorMemory();Returns the memory in use by the current region" />
<function name="osGetSimulatorMemoryKB" sleep="0.0" energy="10.0" desc="integer osGetSimulatorMemoryKB();Returns the memory in use in KB by the current region" />
<function name="osGetSimulatorVersion" sleep="0.0" energy="10.0" desc="string osGetSimulatorVersion();Returns the current simulator version" />
<function name="osGetSunParam" sleep="0.0" energy="10.0" desc="string osGetSunParam(string param);Returns region's current sun parameters.;Param are: day_length, year_length, day_night_offset, update_interval." />
<function name="osGetTerrainHeight" sleep="0.0" energy="10.0" desc="integer osGetTerrainHeight(integer x, integer y);Returns the current region's terrain height as a float at the given coordinates" />
<function name="osGetThreatLevel" sleep="0.0" energy="10.0" desc="string osGetThreatLevel();Returns the current scripting threat level" />
<function name="osGetWindParam" sleep="0.0" energy="10.0" desc="string osGetWindParam(string plugin, string param);Gets the value of param property for plugin module.;SimpleRandomWind plugin param is: strength.;ConfigurableWind plugin params are: avgStrength, avgDirection, varStrength, varDirection, rateChange." />
<function name="osInviteToGroup" sleep="0.0" energy="10.0" desc="integer osInviteToGroup(key avatar);Invited the specified avatar to the object&apos;s current group" />
<function name="osIsNpc" sleep="0.0" energy="10.0" desc="integer osIsNpc(key npc);Returns 1 if TRUE, 0 if FALSE" />
<function name="osIsUUID" sleep="0.0" energy="10.0" desc="osIsUUID(string);Returns 1 if the given string is a valid UUID, 0 if not" />
<function name="osKey2Name" sleep="0.0" energy="10.0" desc="string osKey2Name(key avatar);Returns the avatar&apos;s name from their key" />
<function name="osKickAvatar" sleep="0.0" energy="10.0" desc="osKickAvatar(string FirstName, string LastName, string alert);Kicks specified avatar out of the current region" />
<function name="osList2Double" sleep="0.0" energy="10.0" desc="osList2Double(list src, integer index);This function converts a value in the specified index of the list src to the double data type. However, OSSL does not have a double data type. C# contains a double type, but the current LSL implementation does not." />
<function name="osListenRegex" sleep="0.0" energy="10.0" desc="osListenRegex(integer channel, string name, string id, string msg, integer regex_bitfield);Filter listen events by regex" />
<function name="osLoadedCreationDate" sleep="0.0" energy="10.0" desc="string osLoadedCreationDate();Returns the creation date of the current region" />
<function name="osLoadedCreationID" sleep="0.0" energy="10.0" desc="string osLoadedCreationID();Returns the original UUID of the current region" />
<function name="osLoadedCreationTime" sleep="0.0" energy="10.0" desc="string osLoadedCreationTime();Returns the creation time of the current region" />
<function name="osMakeNotecard" sleep="0.0" energy="10.0" desc="osMakeNotecard(string notecard, list contents);Creates a notecard with contents of list" />
<function name="osMatchString" sleep="0.0" energy="10.0" desc="list osMatchString(string to_match, string pattern, integer start);Returns a list containing the matches from the specified string" />
<function name="osMax" sleep="0.0" energy="10.0" desc="float osMax(float x, float y);Returns the greater of two numbers" />
<function name="osMessageAttachments" sleep="0.0" energy="10.0" desc="osMessageAttachments(key avatar, string message, list attach_point, integer flags);Sends a given message to the specified avatar's attachments on the given attachment points" />
<function name="osMessageObject" sleep="0.0" energy="10.0" desc="osMessageObject(key object, string msg);Sends a specified message to an object" />
<function name="osMin" sleep="0.0" energy="10.0" desc="float osMin(float x, float y);Returns the lesser of two numbers" />
<function name="osMovePen" sleep="0.0" energy="10.0" desc="osMovePen(string draw_list, integer x, integer y);Moves the pen's location to the coordinates specified by the x and y parameters, without drawing anything" />
<function name="osNpcCreate" sleep="0.0" energy="10.0" desc="key osNpcCreate(string firstname, string lastname, vector position, string clone);key osNpcCreate(string firstname, string lastname, vector position, string clone, integer options);Creates an NPC" />
<function name="osNpcGetOwner" sleep="0.0" energy="10.0" desc="key osNpcGetOwner(key npc);Returns the avatar key for the target NPC&apos;s owner" />
<function name="osNpcGetPos" sleep="0.0" energy="10.0" desc="vector osNpcGetPos(key npc);Returns current position vector of the target NPC" />
<function name="osNpcGetRot" sleep="0.0" energy="10.0" desc="rotation osNpcGetRot(key npc);Returns the rotation of the the target NPC" />
