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		<id>http://opensimulator.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kayaker+Magic</id>
		<title>OpenSimulator - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://opensimulator.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kayaker+Magic"/>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Special:Contributions/Kayaker_Magic"/>
		<updated>2026-05-15T10:28:01Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.19.9</generator>

	<entry>
		<id>http://opensimulator.org/wiki/OsSetWindParam</id>
		<title>OsSetWindParam</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OsSetWindParam"/>
				<updated>2023-10-10T18:16:10Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Added units to all the parameter descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{osslfunc&lt;br /&gt;
|threat_level=VeryLow&lt;br /&gt;
|permissions=${OSSL&amp;amp;#124;osslParcelOG}ESTATE_MANAGER,ESTATE_OWNER&lt;br /&gt;
|delay=0&lt;br /&gt;
|additional_info=This function was added in 0.7.2-post-fixes and replaces the deprecated osWindParamSet function.&lt;br /&gt;
|function_syntax= osSetWindParam(string plugin, string param, float value)&lt;br /&gt;
|ossl_example=Sets all available parameters of current active wind plugin module:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;lsl&amp;quot;&amp;gt;&lt;br /&gt;
// osSetWindParam() sample&lt;br /&gt;
// Touch this object to change the current wind parameters&lt;br /&gt;
// Run osGetWindParam() sample to check if these values are applied&lt;br /&gt;
&lt;br /&gt;
float newStrength = 30.0;&lt;br /&gt;
float newAvgStrength = 15.0;&lt;br /&gt;
float newAvgDirection = 10.0;&lt;br /&gt;
float newVarStrength = 7.0;&lt;br /&gt;
float newVarDirection = -30.0;&lt;br /&gt;
float newRateChange = 8.0;&lt;br /&gt;
&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    touch_start(integer number)&lt;br /&gt;
    {&lt;br /&gt;
        string activePluginName = osWindActiveModelPluginName();&lt;br /&gt;
        if(activePluginName == &amp;quot;SimpleRandomWind&amp;quot;)&lt;br /&gt;
        {&lt;br /&gt;
            llSay(0, &amp;quot;[SimpleRandomWind]&amp;quot;);&lt;br /&gt;
            osSetWindParam(&amp;quot;SimpleRandomWind&amp;quot;, &amp;quot;strength&amp;quot;, newStrength);&lt;br /&gt;
            llSay(0, &amp;quot;wind strength(strength) is changed to &amp;quot; + (string)newStrength);&lt;br /&gt;
        }&lt;br /&gt;
        else if(activePluginName == &amp;quot;ConfigurableWind&amp;quot;)&lt;br /&gt;
        {&lt;br /&gt;
            llSay(0, &amp;quot;[ConfigurableWind]&amp;quot;);&lt;br /&gt;
            osSetWindParam(&amp;quot;ConfigurableWind&amp;quot;, &amp;quot;avgStrength&amp;quot;, newAvgStrength);&lt;br /&gt;
            llSay(0, &amp;quot;average wind strength(avg_strength) is changed to &amp;quot; + (string)newAvgStrength);&lt;br /&gt;
            osSetWindParam(&amp;quot;ConfigurableWind&amp;quot;, &amp;quot;avgDirection&amp;quot;, newAvgDirection);&lt;br /&gt;
            llSay(0, &amp;quot;average wind direction in degrees(avg_direction) is changed to &amp;quot; + (string)newAvgDirection);&lt;br /&gt;
            osSetWindParam(&amp;quot;ConfigurableWind&amp;quot;, &amp;quot;varStrength&amp;quot;, newVarStrength);&lt;br /&gt;
            llSay(0, &amp;quot;allowable variance in wind strength(var_strength) is changed to &amp;quot; + (string)newVarStrength);&lt;br /&gt;
            osSetWindParam(&amp;quot;ConfigurableWind&amp;quot;, &amp;quot;varDirection&amp;quot;, newVarDirection);&lt;br /&gt;
            llSay(0, &amp;quot;allowable variance in wind direction in +/- degrees(var_direction) is changed to &amp;quot; + (string)newVarDirection);&lt;br /&gt;
            osSetWindParam(&amp;quot;ConfigurableWind&amp;quot;, &amp;quot;rateChange&amp;quot;, newRateChange);&lt;br /&gt;
            llSay(0, &amp;quot;rate of change(rate_change) is changed to &amp;quot; + (string)newRateChange);&lt;br /&gt;
        }            &lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
|description=Sets '''value''' of '''param''' property for '''plugin''' module.&lt;br /&gt;
&lt;br /&gt;
Available parameters:&lt;br /&gt;
{{{!}}border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!'''plugin'''{{!}}{{!}}'''param'''{{!}}{{!}}description{{!}}{{!}}default{{!}}{{!}}OpenSim.inisetting&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}SimpleRandomWind{{!}}{{!}}strength{{!}}{{!}}wind strength{{!}}{{!}}1.0f{{!}}{{!}}strength&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}rowspan=&amp;quot;5&amp;quot;{{!}}ConfigurableWind{{!}}{{!}}avgStrength{{!}}{{!}}average wind strength in m/s{{!}}{{!}}5.0f{{!}}{{!}}avg_strength&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}avgDirection{{!}}{{!}}average wind direction in degrees{{!}}{{!}}0.0f{{!}}{{!}}avg_direction&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}varStrength{{!}}{{!}}allowable variance in wind strength in m/s{{!}}{{!}}5.0f{{!}}{{!}}var_strength&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}varDirection{{!}}{{!}}allowable variance in wind direction in +/- degrees{{!}}{{!}}30.0f{{!}}{{!}}var_direction&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}rateChange{{!}}{{!}}rate of change in seconds{{!}}{{!}}1.0f{{!}}{{!}}rate_change&lt;br /&gt;
{{!}}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Database:Primshapes</id>
		<title>Database:Primshapes</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Database:Primshapes"/>
				<updated>2022-07-31T06:25:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Adding more info about ExtraParams, how it stores sculpts and mesh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Primshapes'''	''Describes prim shapes, colors and textures ''&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The current structure of the Prims table is as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#cce;&amp;quot;&lt;br /&gt;
! Field&lt;br /&gt;
! Type&lt;br /&gt;
! Null&lt;br /&gt;
! Key&lt;br /&gt;
! Default&lt;br /&gt;
! Extra&lt;br /&gt;
|- &lt;br /&gt;
| Shape            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleX           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| ScaleY           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleZ           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| PCode            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathBegin        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathEnd          || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathScaleX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathScaleY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathShearX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathShearY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathSkew         || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathCurve        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathRadiusOffset || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathRevolutions  || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTaperX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTaperY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTwist        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTwistBegin   || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileBegin     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileEnd       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileCurve     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileHollow    || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| State            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| Texture          || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ExtraParams      || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| UUID             || char(36) || NO   || PRI ||         ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| Media            || text     || YES  ||     || NULL    ||&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ScaleX ScaleY Scalez'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The size of the prim in meters. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ProfileHollow'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The percent size of the hole in the prim. Divide this integer by 500.0 to get the number you see in the build dialog. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Texture'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Contains a list of up to 8 texture asset UUIDs for the 8 faces of the prim. If all the faces are the same only one UUID is present. Each UUID is stored as 16 BINARY bytes (not as hex strings) and must be converted to strings to use to search the asset table. Each UUID is followed by a single byte related to the face number that texture is on. Face 0 must always be last and has a face number 0 which terminates the list. 16 or more bytes follow the last texture assetUUID and these contain ????&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ExtraParams'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Contains different data for each prim type.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the first byte is 0 there are no more ExtraParams. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the first byte is 1 then you look at the next byte, it's meaning is: &amp;lt;br /&amp;gt;&lt;br /&gt;
FlexiEP = 0x10; &amp;lt;br /&amp;gt;&lt;br /&gt;
LightEP = 0x20; &amp;lt;br /&amp;gt;&lt;br /&gt;
SculptEP = 0x30; &amp;lt;br /&amp;gt;&lt;br /&gt;
ProjectionEP = 0x40; &amp;lt;br /&amp;gt;&lt;br /&gt;
MeshFlagsEP = 0x70; &amp;lt;br /&amp;gt;&lt;br /&gt;
On sculpts, the next 5 bytes have fixed constants: 00 11 00 00 00 (Hex). &amp;lt;br /&amp;gt;&lt;br /&gt;
Bytes 7 through 22 contain a 16 byte binary asset UUID of the sculpt texture.&amp;lt;br /&amp;gt;&lt;br /&gt;
Byte 23 contains the sculpt stitching type (cylinder sphere, etc).&amp;lt;br /&amp;gt;&lt;br /&gt;
The UUID is stored as a binary 16bit value, it must be converted to hex string format.&amp;lt;br /&amp;gt;&lt;br /&gt;
A sculpt of stitching type 5 is a mesh, the UUID references a mesh asset.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''UUID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The UUID of this prim in database table Prims.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Database]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Database:Primshapes</id>
		<title>Database:Primshapes</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Database:Primshapes"/>
				<updated>2022-04-16T22:11:53Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Documenting undocumented fields as I figure them out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Primshapes'''	''Describes prim shapes, colors and textures ''&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The current structure of the Prims table is as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#cce;&amp;quot;&lt;br /&gt;
! Field&lt;br /&gt;
! Type&lt;br /&gt;
! Null&lt;br /&gt;
! Key&lt;br /&gt;
! Default&lt;br /&gt;
! Extra&lt;br /&gt;
|- &lt;br /&gt;
| Shape            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleX           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| ScaleY           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleZ           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| PCode            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathBegin        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathEnd          || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathScaleX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathScaleY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathShearX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathShearY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathSkew         || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathCurve        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathRadiusOffset || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathRevolutions  || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTaperX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTaperY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTwist        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTwistBegin   || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileBegin     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileEnd       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileCurve     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileHollow    || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| State            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| Texture          || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ExtraParams      || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| UUID             || char(36) || NO   || PRI ||         ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| Media            || text     || YES  ||     || NULL    ||&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ScaleX ScaleY Scalez'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The size of the prim in meters. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ProfileHollow'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The percent size of the hole in the prim. Divide this integer by 500.0 to get the number you see in the build dialog. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Texture'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Contains a list of up to 8 texture asset UUIDs for the 8 faces of the prim. If all the faces are the same only one UUID is present. Each UUID is stored as 16 BINARY bytes (not as hex strings) and must be converted to strings to use to search the asset table. Each UUID is followed by a single byte related to the face number that texture is on. Face 0 must always be last and has a face number 0 which terminates the list. 16 or more bytes follow the last texture assetUUID and these contain ????&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ExtraParams'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Contains different data for each prim type.&amp;lt;br /&amp;gt;&lt;br /&gt;
Byte 1 contains the prim type and 0x30 is the type for mesh, which is kinda sorta like the asset type 49 for mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a mesh, bytes 7 through 22 contain a 16 byte binary asset UUID of the mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rumor has it a sculpty texture asset is referenced the same way.&amp;lt;br /&amp;gt;&lt;br /&gt;
The rest of the bytes in this blob contain ????&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''UUID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The UUID of this prim in database table Prims.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Database]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Prims_(database_table)</id>
		<title>Prims (database table)</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Prims_(database_table)"/>
				<updated>2022-04-15T15:09:07Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Put in better description of SceneGroupID&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Prims'''	''Describes all rezzed prim attributes except shape and content ''&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The current structure of the Prims table is as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#cce;&amp;quot;&lt;br /&gt;
! Field&lt;br /&gt;
! Type&lt;br /&gt;
! Null&lt;br /&gt;
! Key&lt;br /&gt;
! Default&lt;br /&gt;
! Extra&lt;br /&gt;
|- &lt;br /&gt;
| CreationDate         || int(11)      || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| Name                 || varchar(255) || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| Text                 || varchar(255) || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| Description          || varchar(255) || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| SitName              || varchar(255) || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| TouchName            || varchar(255) || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| ObjectFlags          || int(11)      || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| OwnerMask            || int(11)      || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| NextOwnerMask        || int(11)      || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| GroupMask            || int(11)      || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| EveryoneMask         || int(11)      || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| BaseMask             || int(11)      || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| PositionX            || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PositionY            || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| PositionZ            || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| GroupPositionX       || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| GroupPositionY       || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| GroupPositionZ       || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| VelocityX            || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| VelocityY            || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| VelocityZ            || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| AngularVelocityX     || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| AngularVelocityY     || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| AngularVelocityZ     || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| AccelerationX        || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| AccelerationY        || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| AccelerationZ        || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| RotationX            || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| RotationY            || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| RotationZ            || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| RotationW            || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| SitTargetOffsetX     || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| SitTargetOffsetY     || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| SitTargetOffsetZ     || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| SitTargetOrientW     || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| SitTargetOrientX     || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| SitTargetOrientY     || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| SitTargetOrientZ     || double       || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| UUID                 || char(36)     || NO   || PRI ||                                      ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| RegionUUID           || char(36)     || YES  || MUL || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| CreatorID            || varchar(255) || NO   ||     ||                                      ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| OwnerID              || char(36)     || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| GroupID              || char(36)     || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| LastOwnerID          || char(36)     || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| SceneGroupID         || char(36)     || YES  || MUL || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PayPrice             || int(11)      || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| PayButton1           || int(11)      || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PayButton2           || int(11)      || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| PayButton3           || int(11)      || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PayButton4           || int(11)      || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| LoopedSound          || char(36)     || NO   ||     || 00000000-0000-0000-0000-000000000000 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| LoopedSoundGain      || double       || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| TextureAnimation     || blob         || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| OmegaX               || double       || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| OmegaY               || double       || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| OmegaZ               || double       || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| CameraEyeOffsetX     || double       || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| CameraEyeOffsetY     || double       || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| CameraEyeOffsetZ     || double       || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| CameraAtOffsetX      || double       || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| CameraAtOffsetY      || double       || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| CameraAtOffsetZ      || double       || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| ForceMouselook       || tinyint(4)   || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScriptAccessPin      || int(11)      || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| AllowedDrop          || tinyint(4)   || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| DieAtEdge            || tinyint(4)   || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| SalePrice            || int(11)      || NO   ||     || 10                                   ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| SaleType             || tinyint(4)   || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| ColorR               || int(11)      || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ColorG               || int(11)      || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| ColorB               || int(11)      || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ColorA               || int(11)      || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| ParticleSystem       || blob         || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ClickAction          || tinyint(4)   || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| Material             || tinyint(4)   || NO   ||     || 3                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| CollisionSound       || char(36)     || NO   ||     || 00000000-0000-0000-0000-000000000000 ||&lt;br /&gt;
