GodlikeRez
The SecondLife of Nexii Malthus
Second Life Sims are being Rick Rolled
August 22nd, 2008 by Nexii
You heard me.
The new secondlife version is rick rolling over the grid bringing Mono and..
most importantly to me..
The new llDetected* Touch functions.
Wewt!
Incredibly useful in many things, for instance one prim interfaces, I could make my fabled custom-attachment unit creator and most importantly allow the HUD to recognise where a user clicked on the HUD which can be translated back into a world position through some nifty geometric functions for my game.
My head is just bursting with innovation with all these new possibilities being open now.
In fact I will publish the source code for converting HUD pos to world coordinates if anyone is interested.
Also:
Because Mono has been integrated in to Second Life alongside the original scripting engine, scripters are able to opt in to Mono. Unless scripts are explicitly converted to run on Mono they will continue to run on the existing scripting engine. There is no automated conversion to Mono and all existing scripted content will continue to run on the original scripting engine as before.
I really that we have the option to return to the old LSL compiler if there is something wrong (Quite likely since the entire grid would be being really tested now against the myriad of different combinations).
Although I think some of the decisions regarding breaking content are quite abstract and just plain dumb. For example the triangle prim has the texture face horribly squished which was fixed by the linden but then people complained that their workarounds this bug were then broke, so the lindens threw in the old buggy code, without even making a survey about the complaints thrown by a few lonely people compared to the future development of fixing these bugs.
Also, I questioned the lindens a while ago why most prims have such a horrid amount of triangles. A virgin plywood cube has about 168 triangles. Yes 168 triangles for a cube that should really only have 12 triangles. This is apparently because of the lighting. But I have lighting switched off, so why are my cubes and prims still so horribly laggy? Just lazy coders? Lazy of making the difference between 2000 and 2 million polygons? Would be an incredible optimization in my opinion.