<function name="osNpcLoadAppearance" sleep="0.0" energy="10.0" desc="osNpcLoadAppearance(key npc, string notecard);Load the target NPC&apos;s appearance from a notecard" />
<function name="osNpcMoveTo" sleep="0.0" energy="10.0" desc="osNpcMoveTo(key npc, vector position);Moves the target NPC to a location within the region" />
<function name="osNpcMoveToTarget" sleep="0.0" energy="10.0" desc="osNpcMoveToTarget(key npc, vector target, integer options);Moves the target NPC to a specified location over a period of time" />
<function name="osNpcPlayAnimation" sleep="0.0" energy="10.0" desc="osNpcPlayAnimation(key npc, string animation);Plays animation on the target NPC" />
<function name="osNpcRemove" sleep="0.0" energy="10.0" desc="key osNpcRemove(key npc);Removes the NPC specified by key npc" />
<function name="osNpcSaveAppearance" sleep="0.0" energy="10.0" desc="osNpcSaveAppearance(key npc, string notecard);Save the target NPC&apos;s current appearance to a notecard in the object's inventory" />
<function name="osNpcSay" sleep="0.0" energy="10.0" desc="osNpcSay(key npc, string message);Target NPC says message on the nearby chat channel" />
<function name="osNpcSetProfileAbout" sleep="0.0" energy="10.0" desc="osNpcSetProfileAbout(key npc, string about);Set about in created NPC's profile." />
<function name="osNpcSetProfileImage" sleep="0.0" energy="10.0" desc="osNpcSetProfileImage(key npc, string image);Set image in created NPC's profile." />
<function name="osNpcSetRot" sleep="0.0" energy="10.0" desc="osNpcSetRot(key npc, rotation rot);Set the rotation of the target NPC" />
<function name="osNpcShout" sleep="0.0" energy="10.0" desc="osNpcShout(key npc, string message);Target NPC shouts message on the nearby chat channel" />
<function name="osNpcSit" sleep="0.0" energy="10.0" desc="osNpcSit(key npc, key object, integer options);Makes the target NPC sit on an object" />
<function name="osNpcStand" sleep="0.0" energy="10.0" desc="osNpcStand(key npc);Makes the target NPC stand up" />
<function name="osNpcStopAnimation" sleep="0.0" energy="10.0" desc="osNpcStopAnimation(key npc, string animation);Stops animation being played by the NPC" />
<function name="osNpcStopMoveToTarget" sleep="0.0" energy="10.0" desc="osNpcStopMoveToTarget(key npc);Stop the target NPC&apos;s movement" />
<function name="osNpcTouch" sleep="0.0" energy="10.0" desc="osNpcTouch(key npcKey, key object_key, integer link_num);Makes the target NPC to touch the specified object" />
<function name="osNpcWhisper" sleep="0.0" energy="10.0" desc="osNpcWhisper(key npc, string message);Target NPC whispers message on the nearby chat channel" />
<function name="osOwnerSaveAppearance" sleep="0.0" energy="10.0" desc="key osOwnerSaveAppearance(string notecard);Creates a notecard with the object owner&apos;s current appearance inside the object" />
<function name="osParcelJoin" sleep="0.0" energy="10.0" desc="osParcelJoin(vector start, vector end);Joins two adjacent parcels within the same region" />
<function name="osParcelSubdivide" sleep="0.0" energy="10.0" desc="osParcelSubdivide(vector start, vector end);Subdivides a parcel into two adjacent parcels within the same region" />
<function name="osParseJSON" sleep="0.0" energy="10.0" desc="string osParseJSON(string JSON);Returns a hashtable containing the structured JSON contents" />
<function name="osParseJSONNew" sleep="0.0" energy="10.0" desc="string osParseJSON(string JSON);Returns a hashtable containing the structured JSON contents" />
<function name="osRegexIsMatch" sleep="0.0" energy="10.0" desc="osRegexIsMatch(string input, string pattern);Returns 1 if the input string matches the regular expression pattern, returns 0 if not" />
<function name="osRegionNotice" sleep="0.0" energy="10.0" desc="osRegionNotice(string msg);Sends a region notice throughout the current region" />
<function name="osRegionRestart" sleep="0.0" energy="10.0" desc="osRegionRestart(float seconds);Restarts the current region after a specified amount of time (in seconds)" />
<function name="osReplaceString" sleep="0.0" energy="10.0" desc="string isReplaceString(string in);Replaces a given string" />
<function name="osRequestSecureURL" sleep="0.0" energy="10.0" desc="osRequestSecureURL(list options);Requests one HTTPS:// url (opensim version 0.9 or over)" />
<function name="osRequestURL" sleep="0.0" energy="10.0" desc="osRequestURL(list options);Requests one HTTP:// url (opensim version 0.9 or over)" />
<function name="osReturnObject" sleep="0.0" energy="10.0" desc="osReturnObject(key avatar);Returns object to a specified avatar" />
<function name="osReturnObjects" sleep="0.0" energy="10.0" desc="osReturnObjects(integer param);Returns a group of objects" />
<function name="osRezObject" sleep="0.0" energy="10.0" desc="osRezObject(string inventory, vector position, vector velocity, rotation rot, integer param, integer rez_at_root_, integer do_recoil, integer set_die_at_edge, integer check_pos);Rez an object" />