|- &lt;br /&gt;
| CollisionSoundVolume || double       || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| LinkNumber           || int(11)      || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| PassTouches          || tinyint(4)   || NO   ||     || 0                                    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| MediaURL             || varchar(255) || YES  ||     || NULL                                 ||&lt;br /&gt;
|- &lt;br /&gt;
| DynAttrs             || text         || YES  ||     || NULL                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PhysicsShapeType     || tinyint(4)   || NO   ||     || 0                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| Density              || double       || NO   ||     || 1000                                 ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| GravityModifier      || double       || NO   ||     || 1                                    ||&lt;br /&gt;
|- &lt;br /&gt;
| Friction             || double       || NO   ||     || 0.6                                  ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| Restitution          || double       || NO   ||     || 0.5                                  ||&lt;br /&gt;
|- &lt;br /&gt;
| KeyframeMotion       || blob         || YES  ||     || NULL                                 ||&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CreationDate'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The date in standard UNIX format that the Prim was created.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Name'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Name of the Prim.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Text'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Description'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
What the Prim is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SitName'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A name given to the Sit event.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''TouchName'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A name given to the Touch action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SitName'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A name given to the Sit event.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ObjectFlags'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
ObjectFlags are defined here: [[OpenSimulator:Permissions#ObjectFlags_.28F.29]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''OwnerMask'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The permissions of the current owner. Further details are available here: [[OpenSimulator:Permissions#OwnerMask_.28O.29]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''NextOwnerMasks'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The permissions to be passed to the next owner. Further details are available here: [[OpenSimulator:Permissions#NextOwnerMask_.28N.29]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''GroupMask'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
GroupMask is not yet implemented. However further details are available here: [[OpenSimulator:Permissions#GroupMask_.28G.29]] &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''EveryoneMask'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The permissions given to other users. Further details are available here: [[OpenSimulator:Permissions#EveryoneMask_.28E.29]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''BaseMask'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The initial permissions given to the current owner. Further details are available here: [[OpenSimulator:Permissions#BaseMask_.28B.29]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PositionX'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The distance in metres of this prim from GroupPositionX.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PositionY'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The distance in metres of this prim from GroupPositionY.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PositionZ'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The distance in metres of this prim from GroupPositionZ.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''GroupPositionX'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The X-axis location of the centre of the primary prim in the linked set to which this Prim belongs. Measured in metres relative to the origin of the region.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''GroupPositionY'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Y-axis location of the centre of the primary prim in the linked set to which this Prim belongs. Measured in metres relative to the origin of the region.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''GroupPositionZ'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Z-axis (height) location of the centre of the primary prim in the linked set to which this Prim belongs. Measured in metres.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''VelocityX'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The speed at which the prim moves (+ or -) in the X-axis.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''VelocityY'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The speed at which the prim moves (+ or -) in the Y-axis.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''VelocityZ'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The speed at which the prim moves (+ or -) vertically.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''AngularVelocityX'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''AngularVelocityY'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''AngularVelocityZ'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''AccelerationX'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''AccelerationY'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''AccelerationZ'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RotationX'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RotationY'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RotationZ'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RotationW'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SitTargetOffsetX'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SitTargetOffsetY'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SitTargetOffsetZ'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SitTargetOrientW'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SitTargetOrientX'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SitTargetOrientY'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SitTargetOrientZ'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''UUID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The unique key of this prim row on the database.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RegionUUID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The key of the Region on the Regions table which contains this prim&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CreatorID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
the UUID (key) of the user who created this prim.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''OwnerID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
the UUID (key)of the user who currently owns this prim.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''GroupID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''LastOwnerID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The UUID (key) of the user who last owned this prim (i.e. who transferred it to the current OwnerID).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SceneGroupID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All the prims in a linked object share the same SceneGroupID.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PayPrice'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Can be either:&lt;br /&gt;
-1 PAY_HIDE or -2 PAY_DEFAULT&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PayButton1'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Can be either:&lt;br /&gt;
-1 PAY_HIDE or -2 PAY_DEFAULT&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PayButton2'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Can be either:&lt;br /&gt;
-1 PAY_HIDE or -2 PAY_DEFAULT&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PayButton3'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Can be either:&lt;br /&gt;
-1 PAY_HIDE or -2 PAY_DEFAULT&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PayButton4'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Can be either:&lt;br /&gt;
-1 PAY_HIDE or -2 PAY_DEFAULT&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''LoopedSound'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The UUID of an asset which defines a sound to be played from this prim.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''LoopedSoundGain'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The volume of the looped sound.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''TextureAnnimation'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''OmegaX'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''OmegaY'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''OmegaZ'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CameraEyeOffsetX'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CameraEyeOffsetY'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CameraEyeOffsetZ'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CameraAtOffsetX'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CameraAtOffsetY'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CameraAtOffsetZ'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ForceMouseLook'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ScriptAccessPin'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''AllowedDrop'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DieAtEdge'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SalePrice'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SaleType'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ColorR'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Red colour intensity value range 0-255.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ColorG'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Green colour intensity value range 0-255.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ColorB'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Blue colour intensity value range 0-255.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ColorA'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Alpha channel value. Range 0-255.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ParticleSystem'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A block of data defining a particle effect associated with this Prim.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ClickAction'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Action to be performed on a left-button mouse click. Possible values:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;0 - Touch/Grab (default)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1 - Sit on object&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;2 - Buy object&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;3 - Pay object&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;4 - Open&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;5 - Play parcel media&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;6 - Open parcel media&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Material'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Affects the surface look of the prim, may be wood, metal etc.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CollisionSound'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The UUID of the asset which describes the sound made when an object collides with this prim.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''CollisionSoundVolume'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The volume of the collision sound.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''LinkNumber'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PassTouches'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MediaURL'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DynAttrs'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PhysicsShapeType'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Density'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''GravityModifier'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Friction'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Restitution'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''KeyframeMotion'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Not yet defined.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Database]]&lt;br /&gt;
[[Category:Database]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Database:Primshapes</id>
		<title>Database:Primshapes</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Database:Primshapes"/>
				<updated>2022-03-26T16:19:10Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Correct foolish assumption about face numbers in the Texture blob.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Primshapes'''	''Describes prim shapes, colors and textures ''&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The current structure of the Prims table is as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#cce;&amp;quot;&lt;br /&gt;
! Field&lt;br /&gt;
! Type&lt;br /&gt;
! Null&lt;br /&gt;
! Key&lt;br /&gt;
! Default&lt;br /&gt;
! Extra&lt;br /&gt;
|- &lt;br /&gt;
| Shape            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleX           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| ScaleY           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleZ           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| PCode            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathBegin        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathEnd          || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathScaleX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathScaleY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathShearX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathShearY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathSkew         || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathCurve        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathRadiusOffset || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathRevolutions  || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTaperX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTaperY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTwist        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTwistBegin   || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileBegin     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileEnd       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileCurve     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileHollow    || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| State            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| Texture          || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ExtraParams      || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| UUID             || char(36) || NO   || PRI ||         ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| Media            || text     || YES  ||     || NULL    ||&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ScaleX ScaleY Scalez'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The size of the prim in meters. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ProfileHollow'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The percent size of the hole in the prim. Divide this integer by 500.0 to get the number you see in the build dialog. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Texture'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Contains a list of up to 8 texture asset UUIDs for the 8 faces of the prim. If all the faces are the same only one UUID is present. Each UUID is stored as 16 BINARY bytes (not as hex strings) and must be converted to strings to use to search the asset table. Each UUID is followed by a single byte related to the face number that texture is on. Face 0 must always be last and has a face number 0 which terminates the list. 16 or more bytes follow the last texture assetUUID and these contain ????&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''UUID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The UUID of this prim in database table Prims.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Database]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Database:Primshapes</id>
		<title>Database:Primshapes</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Database:Primshapes"/>
				<updated>2022-03-24T06:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Documented the Texture field&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Primshapes'''	''Describes prim shapes, colors and textures ''&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The current structure of the Prims table is as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#cce;&amp;quot;&lt;br /&gt;
! Field&lt;br /&gt;
! Type&lt;br /&gt;
! Null&lt;br /&gt;
! Key&lt;br /&gt;
! Default&lt;br /&gt;
! Extra&lt;br /&gt;
|- &lt;br /&gt;
| Shape            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleX           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| ScaleY           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleZ           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| PCode            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathBegin        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathEnd          || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathScaleX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathScaleY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathShearX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathShearY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathSkew         || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathCurve        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathRadiusOffset || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathRevolutions  || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTaperX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTaperY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTwist        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTwistBegin   || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileBegin     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileEnd       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileCurve     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileHollow    || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| State            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| Texture          || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ExtraParams      || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| UUID             || char(36) || NO   || PRI ||         ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| Media            || text     || YES  ||     || NULL    ||&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ScaleX ScaleY Scalez'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The size of the prim in meters. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ProfileHollow'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The percent size of the hole in the prim. Divide this integer by 500.0 to get the number you see in the build dialog. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Texture'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Contains a list of up to 8 texture asset UUIDs for the 8 faces of the prim. If all the faces are the same only one UUID is present. Each UUID is stored as 16 BINARY bytes (not as hex strings) and must be converted to strings to use to search the asset table. Each UUID is followed by a single byte containing the face number that texture is on, encoded as a single bit. (Eg: Face 4 is stored as 08 with only bit 4-1 on). Face 0 must always be last and has a face number 0 which terminates the list. Apparently the faces are always stored in reverse order (highest face number first).&lt;br /&gt;