<function name="osSetContentType" sleep="0.0" energy="10.0" desc="osSetContentType(key id, string type);Sets a content return type for a llRequestUrl()" />
<function name="osSetDynamicTextureData" sleep="0.0" energy="10.0" desc="osSetDynamicTextureData(key dynamicID, string contentType, string data, string extraParams, integer timer);Renders a dynamically created texture on the prim containing the script and returns the UUID of the newly created texture" />
<function name="osSetDynamicTextureDataBlendFace" sleep="0.0" energy="10.0" desc="string osSetDynamicTextureDataBlendFace(string dynamicID, string contentType, string data, string extraParams, integer blend, integer disp, integer timer, integer alpha, integer face);Returns UUID of the generated texture. Intended to be used with subsequent calls to osSetDynamicTexture* functions in order to modify the texture" />
<function name="osSetDynamicTextureDataFace" sleep="0.0" energy="10.0" desc="string osSetDynamicTextureDataFace(string dynamicID, string contentType, string data, string extraParams, int timer, int face);No description available yet" />
<function name="osSetDynamicTextureURL" sleep="0.0" energy="10.0" desc="string osSetDynamicTextureURL(key dynamicID, string contentType, string url, string extraParams, integer timer);Renders a web texture on the prim containing the script and returns the UUID of the newly created texture" />
<function name="osSetDynamicTextureURLBlend" sleep="0.0" energy="10.0" desc="osSetDynamicTextureURLBlend(key dynamicID, string contentType, string url, string extraParams, integer timer, integer alpha);Allows for two dynamic textures to blend on the prim containing this script" />
<function name="osSetDynamicTextureURLBlend" sleep="0.0" energy="10.0" desc="string osSetDynamicTextureDataBlend(string dynamicID, string contentType, string data, string extraParams, integer timer, integer alpha);Allows for two dynamic textures to blend on the prim containing this script" />
<function name="osSetDynamicTextureURLBlendFace" sleep="0.0" energy="10.0" desc="osSetDynamicTextureURLBlendFace(key dynamicID, string contentType, string url, string extraParams, integer blend, integer disp, integer timer, integer alpha, integer face);Allows for two dynamic textures to blend on the specified face of the prim containing this script" />
<function name="osSetEstateSunSettings" sleep="0.0" energy="10.0" desc="osSetEstateSunSettings(integer sunFixed, float sunHour);Set current estate's sun settings" />
<function name="osSetFontName" sleep="0.0" energy="10.0" desc="osSetFontName(string draw_list, string font_name);Sets the font to be used by osDrawText" />
<function name="osSetFontSize" sleep="0.0" energy="10.0" desc="osSetFontSize(string draw_list, integer font_size);Sets the font size to be used in osDrawText" />
<function name="osSetHealRate" sleep="0.0" energy="10.0" desc="osSetHealRate(key avatar, float healrate);Sets the automatic healing rate in % per second. Default heal rate is now around 0.5% per second. A value of zero can disable automatic heal, current maximum value is 100 % per second." />
<function name="osSetHealth" sleep="0.0" energy="10.0" desc="osSetHealth(key avatar, float health);Sets avatars health" />
<function name="osSetInertia" sleep="0.0" energy="10.0" desc="osSetInertia(float mass, vector centerOfMass, vector principalInertiaScaled, rotation InertiaRot);Allows creators to set the major physics dynamic proprieties, replacing the values estimated from the linkset parts. Call osClearInertia to undo." />
<function name="osSetInertiaAsBox" sleep="0.0" energy="10.0" desc="osSetInertiaAsBox(float mass, vector boxSize, vector centerOfMass, rotation rot);Allows creators to set the link set total mass, center of mass and moment of inertia. Moment of inertia will be the one of a box of size boxSize, placed at the center of mass and rotated by rot in the root prim local frame. Call osClearInertia to undo." />
<function name="osSetInertiaAsCylinder" sleep="0.0" energy="10.0" desc="osSetInertiaAsCylinder(float mass, float radius, float length, vector centerOfMass, rotation rot);Allows creators to set the link set total mass, center of mass and moment of inertia. Moment of inertia will be the one of a cylinder of radius and length, placed at the center of mass and rotated by rot in the root prim local frame. Call osClearInertia to undo." />
<function name="osSetInertiaAsSphere" sleep="0.0" energy="10.0" desc="osSetInertiaAsSphere(float mass, float radius, vector centerOfMass);Allows creators to set the link set total mass, center of mass and moment of inertia. Moment of inertia will be the one of a sphere of radius radius, placed at the center of mass. Call osClearInertia to undo." />