16 or more bytes follow the last texture assetUUID and these contain ????&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''UUID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The UUID of this prim in database table Prims.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Database]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Database:Primshapes</id>
		<title>Database:Primshapes</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Database:Primshapes"/>
				<updated>2022-03-23T06:14:31Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Adding the ProfileHollow field&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Primshapes'''	''Describes prim shapes, colors and textures ''&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The current structure of the Prims table is as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#cce;&amp;quot;&lt;br /&gt;
! Field&lt;br /&gt;
! Type&lt;br /&gt;
! Null&lt;br /&gt;
! Key&lt;br /&gt;
! Default&lt;br /&gt;
! Extra&lt;br /&gt;
|- &lt;br /&gt;
| Shape            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleX           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| ScaleY           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleZ           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| PCode            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathBegin        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathEnd          || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathScaleX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathScaleY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathShearX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathShearY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathSkew         || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathCurve        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathRadiusOffset || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathRevolutions  || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTaperX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTaperY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTwist        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTwistBegin   || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileBegin     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileEnd       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileCurve     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileHollow    || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| State            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| Texture          || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ExtraParams      || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| UUID             || char(36) || NO   || PRI ||         ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| Media            || text     || YES  ||     || NULL    ||&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ScaleX ScaleY Scalez'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The size of the prim in meters. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ProfileHollow'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The percent size of the hole in the prim. Divide this integer by 500.0 to get the number you see in the build dialog. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''UUID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The UUID of this prim in database table Prims.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Database]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Database:Primshapes</id>
		<title>Database:Primshapes</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Database:Primshapes"/>
				<updated>2022-03-23T05:50:07Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Adding the names of several fields as I figure them out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Primshapes'''	''Describes prim shapes, colors and textures ''&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The current structure of the Prims table is as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#cce;&amp;quot;&lt;br /&gt;
! Field&lt;br /&gt;
! Type&lt;br /&gt;
! Null&lt;br /&gt;
! Key&lt;br /&gt;
! Default&lt;br /&gt;
! Extra&lt;br /&gt;
|- &lt;br /&gt;
| Shape            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleX           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| ScaleY           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ScaleZ           || double   || NO   ||     || 0       ||&lt;br /&gt;
|- &lt;br /&gt;
| PCode            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathBegin        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathEnd          || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathScaleX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathScaleY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathShearX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathShearY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathSkew         || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathCurve        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathRadiusOffset || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathRevolutions  || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTaperX       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTaperY       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| PathTwist        || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| PathTwistBegin   || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileBegin     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileEnd       || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ProfileCurve     || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| ProfileHollow    || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| State            || int(11)  || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| Texture          || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| ExtraParams      || longblob || YES  ||     || NULL    ||&lt;br /&gt;
|- &lt;br /&gt;
| UUID             || char(36) || NO   || PRI ||         ||&lt;br /&gt;
|- style=&amp;quot;background:#eee;&amp;quot;&lt;br /&gt;
| Media            || text     || YES  ||     || NULL    ||&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(back to [[Database Documentation]])&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''ScaleX ScaleY Scalez'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The size of the prim in meters. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''UUID'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The UUID of this prim in Database:Prim.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Database]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Server_Commands</id>
		<title>Server Commands</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Server_Commands"/>
				<updated>2021-07-31T05:19:35Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Bolded the region flag value names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
= What are server commands? =&lt;br /&gt;
&lt;br /&gt;
Server commands are those you can type on the console to make the server do various things.&lt;br /&gt;
&lt;br /&gt;
Commands can be divided up into those that apply to the simulator (simulator commands) and those that apply to grid services (service commands).&lt;br /&gt;
&lt;br /&gt;
On a standalone system, both simulator and service commands will be available on the single standalone system console.&lt;br /&gt;
&lt;br /&gt;
On a grid architecture, the simulator commands will be available on the simulators, whilst the service commands will be available on the ROBUST console.&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': some commands may not work as expected, some may not work at all, and there is a chance that you may even lose all your settings/contents. This summary quickly goes out of date - the best place to find commands is by typing &amp;quot;help&amp;quot; on the region console.&lt;br /&gt;
&lt;br /&gt;
Except where noted, this list should be accurate for OpenSimulator 0.7.1 onwards.&lt;br /&gt;
&lt;br /&gt;
= Commands =&lt;br /&gt;
&lt;br /&gt;
== General Server Commands ==&lt;br /&gt;
&lt;br /&gt;
These commands are available in both simulator and robust consoles.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
* command-script [scriptfile] - Runs a command script containing console commands.&lt;br /&gt;
* quit - shutdown the server.&lt;br /&gt;
* show info - show server information (version and startup path).  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* show uptime - show server startup time and uptime.  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* show version - show server version.  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* shutdown - synonym for quit&lt;br /&gt;
* get log level - In OpenSimulator 0.7.5 and later, print the current console logging level.  In OpenSimulator 0.7.4 and earlier please use the &amp;quot;set log level&amp;quot; command instead without a level parameter.&lt;br /&gt;
* set log level [level] - change the console logging level only. For example, off or debug. See [[Logging]] for more information.  In OpenSimulator 0.7.4 and earlier, if called without the level argument prints the current level.  In OpenSimulator 0.7.5 and later please use the &amp;quot;get log level&amp;quot; command instead.  Only available on ROBUST console from OpenSimulator 0.7.5.&lt;br /&gt;
&lt;br /&gt;
=== Debug ===&lt;br /&gt;
&lt;br /&gt;
* debug http [&amp;lt;level&amp;gt;] - Turn on/off extra logging for HTTP request debugging.  Only available on robust console from commit 94517c8 (dev code post 0.7.3.1).  In current development code (for OpenSimulator 0.7.5) this is debug http in|out|all [&amp;lt;level&amp;gt;] since outbound HTTP messages can also now be logged (this was only possible for inbound before). For more information on this command, see [[Debugging]].&lt;br /&gt;
&lt;br /&gt;
* debug threadpool level &amp;lt;level&amp;gt; - Turn on/off logging of activity in the main threadpool. For more information, see [[General-Purpose Threadpool]].&lt;br /&gt;
&lt;br /&gt;
== Simulator Commands ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
* change region &amp;lt;region name&amp;gt; - subsequent commands apply only to the specified region. If region name is &amp;quot;root&amp;quot; then all regions are selected&lt;br /&gt;
* debug packet &amp;lt;level&amp;gt; - Turn on packet debugging, where OpenSimulator prints out summaries of incoming and outgoing packets for viewers, depending on the level set&lt;br /&gt;
* emergency-monitoring - turn emergency debugging monitoring mode on or off.&lt;br /&gt;
* help [&amp;lt;command&amp;gt;] - Get general command list or more detailed help on a specific command or set of commands&lt;br /&gt;
* link-mapping - Set a local grid co-ordinate to link to a remote hypergrid &lt;br /&gt;
* link-region - Link a HyperGrid region. Not sure how this differs from link-mapping&lt;br /&gt;
* modules list - List modules&lt;br /&gt;
* modules load &amp;lt;name&amp;gt; - Load a module&lt;br /&gt;
* modules unload &amp;lt;name&amp;gt; - Unload a module&lt;br /&gt;
* monitor report - Returns a variety of statistics about the current region and/or simulator&lt;br /&gt;
* set terrain heights &amp;lt;corner&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [&amp;lt;x&amp;gt;] [&amp;lt;y&amp;gt;] - Sets the terrain texture heights on corner #&amp;lt;corner&amp;gt; to &amp;lt;min&amp;gt;/&amp;lt;max&amp;gt;, if &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; are specified, it will only set it on regions with a matching coordinate. Specify -1 in &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; to wildcard that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3.&lt;br /&gt;
* set terrain texture &amp;lt;number&amp;gt; &amp;lt;uuid&amp;gt; [&amp;lt;x&amp;gt;] [&amp;lt;y&amp;gt;] - Sets the terrain &amp;lt;number&amp;gt; to &amp;lt;uuid&amp;gt;, if &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; are specified, it will only set it on regions with a matching coordinate. Specify -1 in &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; to wildcard that coordinate.&lt;br /&gt;
* show caps - show all registered capabilities URLs&lt;br /&gt;
:NOTE: In OpenSimulator 0.7.1, &amp;quot;show capabilities&amp;quot; is shown as a result for help command, but actually only &amp;quot;show caps&amp;quot; will be accepted. ([http://opensimulator.org/mantis/view.php?id=5467 #5467])&lt;br /&gt;
* set water height # - sets the height simulator wide or single region if you use change region.&lt;br /&gt;
* show circuits - Show agent circuit data&lt;br /&gt;
* show connections - show connections data&lt;br /&gt;
* show http-handlers - show all registered http handlers&lt;br /&gt;
* show hyperlinks - list hg regions&lt;br /&gt;
* show modules - show module data&lt;br /&gt;
* show pending-objects - show number of objects in the pending queues of all viewers&lt;br /&gt;
* show pqueues [full] - show priority queue data for each client. Without the 'full' option, only root agents are shown. With the 'full' option child agents are also shown.&lt;br /&gt;
* show queues - Show queue data for agent connections.&lt;br /&gt;
* show threads - shows the persistent threads registered with the system. Does not include threadpool threads. &lt;br /&gt;
* show throttles [full] - Show throttle data for each client connection, and the maximum allowed for each connection by the server. Without the 'full' option, only root agents are shown. With the 'full' option child agents are also shown.&lt;br /&gt;
* unlink-region &amp;lt;local name&amp;gt; - unlink a hypergrid region&lt;br /&gt;
&lt;br /&gt;
=== Appearance Commands ===&lt;br /&gt;
&lt;br /&gt;
* appearance show - Show information about avatar appearance. Currently just checks whether the baked texture is &amp;quot;OK&amp;quot; or &amp;quot;corrupt&amp;quot;. Still in development. Only exists in development code at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Archive Commands ===&lt;br /&gt;
&lt;br /&gt;
* load iar &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;inventory path&amp;gt; &amp;lt;password&amp;gt; [&amp;lt;archive path&amp;gt;] - Load user inventory archive. See [[Inventory Archives]].&lt;br /&gt;
* load oar [filename] - load an OpenSimulator archive. This entirely replaces the current region. Default filename is '''region.oar'''. See [[OpenSim Archives]].&lt;br /&gt;
* load xml [-newIDs [&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;]] - Load a region's data from XML format (0.7.*: DEPRECATED and may be REMOVED soon. Use &amp;quot;load xml2&amp;quot; instead)&lt;br /&gt;
:those xml are the result of the export save or *export save-all&lt;br /&gt;
* load xml2 [filename] - optional parameters not supported for XML2 format as at 1-Jul-2008 &lt;br /&gt;
* save iar &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;inventory path&amp;gt; &amp;lt;password&amp;gt; [&amp;lt;archive path&amp;gt;] - Save user inventory archive. See [[Inventory Archives]]&lt;br /&gt;
* save oar [filename] - save the current region to an OpenSimulator archive. Default filename is '''region.oar'''. See [[OpenSim Archives]].&lt;br /&gt;
* save prims xml2 [&amp;lt;prim name&amp;gt; &amp;lt;file name&amp;gt;] - Save named prim to XML2&lt;br /&gt;
* save xml [filename] - save prims to XML &lt;br /&gt;
* save xml2 [filename] - save prims to XML (Format 2 - rearrangement of some nodes, to make loading/saving easier) &lt;br /&gt;
&lt;br /&gt;
=== Asset Commands ===&lt;br /&gt;
&lt;br /&gt;
The fcache commands only currently appearance if you are using the fcache asset cache.  This is the default on OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
* fcache assets - Attempt a deep scan and cache of all assets in all scenes&lt;br /&gt;
* fcache clear [file] [memory] - Remove all assets in the cache.  If file or memory is specified then only this cache is cleared.&lt;br /&gt;
* fcache expire &amp;lt;datetime&amp;gt; - Purge cached assets older then the specified date/time&lt;br /&gt;
* fcache status - Display cache status&lt;br /&gt;
* j2k decode &amp;lt;ID&amp;gt; - Do JPEG2000 decoding of an asset.&lt;br /&gt;
&lt;br /&gt;
=== Config Commands ===&lt;br /&gt;
&lt;br /&gt;
* config get [&amp;lt;section&amp;gt;] [&amp;lt;key&amp;gt;] - Get the current configuration, either for a particular key, a particular section or the whole config.&lt;br /&gt;
* config save &amp;lt;path&amp;gt; - Save the current configuration to a file.&lt;br /&gt;
* config set &amp;lt;section&amp;gt; &amp;lt;key&amp;gt; - Set a particular configuration value. On the whole, this is useless since neither OpenSimulator nor modules dynamically reload config values.&lt;br /&gt;
* config show [&amp;lt;section&amp;gt;] [&amp;lt;key&amp;gt;] - Synonym for 'config get'&lt;br /&gt;
&lt;br /&gt;
=== Land Commands ===&lt;br /&gt;
&lt;br /&gt;
* land show - Shows all parcels on the current region.&lt;br /&gt;
* land clear - Clears all parcels on the land.&lt;br /&gt;
&lt;br /&gt;
=== Map Commands ===&lt;br /&gt;
&lt;br /&gt;
* export-map [&amp;lt;path&amp;gt;] - Save an image of the world map (default name is exportmap.jpg)&lt;br /&gt;
* generate map - Regenerates and stores map tile.  Only in development code post 0.7.6.&lt;br /&gt;
&lt;br /&gt;
=== Object Commands ===&lt;br /&gt;
&lt;br /&gt;
* backup - Persist currently unsaved object changes immediately instead of waiting for the normal persistence call.  This shouldn't normally be required - the simulator persists region objects automatically at regular intervals and on shutdown.&lt;br /&gt;
* delete object creator &amp;lt;UUID&amp;gt; - Delete a scene object by creator&lt;br /&gt;
* delete object name [--regex] &amp;lt;name&amp;gt; - Delete a scene object by name.&lt;br /&gt;
* delete object outside - Delete all scene objects outside region boundaries.  This is currently if z &amp;lt; 0 or z &amp;gt; 10000.  Object outside these bounds have been known to cause issues with OpenSimulator's use of some physics engines (such as the Open Dynamics Engine).&lt;br /&gt;
* delete object owner &amp;lt;UUID&amp;gt; - Delete a scene object by owner&lt;br /&gt;
* delete object uuid &amp;lt;UUID&amp;gt; - Delete a scene object by uuid.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
* dump object id &amp;lt;UUID-or-localID&amp;gt; - Dump the serialization of the given object to a file for debug purposes.&lt;br /&gt;
* edit scale &amp;lt;name&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; - Change the scale of a named prim&lt;br /&gt;
* force update - Force the region to send all clients updates about all objects.&lt;br /&gt;
* show object name [--regex] &amp;lt;name&amp;gt; - Show details of scene objects with the given name.&lt;br /&gt;
* show object uuid &amp;lt;UUID&amp;gt; - Show details of a scene object with the given UUID.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
* show part name [--regex] &amp;lt;name&amp;gt; - Show details of scene object parts with the given name.&lt;br /&gt;
* show part uuid &amp;lt;UUID&amp;gt; - Show details of a scene object parts with the given UUID.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
&lt;br /&gt;
=== Estate Commands ===&lt;br /&gt;
* reload estate - reload estate data&lt;br /&gt;
* estate link region &amp;lt;estate ID&amp;gt; &amp;lt;region ID&amp;gt; - Attaches the specified region to the specified estate.&lt;br /&gt;
* estate show - This command will show the estate name, ID, and owner for regions currently running in the simulator. This list does not necessarily include all estates that are present in the database.  &lt;br /&gt;
Sample usage: &lt;br /&gt;
 estate show&amp;lt;enter&amp;gt;&lt;br /&gt;
 Estate information for region TestRegion&lt;br /&gt;
 Estate Name ID Owner&lt;br /&gt;
 My Estate 103 Test User&lt;br /&gt;
* estate set name &amp;lt;estate ID&amp;gt; &amp;lt;new name&amp;gt; - Rename an estate&lt;br /&gt;
* estate set owner &amp;lt;estate ID&amp;gt; &amp;lt;FirstName&amp;gt; &amp;lt;LastName&amp;gt; - Change the owner of an estate. This command supports two forms; this one uses the owner's name.&lt;br /&gt;
* estate set owner &amp;lt;estate ID&amp;gt; &amp;lt;owner UUID&amp;gt; - Change the owner of an estate. This command supports two forms; this one uses the owner's UUID.&lt;br /&gt;
* estate create &amp;lt;owner UUID&amp;gt; &amp;lt;estate name&amp;gt; - Must be a user UUID,m which you can get from 'show names'&lt;br /&gt;
&lt;br /&gt;
=== Region Commands ===&lt;br /&gt;
* change region &amp;lt;region name&amp;gt; - subsequent commands apply only to the specified region. If region name is &amp;quot;root&amp;quot; then all regions are selected&lt;br /&gt;
* create region [name] [filename] - Create a new region &lt;br /&gt;
* delete-region &amp;lt;name&amp;gt; - Delete a region from disk.&lt;br /&gt;
* region get - Post OpenSimulator 0.8.0.*.  Show region parameters (Region Name, Region UUID, Location, URI, Owner ID, Flags).&lt;br /&gt;
* region restart abort [&amp;lt;message&amp;gt;] - Abort a scheduled region restart, with an optional message&lt;br /&gt;
* region restart bluebox &amp;lt;message&amp;gt; &amp;lt;delta seconds&amp;gt;+ - Schedule a region restart. If one delta is given then the region is restarted in delta seconds time. A time to restart is sent to users in the region as a dismissable bluebox notice. If multiple deltas are given then a notice is sent when we reach each delta.&lt;br /&gt;