<function name="osSetParcelDetails" sleep="0.0" energy="10.0" desc="osSetParcelDetails(vector pos, list parameters);Sets parcel details;PARCEL_DETAILS_NAME, PARCEL_DETAILS_DESC, PARCEL_DETAILS_OWNER, PARCEL_DETAILS_GROUP, PARCEL_DETAILS_CLAIMDATE are implemented" />
<function name="osSetParcelMediaURL" sleep="0.0" energy="10.0" desc="osSetParcelMediaURL(string url);Set parcel media to a given url" />
<function name="osSetParcelSIPaddress" sleep="0.0" energy="10.0" desc="osSetParcelSIPAddress(string SIPAddress);Set parcel SIP Address for voice" />
<function name="osSetPenCap" sleep="0.0" energy="10.0" desc="osSetPenCap(string draw_list, string direction, string type);Apply a shape on the end of a line" />
<function name="osSetPenColor" sleep="0.0" energy="10.0" desc="osSetPenColor(string draw_list, string color);Sets the pen color to be used when drawing dynamic textures" />
<function name="osSetPenSize" sleep="0.0" energy="10.0" desc="osSetPenSize(string draw_list, integer pen_size);Sets the line thickness to be used when drawing dynamic textures" />
<function name="osSetPrimFloatOnWater" sleep="0.0" energy="10.0" desc="osSetPrimFloatOnWater(integer float);Set physical object to float at the given water level" />
<function name="osSetPrimitiveParams" sleep="0.0" energy="10.0" desc="osSetPrimitiveParams(key prim, list parameters);Sets the primitive parameters for the given primitive" />
<function name="osSetProjectionParams" sleep="0.0" energy="10.0" desc="osSetProjectionParams(integer projection, key texture, float fov, float focus, float ambience);;osSetProjectionParams(key prim, integer projection, key texture, float fov, float focus, float ambience);Sets the project parameters for the given primitive" />
<function name="osSetRegionSunSettings" sleep="0.0" energy="10.0" desc="osSetRegionSunSettings(integer useEstateSun, integer sunFixed, float sunHour);Set the current region's sun settings" />
<function name="osSetRegionWaterHeight" sleep="0.0" energy="10.0" desc="osSetRegionWaterHeight(float height);Adjusts water height in current region" />
<function name="osSetSpeed" sleep="0.0" energy="10.0" desc="osSetSpeed(key avatar, float modifier);Modify the speed of movement for the given avatar" />
<function name="osSetSunParam" sleep="0.0" energy="10.0" desc="osSetSunParam(string param, float value);Sets the current region's sun parameters.;Param are: day_length, year_length, day_night_offset, update_interval." />
<function name="osSetTerrainHeight" sleep="0.0" energy="10.0" desc="osSetTerrainHeight(integer x, integer y, float val);Sets the current region's terrain height at the given coordinates" />
<function name="osSetTerrainTexture" sleep="0.0" energy="10.0" desc="osSetTerrainTexture(integer level, key texture);Set the terrain texture for the current region to a given texture" />
<function name="osSetTerrainTextureHeight" sleep="0.0" energy="10.0" desc="osSetTerrainTextureHeight(integer corner, float low, float high);Set the terrain texture height for the current region" />
<function name="osSetWindParam" sleep="0.0" energy="10.0" desc="osSetWindParam(string plugin, string param, float value);Sets value of param property for plugin module.;SimpleRandomWind plugin param is: strength.;ConfigurableWind plugin params are: avgStrength, avgDirection, varStrength, varDirection, rateChange" />
<function name="osShutDown" sleep="0.0" energy="10.0" desc="osShutDown();Shuts down the current simulator" />
<function name="osTeleportAgent" sleep="0.0" energy="10.0" desc="osTeleportAgent(key agent, integer regionX, integer regionY, vector position, vector lookat);;osTeleportAgent(key agent, string regionName, vector position, vector lookat);;osTeleportAgent(key agent, vector position, vector lookat);Teleports an agent to the specified location" />
<function name="osTeleportObject" sleep="0.0" energy="10.0" desc="integer osTeleportObject(key objectUUID, vector targetPos, rotation rot, int flags);No dedication available yet" />
<function name="osTeleportOwner" sleep="0.0" energy="10.0" desc="osTeleportOwner(integer regionX, integer regionY, vector position, vector lookat);;osTeleportOwner(string regionName, vector position, vector lookat);;osTeleportOwner(vector position, vector lookat);Teleports the owner of the object containing the script to the specified location" />
<function name="osTerrainFlush" sleep="0.0" energy="10.0" desc="osTerrainFlush();Updates terrain changes in the grid&apos;s database" />
<function name="osUnixTimeToTimestamp" sleep="0.0" energy="10.0" desc="string osUnixTimeToTimestamp(integer time);Returns unix time as a formatted timestamp" />
<function name="osWindActiveModelPluginName" sleep="0.0" energy="10.0" desc="string osWindActiveModelPluginName();Returns active wind plugin name, specified by &quot;wind_plugin&quot; in OpenSim.ini" /> <!-- Windlight specific -->