* region restart notice &amp;lt;message&amp;gt; &amp;lt;delta seconds&amp;gt;+ - Schedule a region restart. Same as above except showing a transient notice instead of a dismissable bluebox.&lt;br /&gt;
* region set - Post OpenSimulator 0.8.0.*.  Set certain region parameters.  Currently, can set&lt;br /&gt;
** agent-limit - The current avatar limit for the region.  More usually this is set via the region/estate dialog in a typical viewer.  This persists over simulator restarts.&lt;br /&gt;
** max-agent-limit - The maximum value that agent-limit can have.  Unfortunately, setting it here does not currently persist over server restarts.  For that to happen it must be separately set as the MaxAgents parameter in the region config file.&lt;br /&gt;
* remove-region - remove a region from the simulator&lt;br /&gt;
* restart - Restarts all sims in this instance&lt;br /&gt;
* restart region &amp;lt;regionname&amp;gt; - Restarts just one sim in an instance. Set the console to the region name first, with 'change region &amp;lt;regionname&amp;gt;', or all regions will restart.&lt;br /&gt;
* set region flags &amp;lt;Region name&amp;gt; &amp;lt;flags&amp;gt; - Set database flags for region&lt;br /&gt;
:Flags can be one of the following:&lt;br /&gt;
:'''DefaultRegion'''	Used for new Rez. Random if multiple defined&lt;br /&gt;
:'''FallbackRegion'''	Regions we redirect to when the destination is down&lt;br /&gt;
:'''RegionOnline'''	Set when a region comes online, unset when it unregisters and DeleteOnUnregister is false&lt;br /&gt;
:'''NoDirectLogin'''	Region unavailable for direct logins (by name)&lt;br /&gt;
:'''Persistent'''	Don't remove on unregister&lt;br /&gt;
:'''LockedOut'''	Don't allow registration&lt;br /&gt;
:'''NoMove	'''Don't allow moving this region&lt;br /&gt;
:'''Reservation'''	This is an inactive reservation&lt;br /&gt;
:'''Authenticate'''	Require authentication&lt;br /&gt;
:'''Hyperlink'''	Record represents a HG link&lt;br /&gt;
:'''DefaultHGRegion'''	Record represents a default region for hypergrid teleports only.&lt;br /&gt;
:Note: flags are additive, there is no way to unset them from the console.&lt;br /&gt;
* show neighbours - Shows the local regions' neighbours&lt;br /&gt;
* show ratings - Show rating data&lt;br /&gt;
* show region - Show region parameters (Region Name, Region UUID, Location, URI, Owner ID, Flags).&lt;br /&gt;
* show regions - Show regions data (Region Names, XLocation YLocation coordinates, Region Ports, Estate Names)&lt;br /&gt;
&lt;br /&gt;
=== Scene Commands ===&lt;br /&gt;
&lt;br /&gt;
* debug scene - Turn on scene debugging&lt;br /&gt;
* rotate scene &amp;lt;degrees&amp;gt; - Rotates scene around 128,128 axis by x degrees where x=0-360.&lt;br /&gt;
* scale scene &amp;lt;factor&amp;gt; - Scales all scene objects by a factor where original size =1.0.&lt;br /&gt;
* translate scene &amp;lt;x,y,z&amp;gt; - Translate (move) the entire scene to a new coordinate. Useful for moving a scene to a different location on either a Mega or Variable region. &lt;br /&gt;
(please back up your region before using any of these commands and be aware of possible floating point errors the more they are used.)&lt;br /&gt;
 &lt;br /&gt;
=== Script Commands ===&lt;br /&gt;
&lt;br /&gt;
These currently only exist in git master OpenSimulator development code post the 0.7.2 release.&lt;br /&gt;
&lt;br /&gt;
* scripts resume [&amp;lt;script-item-uuid&amp;gt;] - Resumes all suspended scripts&lt;br /&gt;
* scripts show [&amp;lt;script-item-uuid&amp;gt;] - Show script information. &amp;lt;script-item-uuid&amp;gt; option only exists from git master 82f0e19 (2012-01-14) onwards (post OpenSimulator 0.7.2).&lt;br /&gt;
* scripts start [&amp;lt;script-item-uuid&amp;gt;] - Starts all stopped scripts&lt;br /&gt;
* scripts stop [&amp;lt;script-item-uuid&amp;gt;] - Stops all running scripts&lt;br /&gt;
* scripts suspend [&amp;lt;script-item-uuid&amp;gt;] - Suspends all running scripts&lt;br /&gt;
&lt;br /&gt;
=== Stats Commands ===&lt;br /&gt;
&lt;br /&gt;
* show stats - show useful statistical information for this server. See [[#Frame Statistics Values|Frame Statistics Values]] below for more information.&lt;br /&gt;
* stats show - a synonym for &amp;quot;show stats&amp;quot; (OpenSimulator dev code only post 19th March 2014).&lt;br /&gt;
* stats record - record stats periodically to a separate log file.&lt;br /&gt;
* stats save - save a snapshot of current stats to a file (OpenSimulator dev code only post 19th March 2014).&lt;br /&gt;
&lt;br /&gt;
=== Terrain Commands ===&lt;br /&gt;
&lt;br /&gt;
Some of these may require a sim restart to show properly.&lt;br /&gt;
* terrain load - Loads a terrain from a specified file. (see note1)&lt;br /&gt;
* terrain load-tile - Loads a terrain from a section of a larger file.&lt;br /&gt;
* terrain save - Saves the current heightmap to a specified file.&lt;br /&gt;
* terrain save-tile - Saves the current heightmap to the larger file.&lt;br /&gt;
* terrain fill - Fills the current heightmap with a specified value.&lt;br /&gt;
* terrain elevate - Raises the current heightmap by the specified amount.&lt;br /&gt;
* terrain lower - Lowers the current heightmap by the specified amount.&lt;br /&gt;
* terrain multiply - Multiplies the heightmap by the value specified.&lt;br /&gt;
* terrain bake - Saves the current terrain into the regions baked map.&lt;br /&gt;
* terrain revert - Loads the baked map terrain into the regions heightmap.&lt;br /&gt;
* terrain newbrushes - Enables experimental brushes which replace the standard terrain brushes.&lt;br /&gt;
* terrain show - Shows terrain height at a given co-ordinate.&lt;br /&gt;
* terrain stats - Shows some information about the regions heightmap for debugging purposes.&lt;br /&gt;
* terrain effect - Runs a specified plugin effect&lt;br /&gt;
* terrain flip - Flips the current terrain about the X or Y axis&lt;br /&gt;
* terrain rescale - Rescales the current terrain to fit between the given min and max heights&lt;br /&gt;
* terrain min - Sets the minimum terrain height to the specified value.&lt;br /&gt;
* terrain max - Sets the maximum terrain height to the specified value.&lt;br /&gt;
* terrain modify - Provides several area-of-effect terraforming commands.&lt;br /&gt;
&lt;br /&gt;
Note1 : If you have a sim with multiple regions and you want to set all regions on that sim to be from one larger image you can use 'terrain load &amp;lt;file&amp;gt; &amp;lt;width in regions&amp;gt; &amp;lt;height in regions&amp;gt; &amp;lt;regionX&amp;gt; &amp;lt;regionY&amp;gt; where regionX and regionY are the coordinates of the bottom-left region.&lt;br /&gt;
&lt;br /&gt;
=== Tree Commands ===&lt;br /&gt;
&lt;br /&gt;
* tree active - Change activity state for the trees module&lt;br /&gt;
* tree freeze - Freeze/Unfreeze activity for a defined copse&lt;br /&gt;
* tree load - Load a copse definition from an xml file&lt;br /&gt;
* tree plant - Start the planting on a copse&lt;br /&gt;
* tree rate - Reset the tree update rate (mSec)&lt;br /&gt;
* tree reload - Reload copse definitions from the in-scene trees&lt;br /&gt;
* tree remove - Remove a copse definition and all its in-scene trees&lt;br /&gt;
* tree statistics - Log statistics about the trees&lt;br /&gt;
&lt;br /&gt;
=== User Commands ===&lt;br /&gt;
&lt;br /&gt;
* alert &amp;lt;message&amp;gt; - send an in-world alert to everyone&lt;br /&gt;
* alert-user &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;message&amp;gt; - send an an in-world alert to a specific user&lt;br /&gt;
* bypass permissions &amp;amp;lt;true / false&amp;amp;gt; - Bypass in-world permission checks &lt;br /&gt;
* debug permissions - Turn on permissions debugging&lt;br /&gt;
* force permissions - Force permissions on or off.&lt;br /&gt;
* kick user &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; [message]: - Kick a user off the simulator&lt;br /&gt;
* login disable - Disable user entry to this simulator&lt;br /&gt;
* login enable - Enable user entry to this simulator&lt;br /&gt;
* login status - Show whether logins to this simulator are enabled or disabled&lt;br /&gt;
* show users [full]- show info about currently connected users to this region. Without the 'full' option, only users actually on the region are shown. With the 'full' option child agents of users in neighbouring regions are also shown.&lt;br /&gt;
* teleport user &amp;lt;destination&amp;gt; - Teleport a user on this simulator to a specific destination.  Currently only in OpenSimulator development code after the 0.7.3.1 release (commit bf0b817).&lt;br /&gt;
&lt;br /&gt;
=== Windlight/[[LightShare]] Commands ===&lt;br /&gt;
&lt;br /&gt;
* windlight load - Load windlight profile from the database and broadcast&lt;br /&gt;
* windlight enable - Enable the windlight plugin&lt;br /&gt;
* windlight disable - Disable the windlight plugin&lt;br /&gt;
&lt;br /&gt;
== ROBUST Service Commands ==&lt;br /&gt;
&lt;br /&gt;
These can also be accessed on the simulator command console itself in standalone mode.&lt;br /&gt;
&lt;br /&gt;
=== Asset Service ===&lt;br /&gt;
&lt;br /&gt;
* delete asset &amp;lt;ID&amp;gt; - Delete an asset from the database. Doesn't appear to be implemented.&lt;br /&gt;
* dump asset &amp;lt;ID&amp;gt; - Dump an asset to the filesystem.  OpenSimulator 0.7.3 onwards.&lt;br /&gt;
* show digest &amp;lt;ID&amp;gt; - Show summary information about an asset. From OpenSimulator 0.7.3 onwards this will be renamed to &amp;quot;show asset&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Grid Service ===&lt;br /&gt;
&lt;br /&gt;
* set region flags &amp;lt;Region name&amp;gt; &amp;lt;flags&amp;gt; - Set database flags for region&lt;br /&gt;
* show region &amp;lt;Region name&amp;gt; - Show the details of a given region.  This command is renamed to &amp;quot;show region name&amp;quot; in development versions of OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
The following commands currently only exist in development versions of OpenSimulator (post 0.7.3.1).  These are currently found in the &amp;quot;Regions&amp;quot; help section.&lt;br /&gt;
&lt;br /&gt;
* deregister region id &amp;lt;Region UUID&amp;gt; - Deregister a region manually.  This can be helpful if a region was not properly removed due to bad simulator shutdown and the simulator has not since been restarted or its region configuration has been changed.&lt;br /&gt;
* show region at &amp;lt;x-coord&amp;gt; &amp;lt;y-coord&amp;gt; - Show details on a region at the given co-ordinate.&lt;br /&gt;
* show region name &amp;lt;Region name&amp;gt; - Show details on a region&lt;br /&gt;
* show regions - Show details on all regions.  In standalone mode this version of the command is not currently available - the simulator version of &amp;quot;show regions&amp;quot; is used instead, which shows similar information.&lt;br /&gt;
&lt;br /&gt;
=== User Service ===&lt;br /&gt;
* create user [first] [last] [passw] [Email] [Primary UUID] [Model} - creates a new user&lt;br /&gt;
:or just: create user - and server prompts for all data&lt;br /&gt;
:&lt;br /&gt;
:If UUID is nul or whitespace a UUID will be generated for you.&lt;br /&gt;
:&lt;br /&gt;
:Model is the &amp;quot;first lastname&amp;quot; of another user, that user's outfit will be cloned to the new user.&lt;br /&gt;
:&lt;br /&gt;
* reset user password - reset a user's password.&lt;br /&gt;
* show account &amp;lt;firstname&amp;gt; &amp;lt;lastname&amp;gt; - show account details for the given user name (0.7.2-dev)&lt;br /&gt;
&lt;br /&gt;
=== Login Service ===&lt;br /&gt;
* login level &amp;lt;value&amp;gt; - Set the miminim userlevel allowed to login (see [[Userlevel|User Level]]).&lt;br /&gt;
* login reset - reset the login level to its default value.&lt;br /&gt;
* login text &amp;lt;text to print during the login&amp;gt;&lt;br /&gt;
* set user level &amp;lt;firstname&amp;gt; &amp;lt;lastname&amp;gt; &amp;lt;level&amp;gt; - Set UserLevel for the user, which determines whether a user has a god account or can login at all (0.7.2-dev) (see [[Userlevel|User Level]]).&lt;br /&gt;
&lt;br /&gt;
== Details of Terrain Module Commands ==&lt;br /&gt;
&lt;br /&gt;
==== terrain load ====&lt;br /&gt;
Loads a terrain from a specified file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
&lt;br /&gt;
==== terrain load-tile ====&lt;br /&gt;
Loads a terrain from a section of a larger file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
* file width (Integer)&lt;br /&gt;
	The width of the file in tiles&lt;br /&gt;
* file height (Integer)&lt;br /&gt;
	The height of the file in tiles&lt;br /&gt;
* minimum X tile (Integer)&lt;br /&gt;
	The X region coordinate of the first section on the file&lt;br /&gt;
* minimum Y tile (Integer)&lt;br /&gt;
	The Y region coordinate of the first section on the file&lt;br /&gt;
&lt;br /&gt;
==== terrain save ====&lt;br /&gt;
Saves the current heightmap to a specified file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The destination filename for your heightmap, the file extension determines the format to save in. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
&lt;br /&gt;
==== terrain fill ====&lt;br /&gt;
Fills the current heightmap with a specified value.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* value (Double)&lt;br /&gt;
	The numeric value of the height you wish to set your region to.&lt;br /&gt;
&lt;br /&gt;
==== terrain elevate ====&lt;br /&gt;
Raises the current heightmap by the specified amount.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* amount (Double)&lt;br /&gt;
&lt;br /&gt;
==== terrain lower ====&lt;br /&gt;
Lowers the current heightmap by the specified amount.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* amount (Double)&lt;br /&gt;
	The amount of height to remove from the terrain in meters.&lt;br /&gt;
&lt;br /&gt;
==== terrain multiply ====&lt;br /&gt;
Multiplies the heightmap by the value specified.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* value (Double)&lt;br /&gt;
	The value to multiply the heightmap by.&lt;br /&gt;
&lt;br /&gt;
==== terrain bake ====&lt;br /&gt;
Saves the current terrain into the regions revert map.&lt;br /&gt;
&lt;br /&gt;
==== terrain revert ====&lt;br /&gt;
Loads the revert map terrain into the regions heightmap.&lt;br /&gt;
&lt;br /&gt;
==== terrain newbrushes ====&lt;br /&gt;
Enables experimental brushes which replace the standard terrain brushes. WARNING: This is a debug setting and may be removed at any time.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* Enabled? (Boolean)&lt;br /&gt;
	true / false - Enable new brushes&lt;br /&gt;
&lt;br /&gt;
==== terrain stats ====&lt;br /&gt;
Shows some information about the regions heightmap for debugging purposes.&lt;br /&gt;
&lt;br /&gt;
==== terrain effect ====&lt;br /&gt;
Runs a specified plugin effect&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* name (String)&lt;br /&gt;
	The plugin effect you wish to run, or 'list' to see all plugins&lt;br /&gt;
&lt;br /&gt;
==== terrain modify ====&lt;br /&gt;
Allows area-of-effect and tapering with standard heightmap manipulations.&lt;br /&gt;
&lt;br /&gt;
General command usage:&lt;br /&gt;
:''terrain modify &amp;lt;operation&amp;gt; value [&amp;lt;mask&amp;gt;] [-taper=&amp;lt;value2&amp;gt;]''&lt;br /&gt;
&lt;br /&gt;
:Parameters&lt;br /&gt;
:* value: base value to use in applying operation&lt;br /&gt;
:* mask:&lt;br /&gt;
:** -rec=x1,y1,dx[,dy] creates a rectangular mask based at x1,y1&lt;br /&gt;
:** -ell=x0,y0,rx[,ry] creates an elliptical mask centred at x0,y0&lt;br /&gt;
:* taper:&lt;br /&gt;
:** rectangular masks taper as pyramids&lt;br /&gt;
:** elliptical masks taper as cones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terrain Manipulation (fill, min, max)&lt;br /&gt;
:* value represents target height (at centre of range)&lt;br /&gt;
:* value2 represents target height (at edges of range)&lt;br /&gt;
&lt;br /&gt;
Terrain Movement (raise, lower, noise)&lt;br /&gt;
:* value represents a delta amount (at centre of range)&lt;br /&gt;
:* value2 represents a delta amount (at edges of range)&lt;br /&gt;
&lt;br /&gt;
Terrain Smoothing (smooth)&lt;br /&gt;
:The smoothing operation is somewhat different than the others, as it does not deal with elevation values, but rather with strength values (in the range of 0.01 to 0.99).  The algorithm is simplistic in averaging the values around a point, and is implemented as follows:&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;strength&amp;quot; parameter specifies how much of the result is from the original value (&amp;quot;strength&amp;quot; * map[x,y]).&lt;br /&gt;
:The &amp;quot;taper&amp;quot; parameter specifies how much of the remainder is from the first ring surrounding the point (1.0 - &amp;quot;strength&amp;quot;) * &amp;quot;taper&amp;quot;. There are 8 elements in the first ring.&lt;br /&gt;
:The remaining contribution is made from the second ring surrounding the point.  There are 16 elements in the second ring.&lt;br /&gt;
:e.g.&lt;br /&gt;
:''terrain modify smooth 0.5 -taper=0.6''&lt;br /&gt;
:* the original element will contribute 0.5 * map[x0,y0]&lt;br /&gt;
:* each element 1m from the point will contribute ((1-0.5)*0.6)/8 * map[x1,y1]&lt;br /&gt;
:* each element 2m from the point will contribute ((1-0.5)*0.4)/16 * map[x2,y2]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:The &amp;quot;taper&amp;quot; value may need to be exaggerated due to the integer math used in maps.&lt;br /&gt;
:e.g. To create a 512x512 var island:&lt;br /&gt;
:''terrain modify min 30 -ell=256,256,240 -taper=-29''&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
: https://www.youtube.com/watch?v=pehyqr3H8I0 (dead link)&lt;br /&gt;
&lt;br /&gt;
== Details of Hypergrid Commands ==&lt;br /&gt;
&lt;br /&gt;
For full details and explanations of Hypergrid Commands, see the [http://opensimulator.org/wiki/Installing_and_Running_Hypergrid#Linking_regions_.28Optional.29 Linking Regions] sections of the [http://opensimulator.org/wiki/Installing_and_Running_Hypergrid Installing and Running Hypergrid] page.&lt;br /&gt;
&lt;br /&gt;
'''show hyperlinks''' &lt;br /&gt;
&lt;br /&gt;
This command will show a list of all hypergrid linked regions.&lt;br /&gt;
&lt;br /&gt;
'''link-region &amp;lt;Xloc&amp;gt; &amp;lt;Yloc&amp;gt; &amp;lt;host&amp;gt; &amp;lt;port&amp;gt; &amp;lt;location-name&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
* Use Xloc and Yloc that make sense to your world, i.e. close to your regions, but not adjacent.&lt;br /&gt;
* replace osl2.nac.uci.edu and 9006 with the domain name / ip address and the port of the region you want to link to&lt;br /&gt;
&lt;br /&gt;
E.g. link-region 8998 8998 osl2.nac.uci.edu 9006 OSGrid Gateway&lt;br /&gt;
&lt;br /&gt;
'''unlink-region &amp;lt;local region name&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This command will unlink the specified hypergrid linked region - be sure to use the exact local name as reported by the &amp;quot;show hyperlinks&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
link-mapping&lt;br /&gt;
&lt;br /&gt;
== Frame Statistics Values ==&lt;br /&gt;
&lt;br /&gt;
The labels of the Frame Statistics values shown by the console command &amp;quot;show stats&amp;quot; are a bit cryptic. Here is a list of the meanings of these values:&lt;br /&gt;
&lt;br /&gt;
* Dilatn - time dilation&lt;br /&gt;
* SimFPS - simulator frames per second&lt;br /&gt;
* PhyFPS - physics frames per second&lt;br /&gt;
* AgntUp - # of agent updates&lt;br /&gt;
* RootAg - # of root agents&lt;br /&gt;
* ChldAg - # of child agents&lt;br /&gt;
* Prims - # of total prims&lt;br /&gt;
* AtvPrm - # of active prims&lt;br /&gt;
* AtvScr - # of active scripts&lt;br /&gt;
* ScrLPS - # of script lines per second&lt;br /&gt;
* PktsIn - # of in packets per second&lt;br /&gt;
* PktOut - # of out packets per second&lt;br /&gt;
* PendDl - # of pending downloads&lt;br /&gt;
* PendUl - # of pending uploads&lt;br /&gt;
* UnackB - # of unacknowledged bytes&lt;br /&gt;
* TotlFt - total frame time&lt;br /&gt;
* NetFt - net frame time&lt;br /&gt;
* PhysFt - physics frame time&lt;br /&gt;
* OthrFt - other frame time&lt;br /&gt;
* AgntFt - agent frame time&lt;br /&gt;
* ImgsFt - image frame time&lt;br /&gt;
&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Help]]&lt;br /&gt;
[[Category:Configuration]]&lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Server_Commands</id>
		<title>Server Commands</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Server_Commands"/>
				<updated>2021-07-31T05:15:52Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Added documentation for the set region flag values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
= What are server commands? =&lt;br /&gt;
&lt;br /&gt;
Server commands are those you can type on the console to make the server do various things.&lt;br /&gt;
&lt;br /&gt;
Commands can be divided up into those that apply to the simulator (simulator commands) and those that apply to grid services (service commands).&lt;br /&gt;
&lt;br /&gt;
On a standalone system, both simulator and service commands will be available on the single standalone system console.&lt;br /&gt;
&lt;br /&gt;
On a grid architecture, the simulator commands will be available on the simulators, whilst the service commands will be available on the ROBUST console.&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': some commands may not work as expected, some may not work at all, and there is a chance that you may even lose all your settings/contents. This summary quickly goes out of date - the best place to find commands is by typing &amp;quot;help&amp;quot; on the region console.&lt;br /&gt;
&lt;br /&gt;
Except where noted, this list should be accurate for OpenSimulator 0.7.1 onwards.&lt;br /&gt;
&lt;br /&gt;
= Commands =&lt;br /&gt;
&lt;br /&gt;
== General Server Commands ==&lt;br /&gt;
&lt;br /&gt;
These commands are available in both simulator and robust consoles.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
* command-script [scriptfile] - Runs a command script containing console commands.&lt;br /&gt;
* quit - shutdown the server.&lt;br /&gt;
* show info - show server information (version and startup path).  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* show uptime - show server startup time and uptime.  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* show version - show server version.  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* shutdown - synonym for quit&lt;br /&gt;
* get log level - In OpenSimulator 0.7.5 and later, print the current console logging level.  In OpenSimulator 0.7.4 and earlier please use the &amp;quot;set log level&amp;quot; command instead without a level parameter.&lt;br /&gt;
* set log level [level] - change the console logging level only. For example, off or debug. See [[Logging]] for more information.  In OpenSimulator 0.7.4 and earlier, if called without the level argument prints the current level.  In OpenSimulator 0.7.5 and later please use the &amp;quot;get log level&amp;quot; command instead.  Only available on ROBUST console from OpenSimulator 0.7.5.&lt;br /&gt;
&lt;br /&gt;
=== Debug ===&lt;br /&gt;
&lt;br /&gt;
* debug http [&amp;lt;level&amp;gt;] - Turn on/off extra logging for HTTP request debugging.  Only available on robust console from commit 94517c8 (dev code post 0.7.3.1).  In current development code (for OpenSimulator 0.7.5) this is debug http in|out|all [&amp;lt;level&amp;gt;] since outbound HTTP messages can also now be logged (this was only possible for inbound before). For more information on this command, see [[Debugging]].&lt;br /&gt;
&lt;br /&gt;
* debug threadpool level &amp;lt;level&amp;gt; - Turn on/off logging of activity in the main threadpool. For more information, see [[General-Purpose Threadpool]].&lt;br /&gt;
&lt;br /&gt;
== Simulator Commands ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
* change region &amp;lt;region name&amp;gt; - subsequent commands apply only to the specified region. If region name is &amp;quot;root&amp;quot; then all regions are selected&lt;br /&gt;
* debug packet &amp;lt;level&amp;gt; - Turn on packet debugging, where OpenSimulator prints out summaries of incoming and outgoing packets for viewers, depending on the level set&lt;br /&gt;
* emergency-monitoring - turn emergency debugging monitoring mode on or off.&lt;br /&gt;
* help [&amp;lt;command&amp;gt;] - Get general command list or more detailed help on a specific command or set of commands&lt;br /&gt;
* link-mapping - Set a local grid co-ordinate to link to a remote hypergrid &lt;br /&gt;
* link-region - Link a HyperGrid region. Not sure how this differs from link-mapping&lt;br /&gt;
* modules list - List modules&lt;br /&gt;
* modules load &amp;lt;name&amp;gt; - Load a module&lt;br /&gt;
* modules unload &amp;lt;name&amp;gt; - Unload a module&lt;br /&gt;
* monitor report - Returns a variety of statistics about the current region and/or simulator&lt;br /&gt;
* set terrain heights &amp;lt;corner&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [&amp;lt;x&amp;gt;] [&amp;lt;y&amp;gt;] - Sets the terrain texture heights on corner #&amp;lt;corner&amp;gt; to &amp;lt;min&amp;gt;/&amp;lt;max&amp;gt;, if &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; are specified, it will only set it on regions with a matching coordinate. Specify -1 in &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; to wildcard that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3.&lt;br /&gt;
* set terrain texture &amp;lt;number&amp;gt; &amp;lt;uuid&amp;gt; [&amp;lt;x&amp;gt;] [&amp;lt;y&amp;gt;] - Sets the terrain &amp;lt;number&amp;gt; to &amp;lt;uuid&amp;gt;, if &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; are specified, it will only set it on regions with a matching coordinate. Specify -1 in &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; to wildcard that coordinate.&lt;br /&gt;
* show caps - show all registered capabilities URLs&lt;br /&gt;
:NOTE: In OpenSimulator 0.7.1, &amp;quot;show capabilities&amp;quot; is shown as a result for help command, but actually only &amp;quot;show caps&amp;quot; will be accepted. ([http://opensimulator.org/mantis/view.php?id=5467 #5467])&lt;br /&gt;
* set water height # - sets the height simulator wide or single region if you use change region.&lt;br /&gt;
* show circuits - Show agent circuit data&lt;br /&gt;
* show connections - show connections data&lt;br /&gt;
* show http-handlers - show all registered http handlers&lt;br /&gt;
* show hyperlinks - list hg regions&lt;br /&gt;
* show modules - show module data&lt;br /&gt;
* show pending-objects - show number of objects in the pending queues of all viewers&lt;br /&gt;
* show pqueues [full] - show priority queue data for each client. Without the 'full' option, only root agents are shown. With the 'full' option child agents are also shown.&lt;br /&gt;
* show queues - Show queue data for agent connections.&lt;br /&gt;
* show threads - shows the persistent threads registered with the system. Does not include threadpool threads. &lt;br /&gt;
* show throttles [full] - Show throttle data for each client connection, and the maximum allowed for each connection by the server. Without the 'full' option, only root agents are shown. With the 'full' option child agents are also shown.&lt;br /&gt;
* unlink-region &amp;lt;local name&amp;gt; - unlink a hypergrid region&lt;br /&gt;
&lt;br /&gt;
=== Appearance Commands ===&lt;br /&gt;
&lt;br /&gt;
* appearance show - Show information about avatar appearance. Currently just checks whether the baked texture is &amp;quot;OK&amp;quot; or &amp;quot;corrupt&amp;quot;. Still in development. Only exists in development code at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Archive Commands ===&lt;br /&gt;
&lt;br /&gt;
* load iar &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;inventory path&amp;gt; &amp;lt;password&amp;gt; [&amp;lt;archive path&amp;gt;] - Load user inventory archive. See [[Inventory Archives]].&lt;br /&gt;
* load oar [filename] - load an OpenSimulator archive. This entirely replaces the current region. Default filename is '''region.oar'''. See [[OpenSim Archives]].&lt;br /&gt;
* load xml [-newIDs [&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;]] - Load a region's data from XML format (0.7.*: DEPRECATED and may be REMOVED soon. Use &amp;quot;load xml2&amp;quot; instead)&lt;br /&gt;
:those xml are the result of the export save or *export save-all&lt;br /&gt;
* load xml2 [filename] - optional parameters not supported for XML2 format as at 1-Jul-2008 &lt;br /&gt;
* save iar &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;inventory path&amp;gt; &amp;lt;password&amp;gt; [&amp;lt;archive path&amp;gt;] - Save user inventory archive. See [[Inventory Archives]]&lt;br /&gt;
* save oar [filename] - save the current region to an OpenSimulator archive. Default filename is '''region.oar'''. See [[OpenSim Archives]].&lt;br /&gt;
* save prims xml2 [&amp;lt;prim name&amp;gt; &amp;lt;file name&amp;gt;] - Save named prim to XML2&lt;br /&gt;
* save xml [filename] - save prims to XML &lt;br /&gt;
* save xml2 [filename] - save prims to XML (Format 2 - rearrangement of some nodes, to make loading/saving easier) &lt;br /&gt;
&lt;br /&gt;
=== Asset Commands ===&lt;br /&gt;
&lt;br /&gt;
The fcache commands only currently appearance if you are using the fcache asset cache.  This is the default on OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
* fcache assets - Attempt a deep scan and cache of all assets in all scenes&lt;br /&gt;
* fcache clear [file] [memory] - Remove all assets in the cache.  If file or memory is specified then only this cache is cleared.&lt;br /&gt;
* fcache expire &amp;lt;datetime&amp;gt; - Purge cached assets older then the specified date/time&lt;br /&gt;
* fcache status - Display cache status&lt;br /&gt;
* j2k decode &amp;lt;ID&amp;gt; - Do JPEG2000 decoding of an asset.&lt;br /&gt;
&lt;br /&gt;
=== Config Commands ===&lt;br /&gt;
&lt;br /&gt;
* config get [&amp;lt;section&amp;gt;] [&amp;lt;key&amp;gt;] - Get the current configuration, either for a particular key, a particular section or the whole config.&lt;br /&gt;
* config save &amp;lt;path&amp;gt; - Save the current configuration to a file.&lt;br /&gt;
* config set &amp;lt;section&amp;gt; &amp;lt;key&amp;gt; - Set a particular configuration value. On the whole, this is useless since neither OpenSimulator nor modules dynamically reload config values.&lt;br /&gt;
* config show [&amp;lt;section&amp;gt;] [&amp;lt;key&amp;gt;] - Synonym for 'config get'&lt;br /&gt;
&lt;br /&gt;
=== Land Commands ===&lt;br /&gt;
&lt;br /&gt;
* land show - Shows all parcels on the current region.&lt;br /&gt;
* land clear - Clears all parcels on the land.&lt;br /&gt;
&lt;br /&gt;
=== Map Commands ===&lt;br /&gt;
&lt;br /&gt;
* export-map [&amp;lt;path&amp;gt;] - Save an image of the world map (default name is exportmap.jpg)&lt;br /&gt;
* generate map - Regenerates and stores map tile.  Only in development code post 0.7.6.&lt;br /&gt;
&lt;br /&gt;
=== Object Commands ===&lt;br /&gt;
&lt;br /&gt;
* backup - Persist currently unsaved object changes immediately instead of waiting for the normal persistence call.  This shouldn't normally be required - the simulator persists region objects automatically at regular intervals and on shutdown.&lt;br /&gt;
* delete object creator &amp;lt;UUID&amp;gt; - Delete a scene object by creator&lt;br /&gt;
* delete object name [--regex] &amp;lt;name&amp;gt; - Delete a scene object by name.&lt;br /&gt;
* delete object outside - Delete all scene objects outside region boundaries.  This is currently if z &amp;lt; 0 or z &amp;gt; 10000.  Object outside these bounds have been known to cause issues with OpenSimulator's use of some physics engines (such as the Open Dynamics Engine).&lt;br /&gt;
* delete object owner &amp;lt;UUID&amp;gt; - Delete a scene object by owner&lt;br /&gt;
* delete object uuid &amp;lt;UUID&amp;gt; - Delete a scene object by uuid.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
* dump object id &amp;lt;UUID-or-localID&amp;gt; - Dump the serialization of the given object to a file for debug purposes.&lt;br /&gt;
* edit scale &amp;lt;name&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; - Change the scale of a named prim&lt;br /&gt;
* force update - Force the region to send all clients updates about all objects.&lt;br /&gt;
* show object name [--regex] &amp;lt;name&amp;gt; - Show details of scene objects with the given name.&lt;br /&gt;
* show object uuid &amp;lt;UUID&amp;gt; - Show details of a scene object with the given UUID.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
* show part name [--regex] &amp;lt;name&amp;gt; - Show details of scene object parts with the given name.&lt;br /&gt;
* show part uuid &amp;lt;UUID&amp;gt; - Show details of a scene object parts with the given UUID.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
&lt;br /&gt;
=== Estate Commands ===&lt;br /&gt;
* reload estate - reload estate data&lt;br /&gt;
* estate link region &amp;lt;estate ID&amp;gt; &amp;lt;region ID&amp;gt; - Attaches the specified region to the specified estate.&lt;br /&gt;
* estate show - This command will show the estate name, ID, and owner for regions currently running in the simulator. This list does not necessarily include all estates that are present in the database.  &lt;br /&gt;
Sample usage: &lt;br /&gt;
 estate show&amp;lt;enter&amp;gt;&lt;br /&gt;
 Estate information for region TestRegion&lt;br /&gt;
 Estate Name ID Owner&lt;br /&gt;
 My Estate 103 Test User&lt;br /&gt;
* estate set name &amp;lt;estate ID&amp;gt; &amp;lt;new name&amp;gt; - Rename an estate&lt;br /&gt;
* estate set owner &amp;lt;estate ID&amp;gt; &amp;lt;FirstName&amp;gt; &amp;lt;LastName&amp;gt; - Change the owner of an estate. This command supports two forms; this one uses the owner's name.&lt;br /&gt;
* estate set owner &amp;lt;estate ID&amp;gt; &amp;lt;owner UUID&amp;gt; - Change the owner of an estate. This command supports two forms; this one uses the owner's UUID.&lt;br /&gt;
* estate create &amp;lt;owner UUID&amp;gt; &amp;lt;estate name&amp;gt; - Must be a user UUID,m which you can get from 'show names'&lt;br /&gt;
&lt;br /&gt;
=== Region Commands ===&lt;br /&gt;
* change region &amp;lt;region name&amp;gt; - subsequent commands apply only to the specified region. If region name is &amp;quot;root&amp;quot; then all regions are selected&lt;br /&gt;
* create region [name] [filename] - Create a new region &lt;br /&gt;
* delete-region &amp;lt;name&amp;gt; - Delete a region from disk.&lt;br /&gt;
* region get - Post OpenSimulator 0.8.0.*.  Show region parameters (Region Name, Region UUID, Location, URI, Owner ID, Flags).&lt;br /&gt;
* region restart abort [&amp;lt;message&amp;gt;] - Abort a scheduled region restart, with an optional message&lt;br /&gt;
* region restart bluebox &amp;lt;message&amp;gt; &amp;lt;delta seconds&amp;gt;+ - Schedule a region restart. If one delta is given then the region is restarted in delta seconds time. A time to restart is sent to users in the region as a dismissable bluebox notice. If multiple deltas are given then a notice is sent when we reach each delta.&lt;br /&gt;
* region restart notice &amp;lt;message&amp;gt; &amp;lt;delta seconds&amp;gt;+ - Schedule a region restart. Same as above except showing a transient notice instead of a dismissable bluebox.&lt;br /&gt;
* region set - Post OpenSimulator 0.8.0.*.  Set certain region parameters.  Currently, can set&lt;br /&gt;
** agent-limit - The current avatar limit for the region.  More usually this is set via the region/estate dialog in a typical viewer.  This persists over simulator restarts.&lt;br /&gt;
** max-agent-limit - The maximum value that agent-limit can have.  Unfortunately, setting it here does not currently persist over server restarts.  For that to happen it must be separately set as the MaxAgents parameter in the region config file.&lt;br /&gt;
* remove-region - remove a region from the simulator&lt;br /&gt;
* restart - Restarts all sims in this instance&lt;br /&gt;
* restart region &amp;lt;regionname&amp;gt; - Restarts just one sim in an instance. Set the console to the region name first, with 'change region &amp;lt;regionname&amp;gt;', or all regions will restart.&lt;br /&gt;
* set region flags &amp;lt;Region name&amp;gt; &amp;lt;flags&amp;gt; - Set database flags for region&lt;br /&gt;
:Flags can be one of the following:&lt;br /&gt;
:DefaultRegion	Used for new Rez. Random if multiple defined&lt;br /&gt;
:FallbackRegion	Regions we redirect to when the destination is down&lt;br /&gt;
:RegionOnline	Set when a region comes online, unset when it unregisters and DeleteOnUnregister is false&lt;br /&gt;
:NoDirectLogin	Region unavailable for direct logins (by name)&lt;br /&gt;
:Persistent	Don't remove on unregister&lt;br /&gt;
:LockedOut	Don't allow registration&lt;br /&gt;
:NoMove	Don't allow moving this region&lt;br /&gt;
:Reservation	This is an inactive reservation&lt;br /&gt;
:Authenticate	Require authentication&lt;br /&gt;
:Hyperlink	Record represents a HG link&lt;br /&gt;
:DefaultHGRegion	Record represents a default region for hypergrid teleports only.&lt;br /&gt;
:Note: flags are addative, there is no way to unset them from the console.&lt;br /&gt;
* show neighbours - Shows the local regions' neighbours&lt;br /&gt;
* show ratings - Show rating data&lt;br /&gt;
* show region - Show region parameters (Region Name, Region UUID, Location, URI, Owner ID, Flags).&lt;br /&gt;
* show regions - Show regions data (Region Names, XLocation YLocation coordinates, Region Ports, Estate Names)&lt;br /&gt;
&lt;br /&gt;
=== Scene Commands ===&lt;br /&gt;
&lt;br /&gt;
* debug scene - Turn on scene debugging&lt;br /&gt;
* rotate scene &amp;lt;degrees&amp;gt; - Rotates scene around 128,128 axis by x degrees where x=0-360.&lt;br /&gt;
* scale scene &amp;lt;factor&amp;gt; - Scales all scene objects by a factor where original size =1.0.&lt;br /&gt;
* translate scene &amp;lt;x,y,z&amp;gt; - Translate (move) the entire scene to a new coordinate. Useful for moving a scene to a different location on either a Mega or Variable region. &lt;br /&gt;
(please back up your region before using any of these commands and be aware of possible floating point errors the more they are used.)&lt;br /&gt;
 &lt;br /&gt;
=== Script Commands ===&lt;br /&gt;
&lt;br /&gt;
These currently only exist in git master OpenSimulator development code post the 0.7.2 release.&lt;br /&gt;
&lt;br /&gt;
* scripts resume [&amp;lt;script-item-uuid&amp;gt;] - Resumes all suspended scripts&lt;br /&gt;
* scripts show [&amp;lt;script-item-uuid&amp;gt;] - Show script information. &amp;lt;script-item-uuid&amp;gt; option only exists from git master 82f0e19 (2012-01-14) onwards (post OpenSimulator 0.7.2).&lt;br /&gt;
* scripts start [&amp;lt;script-item-uuid&amp;gt;] - Starts all stopped scripts&lt;br /&gt;
* scripts stop [&amp;lt;script-item-uuid&amp;gt;] - Stops all running scripts&lt;br /&gt;
* scripts suspend [&amp;lt;script-item-uuid&amp;gt;] - Suspends all running scripts&lt;br /&gt;
&lt;br /&gt;
=== Stats Commands ===&lt;br /&gt;
&lt;br /&gt;
* show stats - show useful statistical information for this server. See [[#Frame Statistics Values|Frame Statistics Values]] below for more information.&lt;br /&gt;
* stats show - a synonym for &amp;quot;show stats&amp;quot; (OpenSimulator dev code only post 19th March 2014).&lt;br /&gt;
* stats record - record stats periodically to a separate log file.&lt;br /&gt;
* stats save - save a snapshot of current stats to a file (OpenSimulator dev code only post 19th March 2014).&lt;br /&gt;
&lt;br /&gt;
=== Terrain Commands ===&lt;br /&gt;
&lt;br /&gt;
Some of these may require a sim restart to show properly.&lt;br /&gt;
* terrain load - Loads a terrain from a specified file. (see note1)&lt;br /&gt;
* terrain load-tile - Loads a terrain from a section of a larger file.&lt;br /&gt;
* terrain save - Saves the current heightmap to a specified file.&lt;br /&gt;
* terrain save-tile - Saves the current heightmap to the larger file.&lt;br /&gt;
* terrain fill - Fills the current heightmap with a specified value.&lt;br /&gt;
* terrain elevate - Raises the current heightmap by the specified amount.&lt;br /&gt;
* terrain lower - Lowers the current heightmap by the specified amount.&lt;br /&gt;
* terrain multiply - Multiplies the heightmap by the value specified.&lt;br /&gt;
* terrain bake - Saves the current terrain into the regions baked map.&lt;br /&gt;
* terrain revert - Loads the baked map terrain into the regions heightmap.&lt;br /&gt;
* terrain newbrushes - Enables experimental brushes which replace the standard terrain brushes.&lt;br /&gt;
* terrain show - Shows terrain height at a given co-ordinate.&lt;br /&gt;
* terrain stats - Shows some information about the regions heightmap for debugging purposes.&lt;br /&gt;
* terrain effect - Runs a specified plugin effect&lt;br /&gt;
* terrain flip - Flips the current terrain about the X or Y axis&lt;br /&gt;
* terrain rescale - Rescales the current terrain to fit between the given min and max heights&lt;br /&gt;
* terrain min - Sets the minimum terrain height to the specified value.&lt;br /&gt;
* terrain max - Sets the maximum terrain height to the specified value.&lt;br /&gt;
* terrain modify - Provides several area-of-effect terraforming commands.&lt;br /&gt;
&lt;br /&gt;
Note1 : If you have a sim with multiple regions and you want to set all regions on that sim to be from one larger image you can use 'terrain load &amp;lt;file&amp;gt; &amp;lt;width in regions&amp;gt; &amp;lt;height in regions&amp;gt; &amp;lt;regionX&amp;gt; &amp;lt;regionY&amp;gt; where regionX and regionY are the coordinates of the bottom-left region.&lt;br /&gt;
&lt;br /&gt;
=== Tree Commands ===&lt;br /&gt;
&lt;br /&gt;
* tree active - Change activity state for the trees module&lt;br /&gt;
* tree freeze - Freeze/Unfreeze activity for a defined copse&lt;br /&gt;
* tree load - Load a copse definition from an xml file&lt;br /&gt;
* tree plant - Start the planting on a copse&lt;br /&gt;
* tree rate - Reset the tree update rate (mSec)&lt;br /&gt;
* tree reload - Reload copse definitions from the in-scene trees&lt;br /&gt;
* tree remove - Remove a copse definition and all its in-scene trees&lt;br /&gt;
* tree statistics - Log statistics about the trees&lt;br /&gt;
&lt;br /&gt;
=== User Commands ===&lt;br /&gt;
&lt;br /&gt;
* alert &amp;lt;message&amp;gt; - send an in-world alert to everyone&lt;br /&gt;
* alert-user &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;message&amp;gt; - send an an in-world alert to a specific user&lt;br /&gt;
* bypass permissions &amp;amp;lt;true / false&amp;amp;gt; - Bypass in-world permission checks &lt;br /&gt;
* debug permissions - Turn on permissions debugging&lt;br /&gt;
* force permissions - Force permissions on or off.&lt;br /&gt;
* kick user &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; [message]: - Kick a user off the simulator&lt;br /&gt;
* login disable - Disable user entry to this simulator&lt;br /&gt;
* login enable - Enable user entry to this simulator&lt;br /&gt;