<function name="lsGetWindlightScene" sleep="0.0" energy="10.0" desc="list lsGetWindlightScene(list rules);Return the current Lightshare settings" />
<function name="lsSetWindlightScene" sleep="0.0" energy="10.0" desc="lsSetWindlightScene(list parameters);Sets the Lightshare scene" />
<function name="lsSetWindlightSceneTargeted" sleep="0.0" energy="10.0" desc="lsSetWindlightSceneTargeted(list parameters, key avatar);Sets the Lightshare scene for a given avatar" />
<function name="lsClearWindlightScene" sleep="0.0" energy="10.0" desc="lsClearWindlightScene();Remove Windlight settings from a region" />
<!-- Bulletsim specific -->
<function name="physGetEngineType" sleep="0.0" energy="10.0" desc="string physGetEngineType();Get physics engine type" />
<function name="physGetPhysicsParameter" sleep="0.0" energy="10.0" desc="string physGetPhysicsParameter(string parameterName);Bulletsim: Returns physics parameter" />
<function name="physSetPhysicsParameter" sleep="0.0" energy="10.0" desc="physSetPhysicsParameter(string parameterName, string value);Bulletsim: Set physics parameter" />
<function name="physSetLinksetType" sleep="0.0" energy="10.0" desc="physSetLinksetType(integer linksetTypeCode):Bulletsim: Set linkset type" />
<function name="physSetCenterOfMass" sleep="0.0" energy="10.0" desc="physSetCenterOfMass(vector centerOfMassDisplacement);Bulletsim: Set center of mass" />
<function name="physChangeLinkParams" sleep="0.0" energy="10.0" desc="physChangeLinkParams(integer linkNum, list parms);Bulletsim: Change link params" />
</functions>
</script_library>
@@ -0,0 +1,27 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<script_library>
<keywords>
<preprocessor name="#assert" desc="Allows definition of preprocessor variables that do not conflict with names in the program name space" />
<preprocessor name="#define" desc="When the preprocessor encounters this directive, it replaces any occurrence of identifier in the rest of the code by replacement" />
<preprocessor name="#elif" desc="Specify some condition to be met in order for the portion of code they surround to be compiled" />
<preprocessor name="#else" desc="Specify some condition to be met in order for the portion of code they surround to be compiled" />
<preprocessor name="#endif" desc="Closes an #if directive" />
<preprocessor name="#error" desc="Aborts the compilation process when it is found, generating a compilation the error that can be specified as its parameter" />
<preprocessor name="#ident" desc="Inserts a comment into the generated script" />
<preprocessor name="#sccs" desc="Inserts a comment into the generated script" />
<preprocessor name="#if" desc="Specifies some condition to be met in order for the portion of code they surround to be compiled" />
<preprocessor name="#ifdef" desc="Allows a section of a program to be compiled only if the macro that is specified as the parameter has been defined, no matter which its value is" />
<preprocessor name="#ifndef" desc="The code between #ifndef and #endif directives is only compiled if the specified identifier has not been previously defined" />
<preprocessor name="#import" desc="Instructs the preprocessor to look for type library files first in the directory of the file that contains the #import statement, and then in the directories of whatever files that include (#include) that file" />
<preprocessor name="#include" desc="When the preprocessor finds an #include directive it replaces it by the entire content of the specified file" />
<preprocessor name="#include_next Instructs the preprocessor to continue searching for the specified file name, and to include the subsequent instance encountered after the current directory" />
<preprocessor name="#line" desc="Controls the line number and file name" />
<preprocessor name="#pragma" desc="This directive is used to specify diverse options to the compiler. These options are specific for the platform and the compiler you use" />
<preprocessor name="#unassert" desc="Closes an #assert directive" />
<preprocessor name="#undef" desc="Undefines #define macro" />
<preprocessor name="#warning" desc="Generate a level one warning from a specific location in your code" />
<preprocessor name="#switch" desc="Allows selection among multiple sections of code, depending on the value of an integral expression" />
<preprocessor name="#case" desc="Used with #switch in a union" />
<preprocessor name="#break" desc="Stops processing further lines in a #switch directive" />
</keywords>
</script_library>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,48 @@
<llsd>
<map>
<key>CrashSubmitBehavior</key>
<map>
<key>Comment</key>
<string>Controls behavior when viewer crashes (0 = ask before sending crash report, 1 = always send crash report, 2 = never send crash report)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>S32</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>CrashSubmitName</key>
<map>
<key>Comment</key>
<string>Second Life name will be included with the crash report</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>CrashSubmitSettings</key>
<map>
<key>Comment</key>
<string>Per-user settings override will be sent along with the crash report</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>CrashHostUrl</key>
<map>
<key>Comment</key>
<string>A URL pointing to a crash report handler; overrides cluster negotiation to locate crash handler.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string></string>
</map>
</map>
</llsd>
@@ -0,0 +1,76 @@
<settings_files>
<group name="Default"
path_index="2">
<file name="Global"
file_name="settings.xml"
required="true"/>
<file name="Global"
file_name="settings_install.xml"
required="false"/>
<file name="PerAccount"
file_name="settings_per_account.xml"
required="true"/>
<file name="CrashSettings"
file_name="settings_crash_behavior.xml"
required="true"/>
<file name="Warnings"
file_name="ignorable_dialogs.xml"
required="true"/>
<!-- <FS:Zi> Dynamic quick prefs -->
<file name="QuickPreferences"
file_name="quick_preferences.xml"
required="false"/>
<!-- </FS:Zi> -->
</group>
<group name="User"
path_index="1">
<file name="Global"
file_name="settings.xml"
file_name_setting="ClientSettingsFile"/>
<file name="CrashSettings"
file_name="settings_crash_behavior.xml"
file_name_setting="CrashSettingsFile"/>
<file name="Warnings"
file_name="ignorable_dialogs.xml"
file_name_setting="WarningSettingsFile"/>
</group>
<group name="Account"
path_index="3">
<file name="PerAccount"
file_name="settings_per_account.xml"
file_name_setting="PerAccountSettingsFile"/>
</group>
<group name="Session"
path_index="2">
<file name="Global"
file_name="session.xml"
file_name_setting="SessionSettingsFile"
persistent="false"/>
</group>
<group name="UserSession"
path_index="2">
<file name="PerAccount"
file_name="session_account.xml"
file_name_setting="UserSessionSettingsFile"
persistent="false"/>
</group>
<group name="DefaultSkin"
path_index="17">
<file name="Skinning"
file_name="colors.xml"/>
</group>
<group name="CurrentSkin"
path_index="10">
<file name="Skinning"
file_name="colors.xml"/>
<file name="Global"
file_name="settings.xml"
persistent="false"/>
</group>
<group name="UserSkin"
path_index="14">
<file name="Skinning"
file_name="colors.xml"
file_name_setting="SkinningSettingsFile"/>
</group>
</settings_files>
@@ -0,0 +1,295 @@
<llsd>
<map>
<key>ShowNetStats</key>
<map>
<key>Comment</key>
<string>Show the Status Indicators for the Viewer and Network Usage in the Status Overlay.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>ShowNavbarNavigationPanel</key>
<map>
<key>Comment</key>
<string>Show/Hide Navigation Bar Navigation Panel</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>OnlineOfflinetoNearbyChat</key>
<map>
<key>Comment</key>
<string>Send online/offline notifications to Nearby Chat panel (v1-style behavior)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>ChatOnlineNotification</key>
<map>
<key>Comment</key>
<string>Provide notifications for when friend log on and off of SL</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>OpenSidePanelsInFloaters</key>
<map>
<key>Comment</key>
<string>Open Panels in Floaters</string>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<boolean>1</boolean>
</map>
<key>FSShowMouselookInstructions</key>
<map>
<key>Comment</key>
<string>If true, instructions about leaving Mouseview are displayed.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>SkinCurrent</key>
<map>
<key>Comment</key>
<string>The currently selected skin.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>firestorm</string>
</map>
<key>SkinCurrentTheme</key>
<map>
<key>Comment</key>
<string>The selected theme for the current skin.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>grey</string>
</map>
<key>FSSkinCurrentReadableName</key>
<map>
<key>Comment</key>
<string>The readable name of the currently selected skin.</string>
<key>Persist</key>
<integer>1</integer>
<key>HideFromEditor</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>Firestorm</string>
</map>
<key>FSSkinCurrentThemeReadableName</key>
<map>
<key>Comment</key>
<string>The readable name of the selected theme for the current skin.</string>
<key>Persist</key>
<integer>1</integer>
<key>HideFromEditor</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>Grey</string>
</map>
<key>LetterKeysAffectsMovementNotFocusChatBar</key>
<map>
<key>Comment</key>
<string>When printable characters keys (possibly with Shift held) are pressed, the chat bar does not take focus and movement is affected instead (WASD etc.)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>FSColorClienttags</key>
<map>
<key>Comment</key>