* login status - Show whether logins to this simulator are enabled or disabled&lt;br /&gt;
* show users [full]- show info about currently connected users to this region. Without the 'full' option, only users actually on the region are shown. With the 'full' option child agents of users in neighbouring regions are also shown.&lt;br /&gt;
* teleport user &amp;lt;destination&amp;gt; - Teleport a user on this simulator to a specific destination.  Currently only in OpenSimulator development code after the 0.7.3.1 release (commit bf0b817).&lt;br /&gt;
&lt;br /&gt;
=== Windlight/[[LightShare]] Commands ===&lt;br /&gt;
&lt;br /&gt;
* windlight load - Load windlight profile from the database and broadcast&lt;br /&gt;
* windlight enable - Enable the windlight plugin&lt;br /&gt;
* windlight disable - Disable the windlight plugin&lt;br /&gt;
&lt;br /&gt;
== ROBUST Service Commands ==&lt;br /&gt;
&lt;br /&gt;
These can also be accessed on the simulator command console itself in standalone mode.&lt;br /&gt;
&lt;br /&gt;
=== Asset Service ===&lt;br /&gt;
&lt;br /&gt;
* delete asset &amp;lt;ID&amp;gt; - Delete an asset from the database. Doesn't appear to be implemented.&lt;br /&gt;
* dump asset &amp;lt;ID&amp;gt; - Dump an asset to the filesystem.  OpenSimulator 0.7.3 onwards.&lt;br /&gt;
* show digest &amp;lt;ID&amp;gt; - Show summary information about an asset. From OpenSimulator 0.7.3 onwards this will be renamed to &amp;quot;show asset&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Grid Service ===&lt;br /&gt;
&lt;br /&gt;
* set region flags &amp;lt;Region name&amp;gt; &amp;lt;flags&amp;gt; - Set database flags for region&lt;br /&gt;
* show region &amp;lt;Region name&amp;gt; - Show the details of a given region.  This command is renamed to &amp;quot;show region name&amp;quot; in development versions of OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
The following commands currently only exist in development versions of OpenSimulator (post 0.7.3.1).  These are currently found in the &amp;quot;Regions&amp;quot; help section.&lt;br /&gt;
&lt;br /&gt;
* deregister region id &amp;lt;Region UUID&amp;gt; - Deregister a region manually.  This can be helpful if a region was not properly removed due to bad simulator shutdown and the simulator has not since been restarted or its region configuration has been changed.&lt;br /&gt;
* show region at &amp;lt;x-coord&amp;gt; &amp;lt;y-coord&amp;gt; - Show details on a region at the given co-ordinate.&lt;br /&gt;
* show region name &amp;lt;Region name&amp;gt; - Show details on a region&lt;br /&gt;
* show regions - Show details on all regions.  In standalone mode this version of the command is not currently available - the simulator version of &amp;quot;show regions&amp;quot; is used instead, which shows similar information.&lt;br /&gt;
&lt;br /&gt;
=== User Service ===&lt;br /&gt;
* create user [first] [last] [passw] [Email] [Primary UUID] [Model} - creates a new user&lt;br /&gt;
:or just: create user - and server prompts for all data&lt;br /&gt;
:&lt;br /&gt;
:If UUID is nul or whitespace a UUID will be generated for you.&lt;br /&gt;
:&lt;br /&gt;
:Model is the &amp;quot;first lastname&amp;quot; of another user, that user's outfit will be cloned to the new user.&lt;br /&gt;
:&lt;br /&gt;
* reset user password - reset a user's password.&lt;br /&gt;
* show account &amp;lt;firstname&amp;gt; &amp;lt;lastname&amp;gt; - show account details for the given user name (0.7.2-dev)&lt;br /&gt;
&lt;br /&gt;
=== Login Service ===&lt;br /&gt;
* login level &amp;lt;value&amp;gt; - Set the miminim userlevel allowed to login (see [[Userlevel|User Level]]).&lt;br /&gt;
* login reset - reset the login level to its default value.&lt;br /&gt;
* login text &amp;lt;text to print during the login&amp;gt;&lt;br /&gt;
* set user level &amp;lt;firstname&amp;gt; &amp;lt;lastname&amp;gt; &amp;lt;level&amp;gt; - Set UserLevel for the user, which determines whether a user has a god account or can login at all (0.7.2-dev) (see [[Userlevel|User Level]]).&lt;br /&gt;
&lt;br /&gt;
== Details of Terrain Module Commands ==&lt;br /&gt;
&lt;br /&gt;
==== terrain load ====&lt;br /&gt;
Loads a terrain from a specified file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
&lt;br /&gt;
==== terrain load-tile ====&lt;br /&gt;
Loads a terrain from a section of a larger file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
* file width (Integer)&lt;br /&gt;
	The width of the file in tiles&lt;br /&gt;
* file height (Integer)&lt;br /&gt;
	The height of the file in tiles&lt;br /&gt;
* minimum X tile (Integer)&lt;br /&gt;
	The X region coordinate of the first section on the file&lt;br /&gt;
* minimum Y tile (Integer)&lt;br /&gt;
	The Y region coordinate of the first section on the file&lt;br /&gt;
&lt;br /&gt;
==== terrain save ====&lt;br /&gt;
Saves the current heightmap to a specified file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The destination filename for your heightmap, the file extension determines the format to save in. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
&lt;br /&gt;
==== terrain fill ====&lt;br /&gt;
Fills the current heightmap with a specified value.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* value (Double)&lt;br /&gt;
	The numeric value of the height you wish to set your region to.&lt;br /&gt;
&lt;br /&gt;
==== terrain elevate ====&lt;br /&gt;
Raises the current heightmap by the specified amount.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* amount (Double)&lt;br /&gt;
&lt;br /&gt;
==== terrain lower ====&lt;br /&gt;
Lowers the current heightmap by the specified amount.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* amount (Double)&lt;br /&gt;
	The amount of height to remove from the terrain in meters.&lt;br /&gt;
&lt;br /&gt;
==== terrain multiply ====&lt;br /&gt;
Multiplies the heightmap by the value specified.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* value (Double)&lt;br /&gt;
	The value to multiply the heightmap by.&lt;br /&gt;
&lt;br /&gt;
==== terrain bake ====&lt;br /&gt;
Saves the current terrain into the regions revert map.&lt;br /&gt;
&lt;br /&gt;
==== terrain revert ====&lt;br /&gt;
Loads the revert map terrain into the regions heightmap.&lt;br /&gt;
&lt;br /&gt;
==== terrain newbrushes ====&lt;br /&gt;
Enables experimental brushes which replace the standard terrain brushes. WARNING: This is a debug setting and may be removed at any time.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* Enabled? (Boolean)&lt;br /&gt;
	true / false - Enable new brushes&lt;br /&gt;
&lt;br /&gt;
==== terrain stats ====&lt;br /&gt;
Shows some information about the regions heightmap for debugging purposes.&lt;br /&gt;
&lt;br /&gt;
==== terrain effect ====&lt;br /&gt;
Runs a specified plugin effect&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* name (String)&lt;br /&gt;
	The plugin effect you wish to run, or 'list' to see all plugins&lt;br /&gt;
&lt;br /&gt;
==== terrain modify ====&lt;br /&gt;
Allows area-of-effect and tapering with standard heightmap manipulations.&lt;br /&gt;
&lt;br /&gt;
General command usage:&lt;br /&gt;
:''terrain modify &amp;lt;operation&amp;gt; value [&amp;lt;mask&amp;gt;] [-taper=&amp;lt;value2&amp;gt;]''&lt;br /&gt;
&lt;br /&gt;
:Parameters&lt;br /&gt;
:* value: base value to use in applying operation&lt;br /&gt;
:* mask:&lt;br /&gt;
:** -rec=x1,y1,dx[,dy] creates a rectangular mask based at x1,y1&lt;br /&gt;
:** -ell=x0,y0,rx[,ry] creates an elliptical mask centred at x0,y0&lt;br /&gt;
:* taper:&lt;br /&gt;
:** rectangular masks taper as pyramids&lt;br /&gt;
:** elliptical masks taper as cones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terrain Manipulation (fill, min, max)&lt;br /&gt;
:* value represents target height (at centre of range)&lt;br /&gt;
:* value2 represents target height (at edges of range)&lt;br /&gt;
&lt;br /&gt;
Terrain Movement (raise, lower, noise)&lt;br /&gt;
:* value represents a delta amount (at centre of range)&lt;br /&gt;
:* value2 represents a delta amount (at edges of range)&lt;br /&gt;
&lt;br /&gt;
Terrain Smoothing (smooth)&lt;br /&gt;
:The smoothing operation is somewhat different than the others, as it does not deal with elevation values, but rather with strength values (in the range of 0.01 to 0.99).  The algorithm is simplistic in averaging the values around a point, and is implemented as follows:&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;strength&amp;quot; parameter specifies how much of the result is from the original value (&amp;quot;strength&amp;quot; * map[x,y]).&lt;br /&gt;
:The &amp;quot;taper&amp;quot; parameter specifies how much of the remainder is from the first ring surrounding the point (1.0 - &amp;quot;strength&amp;quot;) * &amp;quot;taper&amp;quot;. There are 8 elements in the first ring.&lt;br /&gt;
:The remaining contribution is made from the second ring surrounding the point.  There are 16 elements in the second ring.&lt;br /&gt;
:e.g.&lt;br /&gt;
:''terrain modify smooth 0.5 -taper=0.6''&lt;br /&gt;
:* the original element will contribute 0.5 * map[x0,y0]&lt;br /&gt;
:* each element 1m from the point will contribute ((1-0.5)*0.6)/8 * map[x1,y1]&lt;br /&gt;
:* each element 2m from the point will contribute ((1-0.5)*0.4)/16 * map[x2,y2]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:The &amp;quot;taper&amp;quot; value may need to be exaggerated due to the integer math used in maps.&lt;br /&gt;
:e.g. To create a 512x512 var island:&lt;br /&gt;
:''terrain modify min 30 -ell=256,256,240 -taper=-29''&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
: https://www.youtube.com/watch?v=pehyqr3H8I0 (dead link)&lt;br /&gt;
&lt;br /&gt;
== Details of Hypergrid Commands ==&lt;br /&gt;
&lt;br /&gt;
For full details and explanations of Hypergrid Commands, see the [http://opensimulator.org/wiki/Installing_and_Running_Hypergrid#Linking_regions_.28Optional.29 Linking Regions] sections of the [http://opensimulator.org/wiki/Installing_and_Running_Hypergrid Installing and Running Hypergrid] page.&lt;br /&gt;
&lt;br /&gt;
'''show hyperlinks''' &lt;br /&gt;
&lt;br /&gt;
This command will show a list of all hypergrid linked regions.&lt;br /&gt;
&lt;br /&gt;
'''link-region &amp;lt;Xloc&amp;gt; &amp;lt;Yloc&amp;gt; &amp;lt;host&amp;gt; &amp;lt;port&amp;gt; &amp;lt;location-name&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
* Use Xloc and Yloc that make sense to your world, i.e. close to your regions, but not adjacent.&lt;br /&gt;
* replace osl2.nac.uci.edu and 9006 with the domain name / ip address and the port of the region you want to link to&lt;br /&gt;
&lt;br /&gt;
E.g. link-region 8998 8998 osl2.nac.uci.edu 9006 OSGrid Gateway&lt;br /&gt;
&lt;br /&gt;
'''unlink-region &amp;lt;local region name&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This command will unlink the specified hypergrid linked region - be sure to use the exact local name as reported by the &amp;quot;show hyperlinks&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
link-mapping&lt;br /&gt;
&lt;br /&gt;
== Frame Statistics Values ==&lt;br /&gt;
&lt;br /&gt;
The labels of the Frame Statistics values shown by the console command &amp;quot;show stats&amp;quot; are a bit cryptic. Here is a list of the meanings of these values:&lt;br /&gt;
&lt;br /&gt;
* Dilatn - time dilation&lt;br /&gt;
* SimFPS - simulator frames per second&lt;br /&gt;
* PhyFPS - physics frames per second&lt;br /&gt;
* AgntUp - # of agent updates&lt;br /&gt;
* RootAg - # of root agents&lt;br /&gt;
* ChldAg - # of child agents&lt;br /&gt;
* Prims - # of total prims&lt;br /&gt;
* AtvPrm - # of active prims&lt;br /&gt;
* AtvScr - # of active scripts&lt;br /&gt;
* ScrLPS - # of script lines per second&lt;br /&gt;
* PktsIn - # of in packets per second&lt;br /&gt;
* PktOut - # of out packets per second&lt;br /&gt;
* PendDl - # of pending downloads&lt;br /&gt;
* PendUl - # of pending uploads&lt;br /&gt;
* UnackB - # of unacknowledged bytes&lt;br /&gt;
* TotlFt - total frame time&lt;br /&gt;
* NetFt - net frame time&lt;br /&gt;
* PhysFt - physics frame time&lt;br /&gt;
* OthrFt - other frame time&lt;br /&gt;
* AgntFt - agent frame time&lt;br /&gt;
* ImgsFt - image frame time&lt;br /&gt;
&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Help]]&lt;br /&gt;
[[Category:Configuration]]&lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Server_Commands</id>
		<title>Server Commands</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Server_Commands"/>
				<updated>2021-07-31T05:10:38Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Removed the [regionX] [regionY] parameters, they are not allowed in the source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
= What are server commands? =&lt;br /&gt;
&lt;br /&gt;
Server commands are those you can type on the console to make the server do various things.&lt;br /&gt;
&lt;br /&gt;
Commands can be divided up into those that apply to the simulator (simulator commands) and those that apply to grid services (service commands).&lt;br /&gt;
&lt;br /&gt;
On a standalone system, both simulator and service commands will be available on the single standalone system console.&lt;br /&gt;
&lt;br /&gt;
On a grid architecture, the simulator commands will be available on the simulators, whilst the service commands will be available on the ROBUST console.&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': some commands may not work as expected, some may not work at all, and there is a chance that you may even lose all your settings/contents. This summary quickly goes out of date - the best place to find commands is by typing &amp;quot;help&amp;quot; on the region console.&lt;br /&gt;
&lt;br /&gt;
Except where noted, this list should be accurate for OpenSimulator 0.7.1 onwards.&lt;br /&gt;
&lt;br /&gt;
= Commands =&lt;br /&gt;
&lt;br /&gt;
== General Server Commands ==&lt;br /&gt;
&lt;br /&gt;
These commands are available in both simulator and robust consoles.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
* command-script [scriptfile] - Runs a command script containing console commands.&lt;br /&gt;
* quit - shutdown the server.&lt;br /&gt;
* show info - show server information (version and startup path).  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* show uptime - show server startup time and uptime.  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* show version - show server version.  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* shutdown - synonym for quit&lt;br /&gt;
* get log level - In OpenSimulator 0.7.5 and later, print the current console logging level.  In OpenSimulator 0.7.4 and earlier please use the &amp;quot;set log level&amp;quot; command instead without a level parameter.&lt;br /&gt;
* set log level [level] - change the console logging level only. For example, off or debug. See [[Logging]] for more information.  In OpenSimulator 0.7.4 and earlier, if called without the level argument prints the current level.  In OpenSimulator 0.7.5 and later please use the &amp;quot;get log level&amp;quot; command instead.  Only available on ROBUST console from OpenSimulator 0.7.5.&lt;br /&gt;
&lt;br /&gt;
=== Debug ===&lt;br /&gt;
&lt;br /&gt;
* debug http [&amp;lt;level&amp;gt;] - Turn on/off extra logging for HTTP request debugging.  Only available on robust console from commit 94517c8 (dev code post 0.7.3.1).  In current development code (for OpenSimulator 0.7.5) this is debug http in|out|all [&amp;lt;level&amp;gt;] since outbound HTTP messages can also now be logged (this was only possible for inbound before). For more information on this command, see [[Debugging]].&lt;br /&gt;
&lt;br /&gt;
* debug threadpool level &amp;lt;level&amp;gt; - Turn on/off logging of activity in the main threadpool. For more information, see [[General-Purpose Threadpool]].&lt;br /&gt;
&lt;br /&gt;
== Simulator Commands ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
* change region &amp;lt;region name&amp;gt; - subsequent commands apply only to the specified region. If region name is &amp;quot;root&amp;quot; then all regions are selected&lt;br /&gt;
* debug packet &amp;lt;level&amp;gt; - Turn on packet debugging, where OpenSimulator prints out summaries of incoming and outgoing packets for viewers, depending on the level set&lt;br /&gt;
* emergency-monitoring - turn emergency debugging monitoring mode on or off.&lt;br /&gt;
* help [&amp;lt;command&amp;gt;] - Get general command list or more detailed help on a specific command or set of commands&lt;br /&gt;
* link-mapping - Set a local grid co-ordinate to link to a remote hypergrid &lt;br /&gt;
* link-region - Link a HyperGrid region. Not sure how this differs from link-mapping&lt;br /&gt;
* modules list - List modules&lt;br /&gt;
* modules load &amp;lt;name&amp;gt; - Load a module&lt;br /&gt;
* modules unload &amp;lt;name&amp;gt; - Unload a module&lt;br /&gt;
* monitor report - Returns a variety of statistics about the current region and/or simulator&lt;br /&gt;
* set terrain heights &amp;lt;corner&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [&amp;lt;x&amp;gt;] [&amp;lt;y&amp;gt;] - Sets the terrain texture heights on corner #&amp;lt;corner&amp;gt; to &amp;lt;min&amp;gt;/&amp;lt;max&amp;gt;, if &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; are specified, it will only set it on regions with a matching coordinate. Specify -1 in &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; to wildcard that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3.&lt;br /&gt;
* set terrain texture &amp;lt;number&amp;gt; &amp;lt;uuid&amp;gt; [&amp;lt;x&amp;gt;] [&amp;lt;y&amp;gt;] - Sets the terrain &amp;lt;number&amp;gt; to &amp;lt;uuid&amp;gt;, if &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; are specified, it will only set it on regions with a matching coordinate. Specify -1 in &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; to wildcard that coordinate.&lt;br /&gt;
* show caps - show all registered capabilities URLs&lt;br /&gt;
:NOTE: In OpenSimulator 0.7.1, &amp;quot;show capabilities&amp;quot; is shown as a result for help command, but actually only &amp;quot;show caps&amp;quot; will be accepted. ([http://opensimulator.org/mantis/view.php?id=5467 #5467])&lt;br /&gt;
* set water height # - sets the height simulator wide or single region if you use change region.&lt;br /&gt;
* show circuits - Show agent circuit data&lt;br /&gt;
* show connections - show connections data&lt;br /&gt;
* show http-handlers - show all registered http handlers&lt;br /&gt;
* show hyperlinks - list hg regions&lt;br /&gt;
* show modules - show module data&lt;br /&gt;
* show pending-objects - show number of objects in the pending queues of all viewers&lt;br /&gt;
* show pqueues [full] - show priority queue data for each client. Without the 'full' option, only root agents are shown. With the 'full' option child agents are also shown.&lt;br /&gt;
* show queues - Show queue data for agent connections.&lt;br /&gt;
* show threads - shows the persistent threads registered with the system. Does not include threadpool threads. &lt;br /&gt;
* show throttles [full] - Show throttle data for each client connection, and the maximum allowed for each connection by the server. Without the 'full' option, only root agents are shown. With the 'full' option child agents are also shown.&lt;br /&gt;
* unlink-region &amp;lt;local name&amp;gt; - unlink a hypergrid region&lt;br /&gt;
&lt;br /&gt;
=== Appearance Commands ===&lt;br /&gt;
&lt;br /&gt;
* appearance show - Show information about avatar appearance. Currently just checks whether the baked texture is &amp;quot;OK&amp;quot; or &amp;quot;corrupt&amp;quot;. Still in development. Only exists in development code at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Archive Commands ===&lt;br /&gt;
&lt;br /&gt;
* load iar &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;inventory path&amp;gt; &amp;lt;password&amp;gt; [&amp;lt;archive path&amp;gt;] - Load user inventory archive. See [[Inventory Archives]].&lt;br /&gt;
* load oar [filename] - load an OpenSimulator archive. This entirely replaces the current region. Default filename is '''region.oar'''. See [[OpenSim Archives]].&lt;br /&gt;
* load xml [-newIDs [&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;]] - Load a region's data from XML format (0.7.*: DEPRECATED and may be REMOVED soon. Use &amp;quot;load xml2&amp;quot; instead)&lt;br /&gt;
:those xml are the result of the export save or *export save-all&lt;br /&gt;
* load xml2 [filename] - optional parameters not supported for XML2 format as at 1-Jul-2008 &lt;br /&gt;
* save iar &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;inventory path&amp;gt; &amp;lt;password&amp;gt; [&amp;lt;archive path&amp;gt;] - Save user inventory archive. See [[Inventory Archives]]&lt;br /&gt;
* save oar [filename] - save the current region to an OpenSimulator archive. Default filename is '''region.oar'''. See [[OpenSim Archives]].&lt;br /&gt;
* save prims xml2 [&amp;lt;prim name&amp;gt; &amp;lt;file name&amp;gt;] - Save named prim to XML2&lt;br /&gt;
* save xml [filename] - save prims to XML &lt;br /&gt;
* save xml2 [filename] - save prims to XML (Format 2 - rearrangement of some nodes, to make loading/saving easier) &lt;br /&gt;
&lt;br /&gt;
=== Asset Commands ===&lt;br /&gt;
&lt;br /&gt;
The fcache commands only currently appearance if you are using the fcache asset cache.  This is the default on OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
* fcache assets - Attempt a deep scan and cache of all assets in all scenes&lt;br /&gt;