<string>Color Client tags by: 0=Off, 1=Single color per Viewer, 2=User defined color (one color per UUID), 3=New Tagsystem Color </string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>U32</string>
<key>Value</key>
<integer>2</integer>
</map>
<key>FSScriptDialogNoTransparency</key>
<map>
<key>Comment</key>
<string>If true, script dialogs will be shown opaque and ignore the floater opacity settings.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>ShowRadarMinimap</key>
<map>
<key>Comment</key>
<string>Toggle visibility of the embedded minimap in the radar panel</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>FSUseNearbyChatConsole</key>
<map>
<key>Comment</key>
<string>Display popup chat embedded into the read-only world console (v1-style) instead of overlayed floaters (v2-style)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>EnableGroupChatPopups</key>
<map>
<key>Comment</key>
<string>Enable Incoming Group Chat Popups</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>EnableIMChatPopups</key>
<map>
<key>Comment</key>
<string>Enable Incoming IM Chat Popups</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>PlainTextChatHistory</key>
<map>
<key>Comment</key>
<string>Enable/Disable plain text chat history style</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>ShowChatMiniIcons</key>
<map>
<key>Comment</key>
<string>Toggles the display of mini icons in chat history</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>FSChatWindow</key>
<map>
<key>Comment</key>
<string>Show chat in multiple windows(by default) or in one multi-tabbed window(requires restart)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>S32</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSFolderViewItemHeight</key>
<map>
<key>Comment</key>
<string>Controls the height of folder items, for instance in inventory</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>S32</string>
<key>Value</key>
<integer>18</integer>
</map>
<key>ShowGroupNoticesTopRight</key>
<map>
<key>Comment</key>
<string>Show group notifications to the top right corner of the screen.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSConsoleClassicDrawMode</key>
<map>
<key>Comment</key>
<string>Enables classic console draw mode (single background block over all lines with width of the longest line)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSShowChatType</key>
<map>
<key>Comment</key>
<string>Shows/Hides the chat type selector (Whisper, Say, Shout)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
</map>
</llsd>
@@ -0,0 +1,444 @@
<llsd>
<map>
<key>ShowNetStats</key>
<map>
<key>Comment</key>
<string>Show the Status Indicators for the Viewer and Network Usage in the Status Overlay.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>ChatOnlineNotification</key>
<map>
<key>Comment</key>
<string>Provide notifications for when friend log on and off of SL</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>OnlineOfflinetoNearbyChat</key>
<map>
<key>Comment</key>
<string>Send online/offline notifications to Nearby Chat panel (v1-style behavior)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>OpenSidePanelsInFloaters</key>
<map>
<key>Comment</key>
<string>Open Panels in Floaters</string>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<boolean>0</boolean>
</map>
<key>FSShowMouselookInstructions</key>
<map>
<key>Comment</key>
<string>If true, instructions about leaving Mouseview are displayed.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>SkinCurrent</key>
<map>
<key>Comment</key>
<string>The currently selected skin.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>metaharper</string>
</map>
<key>SkinCurrentTheme</key>
<map>
<key>Comment</key>
<string>The selected theme for the current skin.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>cool_ocean</string>
</map>
<key>FSSkinCurrentReadableName</key>
<map>
<key>Comment</key>
<string>The readable name of the currently selected skin.</string>
<key>Persist</key>
<integer>1</integer>
<key>HideFromEditor</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>Metaharper Modern</string>
</map>
<key>FSSkinCurrentThemeReadableName</key>
<map>
<key>Comment</key>
<string>The readable name of the selected theme for the current skin.</string>
<key>Persist</key>
<integer>1</integer>
<key>HideFromEditor</key>
<integer>1</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
<string>CoolOcean</string>
</map>
<key>LetterKeysAffectsMovementNotFocusChatBar</key>
<map>
<key>Comment</key>
<string>When printable characters keys (possibly with Shift held) are pressed, the chat bar does not take focus and movement is affected instead (WASD etc.)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSColorClienttags</key>
<map>
<key>Comment</key>
<string>Color Client tags by: 0=Off, 1=Single color per Viewer, 2=User defined color (one color per UUID), 3=New Tagsystem Color </string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>U32</string>