* fcache clear [file] [memory] - Remove all assets in the cache.  If file or memory is specified then only this cache is cleared.&lt;br /&gt;
* fcache expire &amp;lt;datetime&amp;gt; - Purge cached assets older then the specified date/time&lt;br /&gt;
* fcache status - Display cache status&lt;br /&gt;
* j2k decode &amp;lt;ID&amp;gt; - Do JPEG2000 decoding of an asset.&lt;br /&gt;
&lt;br /&gt;
=== Config Commands ===&lt;br /&gt;
&lt;br /&gt;
* config get [&amp;lt;section&amp;gt;] [&amp;lt;key&amp;gt;] - Get the current configuration, either for a particular key, a particular section or the whole config.&lt;br /&gt;
* config save &amp;lt;path&amp;gt; - Save the current configuration to a file.&lt;br /&gt;
* config set &amp;lt;section&amp;gt; &amp;lt;key&amp;gt; - Set a particular configuration value. On the whole, this is useless since neither OpenSimulator nor modules dynamically reload config values.&lt;br /&gt;
* config show [&amp;lt;section&amp;gt;] [&amp;lt;key&amp;gt;] - Synonym for 'config get'&lt;br /&gt;
&lt;br /&gt;
=== Land Commands ===&lt;br /&gt;
&lt;br /&gt;
* land show - Shows all parcels on the current region.&lt;br /&gt;
* land clear - Clears all parcels on the land.&lt;br /&gt;
&lt;br /&gt;
=== Map Commands ===&lt;br /&gt;
&lt;br /&gt;
* export-map [&amp;lt;path&amp;gt;] - Save an image of the world map (default name is exportmap.jpg)&lt;br /&gt;
* generate map - Regenerates and stores map tile.  Only in development code post 0.7.6.&lt;br /&gt;
&lt;br /&gt;
=== Object Commands ===&lt;br /&gt;
&lt;br /&gt;
* backup - Persist currently unsaved object changes immediately instead of waiting for the normal persistence call.  This shouldn't normally be required - the simulator persists region objects automatically at regular intervals and on shutdown.&lt;br /&gt;
* delete object creator &amp;lt;UUID&amp;gt; - Delete a scene object by creator&lt;br /&gt;
* delete object name [--regex] &amp;lt;name&amp;gt; - Delete a scene object by name.&lt;br /&gt;
* delete object outside - Delete all scene objects outside region boundaries.  This is currently if z &amp;lt; 0 or z &amp;gt; 10000.  Object outside these bounds have been known to cause issues with OpenSimulator's use of some physics engines (such as the Open Dynamics Engine).&lt;br /&gt;
* delete object owner &amp;lt;UUID&amp;gt; - Delete a scene object by owner&lt;br /&gt;
* delete object uuid &amp;lt;UUID&amp;gt; - Delete a scene object by uuid.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
* dump object id &amp;lt;UUID-or-localID&amp;gt; - Dump the serialization of the given object to a file for debug purposes.&lt;br /&gt;
* edit scale &amp;lt;name&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; - Change the scale of a named prim&lt;br /&gt;
* force update - Force the region to send all clients updates about all objects.&lt;br /&gt;
* show object name [--regex] &amp;lt;name&amp;gt; - Show details of scene objects with the given name.&lt;br /&gt;
* show object uuid &amp;lt;UUID&amp;gt; - Show details of a scene object with the given UUID.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
* show part name [--regex] &amp;lt;name&amp;gt; - Show details of scene object parts with the given name.&lt;br /&gt;
* show part uuid &amp;lt;UUID&amp;gt; - Show details of a scene object parts with the given UUID.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
&lt;br /&gt;
=== Estate Commands ===&lt;br /&gt;
* reload estate - reload estate data&lt;br /&gt;
* estate link region &amp;lt;estate ID&amp;gt; &amp;lt;region ID&amp;gt; - Attaches the specified region to the specified estate.&lt;br /&gt;
* estate show - This command will show the estate name, ID, and owner for regions currently running in the simulator. This list does not necessarily include all estates that are present in the database.  &lt;br /&gt;
Sample usage: &lt;br /&gt;
 estate show&amp;lt;enter&amp;gt;&lt;br /&gt;
 Estate information for region TestRegion&lt;br /&gt;
 Estate Name ID Owner&lt;br /&gt;
 My Estate 103 Test User&lt;br /&gt;
* estate set name &amp;lt;estate ID&amp;gt; &amp;lt;new name&amp;gt; - Rename an estate&lt;br /&gt;
* estate set owner &amp;lt;estate ID&amp;gt; &amp;lt;FirstName&amp;gt; &amp;lt;LastName&amp;gt; - Change the owner of an estate. This command supports two forms; this one uses the owner's name.&lt;br /&gt;
* estate set owner &amp;lt;estate ID&amp;gt; &amp;lt;owner UUID&amp;gt; - Change the owner of an estate. This command supports two forms; this one uses the owner's UUID.&lt;br /&gt;
* estate create &amp;lt;owner UUID&amp;gt; &amp;lt;estate name&amp;gt; - Must be a user UUID,m which you can get from 'show names'&lt;br /&gt;
&lt;br /&gt;
=== Region Commands ===&lt;br /&gt;
* change region &amp;lt;region name&amp;gt; - subsequent commands apply only to the specified region. If region name is &amp;quot;root&amp;quot; then all regions are selected&lt;br /&gt;
* create region [name] [filename] - Create a new region &lt;br /&gt;
* delete-region &amp;lt;name&amp;gt; - Delete a region from disk.&lt;br /&gt;
* region get - Post OpenSimulator 0.8.0.*.  Show region parameters (Region Name, Region UUID, Location, URI, Owner ID, Flags).&lt;br /&gt;
* region restart abort [&amp;lt;message&amp;gt;] - Abort a scheduled region restart, with an optional message&lt;br /&gt;
* region restart bluebox &amp;lt;message&amp;gt; &amp;lt;delta seconds&amp;gt;+ - Schedule a region restart. If one delta is given then the region is restarted in delta seconds time. A time to restart is sent to users in the region as a dismissable bluebox notice. If multiple deltas are given then a notice is sent when we reach each delta.&lt;br /&gt;
* region restart notice &amp;lt;message&amp;gt; &amp;lt;delta seconds&amp;gt;+ - Schedule a region restart. Same as above except showing a transient notice instead of a dismissable bluebox.&lt;br /&gt;
* region set - Post OpenSimulator 0.8.0.*.  Set certain region parameters.  Currently, can set&lt;br /&gt;
** agent-limit - The current avatar limit for the region.  More usually this is set via the region/estate dialog in a typical viewer.  This persists over simulator restarts.&lt;br /&gt;
** max-agent-limit - The maximum value that agent-limit can have.  Unfortunately, setting it here does not currently persist over server restarts.  For that to happen it must be separately set as the MaxAgents parameter in the region config file.&lt;br /&gt;
* remove-region - remove a region from the simulator&lt;br /&gt;
* restart - Restarts all sims in this instance&lt;br /&gt;
* restart region &amp;lt;regionname&amp;gt; - Restarts just one sim in an instance. Set the console to the region name first, with 'change region &amp;lt;regionname&amp;gt;', or all regions will restart.&lt;br /&gt;
* set region flags &amp;lt;Region name&amp;gt; &amp;lt;flags&amp;gt; - Set database flags for region&lt;br /&gt;
* show neighbours - Shows the local regions' neighbours&lt;br /&gt;
* show ratings - Show rating data&lt;br /&gt;
* show region - Show region parameters (Region Name, Region UUID, Location, URI, Owner ID, Flags).&lt;br /&gt;
* show regions - Show regions data (Region Names, XLocation YLocation coordinates, Region Ports, Estate Names)&lt;br /&gt;
&lt;br /&gt;
=== Scene Commands ===&lt;br /&gt;
&lt;br /&gt;
* debug scene - Turn on scene debugging&lt;br /&gt;
* rotate scene &amp;lt;degrees&amp;gt; - Rotates scene around 128,128 axis by x degrees where x=0-360.&lt;br /&gt;
* scale scene &amp;lt;factor&amp;gt; - Scales all scene objects by a factor where original size =1.0.&lt;br /&gt;
* translate scene &amp;lt;x,y,z&amp;gt; - Translate (move) the entire scene to a new coordinate. Useful for moving a scene to a different location on either a Mega or Variable region. &lt;br /&gt;
(please back up your region before using any of these commands and be aware of possible floating point errors the more they are used.)&lt;br /&gt;
 &lt;br /&gt;
=== Script Commands ===&lt;br /&gt;
&lt;br /&gt;
These currently only exist in git master OpenSimulator development code post the 0.7.2 release.&lt;br /&gt;
&lt;br /&gt;
* scripts resume [&amp;lt;script-item-uuid&amp;gt;] - Resumes all suspended scripts&lt;br /&gt;
* scripts show [&amp;lt;script-item-uuid&amp;gt;] - Show script information. &amp;lt;script-item-uuid&amp;gt; option only exists from git master 82f0e19 (2012-01-14) onwards (post OpenSimulator 0.7.2).&lt;br /&gt;
* scripts start [&amp;lt;script-item-uuid&amp;gt;] - Starts all stopped scripts&lt;br /&gt;
* scripts stop [&amp;lt;script-item-uuid&amp;gt;] - Stops all running scripts&lt;br /&gt;
* scripts suspend [&amp;lt;script-item-uuid&amp;gt;] - Suspends all running scripts&lt;br /&gt;
&lt;br /&gt;
=== Stats Commands ===&lt;br /&gt;
&lt;br /&gt;
* show stats - show useful statistical information for this server. See [[#Frame Statistics Values|Frame Statistics Values]] below for more information.&lt;br /&gt;
* stats show - a synonym for &amp;quot;show stats&amp;quot; (OpenSimulator dev code only post 19th March 2014).&lt;br /&gt;
* stats record - record stats periodically to a separate log file.&lt;br /&gt;
* stats save - save a snapshot of current stats to a file (OpenSimulator dev code only post 19th March 2014).&lt;br /&gt;
&lt;br /&gt;
=== Terrain Commands ===&lt;br /&gt;
&lt;br /&gt;
Some of these may require a sim restart to show properly.&lt;br /&gt;
* terrain load - Loads a terrain from a specified file. (see note1)&lt;br /&gt;
* terrain load-tile - Loads a terrain from a section of a larger file.&lt;br /&gt;
* terrain save - Saves the current heightmap to a specified file.&lt;br /&gt;
* terrain save-tile - Saves the current heightmap to the larger file.&lt;br /&gt;
* terrain fill - Fills the current heightmap with a specified value.&lt;br /&gt;
* terrain elevate - Raises the current heightmap by the specified amount.&lt;br /&gt;
* terrain lower - Lowers the current heightmap by the specified amount.&lt;br /&gt;
* terrain multiply - Multiplies the heightmap by the value specified.&lt;br /&gt;
* terrain bake - Saves the current terrain into the regions baked map.&lt;br /&gt;
* terrain revert - Loads the baked map terrain into the regions heightmap.&lt;br /&gt;
* terrain newbrushes - Enables experimental brushes which replace the standard terrain brushes.&lt;br /&gt;
* terrain show - Shows terrain height at a given co-ordinate.&lt;br /&gt;
* terrain stats - Shows some information about the regions heightmap for debugging purposes.&lt;br /&gt;
* terrain effect - Runs a specified plugin effect&lt;br /&gt;
* terrain flip - Flips the current terrain about the X or Y axis&lt;br /&gt;
* terrain rescale - Rescales the current terrain to fit between the given min and max heights&lt;br /&gt;
* terrain min - Sets the minimum terrain height to the specified value.&lt;br /&gt;
* terrain max - Sets the maximum terrain height to the specified value.&lt;br /&gt;
* terrain modify - Provides several area-of-effect terraforming commands.&lt;br /&gt;
&lt;br /&gt;
Note1 : If you have a sim with multiple regions and you want to set all regions on that sim to be from one larger image you can use 'terrain load &amp;lt;file&amp;gt; &amp;lt;width in regions&amp;gt; &amp;lt;height in regions&amp;gt; &amp;lt;regionX&amp;gt; &amp;lt;regionY&amp;gt; where regionX and regionY are the coordinates of the bottom-left region.&lt;br /&gt;
&lt;br /&gt;
=== Tree Commands ===&lt;br /&gt;
&lt;br /&gt;
* tree active - Change activity state for the trees module&lt;br /&gt;
* tree freeze - Freeze/Unfreeze activity for a defined copse&lt;br /&gt;
* tree load - Load a copse definition from an xml file&lt;br /&gt;
* tree plant - Start the planting on a copse&lt;br /&gt;
* tree rate - Reset the tree update rate (mSec)&lt;br /&gt;
* tree reload - Reload copse definitions from the in-scene trees&lt;br /&gt;
* tree remove - Remove a copse definition and all its in-scene trees&lt;br /&gt;
* tree statistics - Log statistics about the trees&lt;br /&gt;
&lt;br /&gt;
=== User Commands ===&lt;br /&gt;
&lt;br /&gt;
* alert &amp;lt;message&amp;gt; - send an in-world alert to everyone&lt;br /&gt;
* alert-user &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;message&amp;gt; - send an an in-world alert to a specific user&lt;br /&gt;
* bypass permissions &amp;amp;lt;true / false&amp;amp;gt; - Bypass in-world permission checks &lt;br /&gt;
* debug permissions - Turn on permissions debugging&lt;br /&gt;
* force permissions - Force permissions on or off.&lt;br /&gt;
* kick user &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; [message]: - Kick a user off the simulator&lt;br /&gt;
* login disable - Disable user entry to this simulator&lt;br /&gt;
* login enable - Enable user entry to this simulator&lt;br /&gt;
* login status - Show whether logins to this simulator are enabled or disabled&lt;br /&gt;
* show users [full]- show info about currently connected users to this region. Without the 'full' option, only users actually on the region are shown. With the 'full' option child agents of users in neighbouring regions are also shown.&lt;br /&gt;
* teleport user &amp;lt;destination&amp;gt; - Teleport a user on this simulator to a specific destination.  Currently only in OpenSimulator development code after the 0.7.3.1 release (commit bf0b817).&lt;br /&gt;
&lt;br /&gt;
=== Windlight/[[LightShare]] Commands ===&lt;br /&gt;
&lt;br /&gt;
* windlight load - Load windlight profile from the database and broadcast&lt;br /&gt;
* windlight enable - Enable the windlight plugin&lt;br /&gt;
* windlight disable - Disable the windlight plugin&lt;br /&gt;
&lt;br /&gt;
== ROBUST Service Commands ==&lt;br /&gt;
&lt;br /&gt;
These can also be accessed on the simulator command console itself in standalone mode.&lt;br /&gt;
&lt;br /&gt;
=== Asset Service ===&lt;br /&gt;
&lt;br /&gt;
* delete asset &amp;lt;ID&amp;gt; - Delete an asset from the database. Doesn't appear to be implemented.&lt;br /&gt;
* dump asset &amp;lt;ID&amp;gt; - Dump an asset to the filesystem.  OpenSimulator 0.7.3 onwards.&lt;br /&gt;
* show digest &amp;lt;ID&amp;gt; - Show summary information about an asset. From OpenSimulator 0.7.3 onwards this will be renamed to &amp;quot;show asset&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Grid Service ===&lt;br /&gt;
&lt;br /&gt;
* set region flags &amp;lt;Region name&amp;gt; &amp;lt;flags&amp;gt; - Set database flags for region&lt;br /&gt;
* show region &amp;lt;Region name&amp;gt; - Show the details of a given region.  This command is renamed to &amp;quot;show region name&amp;quot; in development versions of OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
The following commands currently only exist in development versions of OpenSimulator (post 0.7.3.1).  These are currently found in the &amp;quot;Regions&amp;quot; help section.&lt;br /&gt;
&lt;br /&gt;
* deregister region id &amp;lt;Region UUID&amp;gt; - Deregister a region manually.  This can be helpful if a region was not properly removed due to bad simulator shutdown and the simulator has not since been restarted or its region configuration has been changed.&lt;br /&gt;
* show region at &amp;lt;x-coord&amp;gt; &amp;lt;y-coord&amp;gt; - Show details on a region at the given co-ordinate.&lt;br /&gt;
* show region name &amp;lt;Region name&amp;gt; - Show details on a region&lt;br /&gt;
* show regions - Show details on all regions.  In standalone mode this version of the command is not currently available - the simulator version of &amp;quot;show regions&amp;quot; is used instead, which shows similar information.&lt;br /&gt;
&lt;br /&gt;
=== User Service ===&lt;br /&gt;
* create user [first] [last] [passw] [Email] [Primary UUID] [Model} - creates a new user&lt;br /&gt;
:or just: create user - and server prompts for all data&lt;br /&gt;
:&lt;br /&gt;
:If UUID is nul or whitespace a UUID will be generated for you.&lt;br /&gt;
:&lt;br /&gt;
:Model is the &amp;quot;first lastname&amp;quot; of another user, that user's outfit will be cloned to the new user.&lt;br /&gt;
:&lt;br /&gt;
* reset user password - reset a user's password.&lt;br /&gt;
* show account &amp;lt;firstname&amp;gt; &amp;lt;lastname&amp;gt; - show account details for the given user name (0.7.2-dev)&lt;br /&gt;
&lt;br /&gt;
=== Login Service ===&lt;br /&gt;
* login level &amp;lt;value&amp;gt; - Set the miminim userlevel allowed to login (see [[Userlevel|User Level]]).&lt;br /&gt;
* login reset - reset the login level to its default value.&lt;br /&gt;
* login text &amp;lt;text to print during the login&amp;gt;&lt;br /&gt;
* set user level &amp;lt;firstname&amp;gt; &amp;lt;lastname&amp;gt; &amp;lt;level&amp;gt; - Set UserLevel for the user, which determines whether a user has a god account or can login at all (0.7.2-dev) (see [[Userlevel|User Level]]).&lt;br /&gt;
&lt;br /&gt;
== Details of Terrain Module Commands ==&lt;br /&gt;
&lt;br /&gt;
==== terrain load ====&lt;br /&gt;
Loads a terrain from a specified file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
&lt;br /&gt;
==== terrain load-tile ====&lt;br /&gt;
Loads a terrain from a section of a larger file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
* file width (Integer)&lt;br /&gt;
	The width of the file in tiles&lt;br /&gt;
* file height (Integer)&lt;br /&gt;
	The height of the file in tiles&lt;br /&gt;
* minimum X tile (Integer)&lt;br /&gt;
	The X region coordinate of the first section on the file&lt;br /&gt;
* minimum Y tile (Integer)&lt;br /&gt;
	The Y region coordinate of the first section on the file&lt;br /&gt;
&lt;br /&gt;
==== terrain save ====&lt;br /&gt;
Saves the current heightmap to a specified file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The destination filename for your heightmap, the file extension determines the format to save in. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
&lt;br /&gt;
==== terrain fill ====&lt;br /&gt;
Fills the current heightmap with a specified value.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* value (Double)&lt;br /&gt;
	The numeric value of the height you wish to set your region to.&lt;br /&gt;
&lt;br /&gt;
==== terrain elevate ====&lt;br /&gt;
Raises the current heightmap by the specified amount.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* amount (Double)&lt;br /&gt;
&lt;br /&gt;
==== terrain lower ====&lt;br /&gt;
Lowers the current heightmap by the specified amount.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* amount (Double)&lt;br /&gt;
	The amount of height to remove from the terrain in meters.&lt;br /&gt;
&lt;br /&gt;
==== terrain multiply ====&lt;br /&gt;
Multiplies the heightmap by the value specified.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* value (Double)&lt;br /&gt;
	The value to multiply the heightmap by.&lt;br /&gt;
&lt;br /&gt;
==== terrain bake ====&lt;br /&gt;
Saves the current terrain into the regions revert map.&lt;br /&gt;
&lt;br /&gt;
==== terrain revert ====&lt;br /&gt;
Loads the revert map terrain into the regions heightmap.&lt;br /&gt;
&lt;br /&gt;
==== terrain newbrushes ====&lt;br /&gt;
Enables experimental brushes which replace the standard terrain brushes. WARNING: This is a debug setting and may be removed at any time.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* Enabled? (Boolean)&lt;br /&gt;
	true / false - Enable new brushes&lt;br /&gt;
&lt;br /&gt;
==== terrain stats ====&lt;br /&gt;
Shows some information about the regions heightmap for debugging purposes.&lt;br /&gt;
&lt;br /&gt;
==== terrain effect ====&lt;br /&gt;
Runs a specified plugin effect&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* name (String)&lt;br /&gt;
	The plugin effect you wish to run, or 'list' to see all plugins&lt;br /&gt;
&lt;br /&gt;
==== terrain modify ====&lt;br /&gt;
Allows area-of-effect and tapering with standard heightmap manipulations.&lt;br /&gt;
&lt;br /&gt;
General command usage:&lt;br /&gt;
:''terrain modify &amp;lt;operation&amp;gt; value [&amp;lt;mask&amp;gt;] [-taper=&amp;lt;value2&amp;gt;]''&lt;br /&gt;
&lt;br /&gt;
:Parameters&lt;br /&gt;
:* value: base value to use in applying operation&lt;br /&gt;
:* mask:&lt;br /&gt;
:** -rec=x1,y1,dx[,dy] creates a rectangular mask based at x1,y1&lt;br /&gt;
:** -ell=x0,y0,rx[,ry] creates an elliptical mask centred at x0,y0&lt;br /&gt;
:* taper:&lt;br /&gt;
:** rectangular masks taper as pyramids&lt;br /&gt;
:** elliptical masks taper as cones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terrain Manipulation (fill, min, max)&lt;br /&gt;
:* value represents target height (at centre of range)&lt;br /&gt;
:* value2 represents target height (at edges of range)&lt;br /&gt;
&lt;br /&gt;
Terrain Movement (raise, lower, noise)&lt;br /&gt;
:* value represents a delta amount (at centre of range)&lt;br /&gt;
:* value2 represents a delta amount (at edges of range)&lt;br /&gt;
&lt;br /&gt;
Terrain Smoothing (smooth)&lt;br /&gt;
:The smoothing operation is somewhat different than the others, as it does not deal with elevation values, but rather with strength values (in the range of 0.01 to 0.99).  The algorithm is simplistic in averaging the values around a point, and is implemented as follows:&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;strength&amp;quot; parameter specifies how much of the result is from the original value (&amp;quot;strength&amp;quot; * map[x,y]).&lt;br /&gt;
:The &amp;quot;taper&amp;quot; parameter specifies how much of the remainder is from the first ring surrounding the point (1.0 - &amp;quot;strength&amp;quot;) * &amp;quot;taper&amp;quot;. There are 8 elements in the first ring.&lt;br /&gt;
:The remaining contribution is made from the second ring surrounding the point.  There are 16 elements in the second ring.&lt;br /&gt;