<key>Value</key>
<integer>2</integer>
</map>
<key>ShowRadarMinimap</key>
<map>
<key>Comment</key>
<string>Toggle visibility of the embedded minimap in the radar panel</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSUseNearbyChatConsole</key>
<map>
<key>Comment</key>
<string>Display popup chat embedded into the read-only world console (v1-style) instead of overlayed floaters (v2-style)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>EnableGroupChatPopups</key>
<map>
<key>Comment</key>
<string>Enable Incoming Group Chat Popups</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>EnableIMChatPopups</key>
<map>
<key>Comment</key>
<string>Enable Incoming IM Chat Popups</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>PlainTextChatHistory</key>
<map>
<key>Comment</key>
<string>Enable/Disable plain text chat history style</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>ShowChatMiniIcons</key>
<map>
<key>Comment</key>
<string>Toggles the display of mini icons in chat history</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSChatWindow</key>
<map>
<key>Comment</key>
<string>Show chat in multiple windows(by default) or in one multi-tabbed window(requires restart)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>S32</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSFolderViewItemHeight</key>
<map>
<key>Comment</key>
<string>Controls the height of folder items, for instance in inventory</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>S32</string>
<key>Value</key>
<integer>18</integer>
</map>
<key>ShowGroupNoticesTopRight</key>
<map>
<key>Comment</key>
<string>Show group notifications to the top right corner of the screen.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSAdvancedTooltips</key>
<map>
<key>Comment</key>
<string>Show extended information in hovertips about objects (classic Phoenix style)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<!-- Below here, new for 4.0. Focus on power users, content creators, opensim -->
<key>FSNameTagShowLegacyUsernames</key>
<map>
<key>Comment</key>
<string>Show legacy name (Firstname Lastname) in user tags instead of username</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>UseTypingBubbles</key>
<map>
<key>Comment</key>
<string>Show typing indicator in avatar nametags</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSAnnounceIncomingIM</key>
<map>
<key>Comment</key>
<string>Opens the IM floater and announces an incoming IM as soon as somebody is starting to write an IM to you.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>EmotesUseItalic</key>
<map>
<key>Comment</key>
<string>Chat emotes are emphasized by using italic font style.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSScriptDialogNoTransparency</key>
<map>
<key>Comment</key>
<string>If true, script dialogs will be shown opaque and ignore the floater opacity settings.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSGroupNotifyNoTransparency</key>
<map>
<key>Comment</key>
<string>If true, group notices will be shown opaque and ignore the floater opacity settings.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>OverridePieColors</key>
<map>
<key>Comment</key>
<string>Override the pie menu color defined by the currently selected skin</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>ShowAdvancedGraphicsSettings</key>
<map>
<key>Comment</key>
<string>Show advanced graphics settings</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>DisableCameraConstraints</key>
<map>
<key>Comment</key>
<string>Disable the normal bounds put on the camera by avatar position</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSIgnoreSimulatorCameraConstraints</key>
<map>
<key>Comment</key>
<string>Ignores the 'push' the simulator applies to your camera to keep it out of objects.(Requires restart to work correctly)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>TurnAroundWhenWalkingBackwards</key>
<map>
<key>Comment</key>
<string>Turns your avatar around to face the camera when you are walking backwards.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>ForceShowGrid</key>
<map>
<key>Comment</key>
<string>Always show grid dropdown on login screen</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>FSDisableTeleportScreens</key>
<map>
<key>Comment</key>
<string>Disable teleport screens</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>AdvanceSnapshot</key>
<map>
<key>Comment</key>
<string>Display advanced parameter settings in snapshot interface</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
<key>PlayModeUISndSnapshot</key>
<map>
<key>Comment</key>
<string>Take snapshots to disk without playing animation or sound</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>1</integer>
</map>
</map>
</llsd>
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