:e.g.&lt;br /&gt;
:''terrain modify smooth 0.5 -taper=0.6''&lt;br /&gt;
:* the original element will contribute 0.5 * map[x0,y0]&lt;br /&gt;
:* each element 1m from the point will contribute ((1-0.5)*0.6)/8 * map[x1,y1]&lt;br /&gt;
:* each element 2m from the point will contribute ((1-0.5)*0.4)/16 * map[x2,y2]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:The &amp;quot;taper&amp;quot; value may need to be exaggerated due to the integer math used in maps.&lt;br /&gt;
:e.g. To create a 512x512 var island:&lt;br /&gt;
:''terrain modify min 30 -ell=256,256,240 -taper=-29''&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
: https://www.youtube.com/watch?v=pehyqr3H8I0 (dead link)&lt;br /&gt;
&lt;br /&gt;
== Details of Hypergrid Commands ==&lt;br /&gt;
&lt;br /&gt;
For full details and explanations of Hypergrid Commands, see the [http://opensimulator.org/wiki/Installing_and_Running_Hypergrid#Linking_regions_.28Optional.29 Linking Regions] sections of the [http://opensimulator.org/wiki/Installing_and_Running_Hypergrid Installing and Running Hypergrid] page.&lt;br /&gt;
&lt;br /&gt;
'''show hyperlinks''' &lt;br /&gt;
&lt;br /&gt;
This command will show a list of all hypergrid linked regions.&lt;br /&gt;
&lt;br /&gt;
'''link-region &amp;lt;Xloc&amp;gt; &amp;lt;Yloc&amp;gt; &amp;lt;host&amp;gt; &amp;lt;port&amp;gt; &amp;lt;location-name&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
* Use Xloc and Yloc that make sense to your world, i.e. close to your regions, but not adjacent.&lt;br /&gt;
* replace osl2.nac.uci.edu and 9006 with the domain name / ip address and the port of the region you want to link to&lt;br /&gt;
&lt;br /&gt;
E.g. link-region 8998 8998 osl2.nac.uci.edu 9006 OSGrid Gateway&lt;br /&gt;
&lt;br /&gt;
'''unlink-region &amp;lt;local region name&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This command will unlink the specified hypergrid linked region - be sure to use the exact local name as reported by the &amp;quot;show hyperlinks&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
link-mapping&lt;br /&gt;
&lt;br /&gt;
== Frame Statistics Values ==&lt;br /&gt;
&lt;br /&gt;
The labels of the Frame Statistics values shown by the console command &amp;quot;show stats&amp;quot; are a bit cryptic. Here is a list of the meanings of these values:&lt;br /&gt;
&lt;br /&gt;
* Dilatn - time dilation&lt;br /&gt;
* SimFPS - simulator frames per second&lt;br /&gt;
* PhyFPS - physics frames per second&lt;br /&gt;
* AgntUp - # of agent updates&lt;br /&gt;
* RootAg - # of root agents&lt;br /&gt;
* ChldAg - # of child agents&lt;br /&gt;
* Prims - # of total prims&lt;br /&gt;
* AtvPrm - # of active prims&lt;br /&gt;
* AtvScr - # of active scripts&lt;br /&gt;
* ScrLPS - # of script lines per second&lt;br /&gt;
* PktsIn - # of in packets per second&lt;br /&gt;
* PktOut - # of out packets per second&lt;br /&gt;
* PendDl - # of pending downloads&lt;br /&gt;
* PendUl - # of pending uploads&lt;br /&gt;
* UnackB - # of unacknowledged bytes&lt;br /&gt;
* TotlFt - total frame time&lt;br /&gt;
* NetFt - net frame time&lt;br /&gt;
* PhysFt - physics frame time&lt;br /&gt;
* OthrFt - other frame time&lt;br /&gt;
* AgntFt - agent frame time&lt;br /&gt;
* ImgsFt - image frame time&lt;br /&gt;
&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Help]]&lt;br /&gt;
[[Category:Configuration]]&lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Server_Commands</id>
		<title>Server Commands</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Server_Commands"/>
				<updated>2021-07-30T01:02:40Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Adding the missing UUID and Model parameters to 'create user'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
= What are server commands? =&lt;br /&gt;
&lt;br /&gt;
Server commands are those you can type on the console to make the server do various things.&lt;br /&gt;
&lt;br /&gt;
Commands can be divided up into those that apply to the simulator (simulator commands) and those that apply to grid services (service commands).&lt;br /&gt;
&lt;br /&gt;
On a standalone system, both simulator and service commands will be available on the single standalone system console.&lt;br /&gt;
&lt;br /&gt;
On a grid architecture, the simulator commands will be available on the simulators, whilst the service commands will be available on the ROBUST console.&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': some commands may not work as expected, some may not work at all, and there is a chance that you may even lose all your settings/contents. This summary quickly goes out of date - the best place to find commands is by typing &amp;quot;help&amp;quot; on the region console.&lt;br /&gt;
&lt;br /&gt;
Except where noted, this list should be accurate for OpenSimulator 0.7.1 onwards.&lt;br /&gt;
&lt;br /&gt;
= Commands =&lt;br /&gt;
&lt;br /&gt;
== General Server Commands ==&lt;br /&gt;
&lt;br /&gt;
These commands are available in both simulator and robust consoles.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
* command-script [scriptfile] - Runs a command script containing console commands.&lt;br /&gt;
* quit - shutdown the server.&lt;br /&gt;
* show info - show server information (version and startup path).  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* show uptime - show server startup time and uptime.  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* show version - show server version.  Before OpenSimulator 0.7.5 this is only available on the simulator console.&lt;br /&gt;
* shutdown - synonym for quit&lt;br /&gt;
* get log level - In OpenSimulator 0.7.5 and later, print the current console logging level.  In OpenSimulator 0.7.4 and earlier please use the &amp;quot;set log level&amp;quot; command instead without a level parameter.&lt;br /&gt;
* set log level [level] - change the console logging level only. For example, off or debug. See [[Logging]] for more information.  In OpenSimulator 0.7.4 and earlier, if called without the level argument prints the current level.  In OpenSimulator 0.7.5 and later please use the &amp;quot;get log level&amp;quot; command instead.  Only available on ROBUST console from OpenSimulator 0.7.5.&lt;br /&gt;
&lt;br /&gt;
=== Debug ===&lt;br /&gt;
&lt;br /&gt;
* debug http [&amp;lt;level&amp;gt;] - Turn on/off extra logging for HTTP request debugging.  Only available on robust console from commit 94517c8 (dev code post 0.7.3.1).  In current development code (for OpenSimulator 0.7.5) this is debug http in|out|all [&amp;lt;level&amp;gt;] since outbound HTTP messages can also now be logged (this was only possible for inbound before). For more information on this command, see [[Debugging]].&lt;br /&gt;
&lt;br /&gt;
* debug threadpool level &amp;lt;level&amp;gt; - Turn on/off logging of activity in the main threadpool. For more information, see [[General-Purpose Threadpool]].&lt;br /&gt;
&lt;br /&gt;
== Simulator Commands ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
* change region &amp;lt;region name&amp;gt; - subsequent commands apply only to the specified region. If region name is &amp;quot;root&amp;quot; then all regions are selected&lt;br /&gt;
* debug packet &amp;lt;level&amp;gt; - Turn on packet debugging, where OpenSimulator prints out summaries of incoming and outgoing packets for viewers, depending on the level set&lt;br /&gt;
* emergency-monitoring - turn emergency debugging monitoring mode on or off.&lt;br /&gt;
* help [&amp;lt;command&amp;gt;] - Get general command list or more detailed help on a specific command or set of commands&lt;br /&gt;
* link-mapping - Set a local grid co-ordinate to link to a remote hypergrid &lt;br /&gt;
* link-region - Link a HyperGrid region. Not sure how this differs from link-mapping&lt;br /&gt;
* modules list - List modules&lt;br /&gt;
* modules load &amp;lt;name&amp;gt; - Load a module&lt;br /&gt;
* modules unload &amp;lt;name&amp;gt; - Unload a module&lt;br /&gt;
* monitor report - Returns a variety of statistics about the current region and/or simulator&lt;br /&gt;
* set terrain heights &amp;lt;corner&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [&amp;lt;x&amp;gt;] [&amp;lt;y&amp;gt;] - Sets the terrain texture heights on corner #&amp;lt;corner&amp;gt; to &amp;lt;min&amp;gt;/&amp;lt;max&amp;gt;, if &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; are specified, it will only set it on regions with a matching coordinate. Specify -1 in &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; to wildcard that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3.&lt;br /&gt;
* set terrain texture &amp;lt;number&amp;gt; &amp;lt;uuid&amp;gt; [&amp;lt;x&amp;gt;] [&amp;lt;y&amp;gt;] - Sets the terrain &amp;lt;number&amp;gt; to &amp;lt;uuid&amp;gt;, if &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; are specified, it will only set it on regions with a matching coordinate. Specify -1 in &amp;lt;x&amp;gt; or &amp;lt;y&amp;gt; to wildcard that coordinate.&lt;br /&gt;
* show caps - show all registered capabilities URLs&lt;br /&gt;
:NOTE: In OpenSimulator 0.7.1, &amp;quot;show capabilities&amp;quot; is shown as a result for help command, but actually only &amp;quot;show caps&amp;quot; will be accepted. ([http://opensimulator.org/mantis/view.php?id=5467 #5467])&lt;br /&gt;
* set water height # - sets the height simulator wide or single region if you use change region.&lt;br /&gt;
* show circuits - Show agent circuit data&lt;br /&gt;
* show connections - show connections data&lt;br /&gt;
* show http-handlers - show all registered http handlers&lt;br /&gt;
* show hyperlinks - list hg regions&lt;br /&gt;
* show modules - show module data&lt;br /&gt;
* show pending-objects - show number of objects in the pending queues of all viewers&lt;br /&gt;
* show pqueues [full] - show priority queue data for each client. Without the 'full' option, only root agents are shown. With the 'full' option child agents are also shown.&lt;br /&gt;
* show queues - Show queue data for agent connections.&lt;br /&gt;
* show threads - shows the persistent threads registered with the system. Does not include threadpool threads. &lt;br /&gt;
* show throttles [full] - Show throttle data for each client connection, and the maximum allowed for each connection by the server. Without the 'full' option, only root agents are shown. With the 'full' option child agents are also shown.&lt;br /&gt;
* unlink-region &amp;lt;local name&amp;gt; - unlink a hypergrid region&lt;br /&gt;
&lt;br /&gt;
=== Appearance Commands ===&lt;br /&gt;
&lt;br /&gt;
* appearance show - Show information about avatar appearance. Currently just checks whether the baked texture is &amp;quot;OK&amp;quot; or &amp;quot;corrupt&amp;quot;. Still in development. Only exists in development code at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Archive Commands ===&lt;br /&gt;
&lt;br /&gt;
* load iar &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;inventory path&amp;gt; &amp;lt;password&amp;gt; [&amp;lt;archive path&amp;gt;] - Load user inventory archive. See [[Inventory Archives]].&lt;br /&gt;
* load oar [filename] - load an OpenSimulator archive. This entirely replaces the current region. Default filename is '''region.oar'''. See [[OpenSim Archives]].&lt;br /&gt;
* load xml [-newIDs [&amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;]] - Load a region's data from XML format (0.7.*: DEPRECATED and may be REMOVED soon. Use &amp;quot;load xml2&amp;quot; instead)&lt;br /&gt;
:those xml are the result of the export save or *export save-all&lt;br /&gt;
* load xml2 [filename] - optional parameters not supported for XML2 format as at 1-Jul-2008 &lt;br /&gt;
* save iar &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;inventory path&amp;gt; &amp;lt;password&amp;gt; [&amp;lt;archive path&amp;gt;] - Save user inventory archive. See [[Inventory Archives]]&lt;br /&gt;
* save oar [filename] - save the current region to an OpenSimulator archive. Default filename is '''region.oar'''. See [[OpenSim Archives]].&lt;br /&gt;
* save prims xml2 [&amp;lt;prim name&amp;gt; &amp;lt;file name&amp;gt;] - Save named prim to XML2&lt;br /&gt;
* save xml [filename] - save prims to XML &lt;br /&gt;
* save xml2 [filename] - save prims to XML (Format 2 - rearrangement of some nodes, to make loading/saving easier) &lt;br /&gt;
&lt;br /&gt;
=== Asset Commands ===&lt;br /&gt;
&lt;br /&gt;
The fcache commands only currently appearance if you are using the fcache asset cache.  This is the default on OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
* fcache assets - Attempt a deep scan and cache of all assets in all scenes&lt;br /&gt;
* fcache clear [file] [memory] - Remove all assets in the cache.  If file or memory is specified then only this cache is cleared.&lt;br /&gt;
* fcache expire &amp;lt;datetime&amp;gt; - Purge cached assets older then the specified date/time&lt;br /&gt;
* fcache status - Display cache status&lt;br /&gt;
* j2k decode &amp;lt;ID&amp;gt; - Do JPEG2000 decoding of an asset.&lt;br /&gt;
&lt;br /&gt;
=== Config Commands ===&lt;br /&gt;
&lt;br /&gt;
* config get [&amp;lt;section&amp;gt;] [&amp;lt;key&amp;gt;] - Get the current configuration, either for a particular key, a particular section or the whole config.&lt;br /&gt;
* config save &amp;lt;path&amp;gt; - Save the current configuration to a file.&lt;br /&gt;
* config set &amp;lt;section&amp;gt; &amp;lt;key&amp;gt; - Set a particular configuration value. On the whole, this is useless since neither OpenSimulator nor modules dynamically reload config values.&lt;br /&gt;
* config show [&amp;lt;section&amp;gt;] [&amp;lt;key&amp;gt;] - Synonym for 'config get'&lt;br /&gt;
&lt;br /&gt;
=== Land Commands ===&lt;br /&gt;
&lt;br /&gt;
* land show - Shows all parcels on the current region.&lt;br /&gt;
* land clear - Clears all parcels on the land.&lt;br /&gt;
&lt;br /&gt;
=== Map Commands ===&lt;br /&gt;
&lt;br /&gt;
* export-map [&amp;lt;path&amp;gt;] - Save an image of the world map (default name is exportmap.jpg)&lt;br /&gt;
* generate map - Regenerates and stores map tile.  Only in development code post 0.7.6.&lt;br /&gt;
&lt;br /&gt;
=== Object Commands ===&lt;br /&gt;
&lt;br /&gt;
* backup - Persist currently unsaved object changes immediately instead of waiting for the normal persistence call.  This shouldn't normally be required - the simulator persists region objects automatically at regular intervals and on shutdown.&lt;br /&gt;
* delete object creator &amp;lt;UUID&amp;gt; - Delete a scene object by creator&lt;br /&gt;
* delete object name [--regex] &amp;lt;name&amp;gt; - Delete a scene object by name.&lt;br /&gt;
* delete object outside - Delete all scene objects outside region boundaries.  This is currently if z &amp;lt; 0 or z &amp;gt; 10000.  Object outside these bounds have been known to cause issues with OpenSimulator's use of some physics engines (such as the Open Dynamics Engine).&lt;br /&gt;
* delete object owner &amp;lt;UUID&amp;gt; - Delete a scene object by owner&lt;br /&gt;
* delete object uuid &amp;lt;UUID&amp;gt; - Delete a scene object by uuid.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
* dump object id &amp;lt;UUID-or-localID&amp;gt; - Dump the serialization of the given object to a file for debug purposes.&lt;br /&gt;
* edit scale &amp;lt;name&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; - Change the scale of a named prim&lt;br /&gt;
* force update - Force the region to send all clients updates about all objects.&lt;br /&gt;
* show object name [--regex] &amp;lt;name&amp;gt; - Show details of scene objects with the given name.&lt;br /&gt;
* show object uuid &amp;lt;UUID&amp;gt; - Show details of a scene object with the given UUID.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
* show part name [--regex] &amp;lt;name&amp;gt; - Show details of scene object parts with the given name.&lt;br /&gt;
* show part uuid &amp;lt;UUID&amp;gt; - Show details of a scene object parts with the given UUID.  In current dev code (post 0.7.5) this is &amp;quot;show object id&amp;quot; and also allows a local ID.&lt;br /&gt;
&lt;br /&gt;
=== Estate Commands ===&lt;br /&gt;
* reload estate - reload estate data&lt;br /&gt;
* estate link region &amp;lt;estate ID&amp;gt; &amp;lt;region ID&amp;gt; - Attaches the specified region to the specified estate.&lt;br /&gt;
* estate show - This command will show the estate name, ID, and owner for regions currently running in the simulator. This list does not necessarily include all estates that are present in the database.  &lt;br /&gt;
Sample usage: &lt;br /&gt;
 estate show&amp;lt;enter&amp;gt;&lt;br /&gt;
 Estate information for region TestRegion&lt;br /&gt;
 Estate Name ID Owner&lt;br /&gt;
 My Estate 103 Test User&lt;br /&gt;
* estate set name &amp;lt;estate ID&amp;gt; &amp;lt;new name&amp;gt; - Rename an estate&lt;br /&gt;
* estate set owner &amp;lt;estate ID&amp;gt; &amp;lt;FirstName&amp;gt; &amp;lt;LastName&amp;gt; - Change the owner of an estate. This command supports two forms; this one uses the owner's name.&lt;br /&gt;
* estate set owner &amp;lt;estate ID&amp;gt; &amp;lt;owner UUID&amp;gt; - Change the owner of an estate. This command supports two forms; this one uses the owner's UUID.&lt;br /&gt;
* estate create &amp;lt;owner UUID&amp;gt; &amp;lt;estate name&amp;gt; - Must be a user UUID,m which you can get from 'show names'&lt;br /&gt;
&lt;br /&gt;
=== Region Commands ===&lt;br /&gt;
* change region &amp;lt;region name&amp;gt; - subsequent commands apply only to the specified region. If region name is &amp;quot;root&amp;quot; then all regions are selected&lt;br /&gt;
* create region [name] [filename] - Create a new region &lt;br /&gt;
* delete-region &amp;lt;name&amp;gt; - Delete a region from disk.&lt;br /&gt;
* region get - Post OpenSimulator 0.8.0.*.  Show region parameters (Region Name, Region UUID, Location, URI, Owner ID, Flags).&lt;br /&gt;
* region restart abort [&amp;lt;message&amp;gt;] - Abort a scheduled region restart, with an optional message&lt;br /&gt;
* region restart bluebox &amp;lt;message&amp;gt; &amp;lt;delta seconds&amp;gt;+ - Schedule a region restart. If one delta is given then the region is restarted in delta seconds time. A time to restart is sent to users in the region as a dismissable bluebox notice. If multiple deltas are given then a notice is sent when we reach each delta.&lt;br /&gt;
* region restart notice &amp;lt;message&amp;gt; &amp;lt;delta seconds&amp;gt;+ - Schedule a region restart. Same as above except showing a transient notice instead of a dismissable bluebox.&lt;br /&gt;
* region set - Post OpenSimulator 0.8.0.*.  Set certain region parameters.  Currently, can set&lt;br /&gt;
** agent-limit - The current avatar limit for the region.  More usually this is set via the region/estate dialog in a typical viewer.  This persists over simulator restarts.&lt;br /&gt;
** max-agent-limit - The maximum value that agent-limit can have.  Unfortunately, setting it here does not currently persist over server restarts.  For that to happen it must be separately set as the MaxAgents parameter in the region config file.&lt;br /&gt;
* remove-region - remove a region from the simulator&lt;br /&gt;
* restart - Restarts all sims in this instance&lt;br /&gt;
* restart region &amp;lt;regionname&amp;gt; - Restarts just one sim in an instance. Set the console to the region name first, with 'change region &amp;lt;regionname&amp;gt;', or all regions will restart.&lt;br /&gt;
* set region flags &amp;lt;Region name&amp;gt; &amp;lt;flags&amp;gt; - Set database flags for region&lt;br /&gt;
* show neighbours - Shows the local regions' neighbours&lt;br /&gt;
* show ratings - Show rating data&lt;br /&gt;
* show region - Show region parameters (Region Name, Region UUID, Location, URI, Owner ID, Flags).&lt;br /&gt;
* show regions - Show regions data (Region Names, XLocation YLocation coordinates, Region Ports, Estate Names)&lt;br /&gt;
&lt;br /&gt;
=== Scene Commands ===&lt;br /&gt;
&lt;br /&gt;
* debug scene - Turn on scene debugging&lt;br /&gt;
* rotate scene &amp;lt;degrees&amp;gt; - Rotates scene around 128,128 axis by x degrees where x=0-360.&lt;br /&gt;
* scale scene &amp;lt;factor&amp;gt; - Scales all scene objects by a factor where original size =1.0.&lt;br /&gt;
* translate scene &amp;lt;x,y,z&amp;gt; - Translate (move) the entire scene to a new coordinate. Useful for moving a scene to a different location on either a Mega or Variable region. &lt;br /&gt;
(please back up your region before using any of these commands and be aware of possible floating point errors the more they are used.)&lt;br /&gt;
 &lt;br /&gt;
=== Script Commands ===&lt;br /&gt;
&lt;br /&gt;
These currently only exist in git master OpenSimulator development code post the 0.7.2 release.&lt;br /&gt;
&lt;br /&gt;
* scripts resume [&amp;lt;script-item-uuid&amp;gt;] - Resumes all suspended scripts&lt;br /&gt;
* scripts show [&amp;lt;script-item-uuid&amp;gt;] - Show script information. &amp;lt;script-item-uuid&amp;gt; option only exists from git master 82f0e19 (2012-01-14) onwards (post OpenSimulator 0.7.2).&lt;br /&gt;
* scripts start [&amp;lt;script-item-uuid&amp;gt;] - Starts all stopped scripts&lt;br /&gt;
* scripts stop [&amp;lt;script-item-uuid&amp;gt;] - Stops all running scripts&lt;br /&gt;
* scripts suspend [&amp;lt;script-item-uuid&amp;gt;] - Suspends all running scripts&lt;br /&gt;
&lt;br /&gt;
=== Stats Commands ===&lt;br /&gt;
&lt;br /&gt;
* show stats - show useful statistical information for this server. See [[#Frame Statistics Values|Frame Statistics Values]] below for more information.&lt;br /&gt;
* stats show - a synonym for &amp;quot;show stats&amp;quot; (OpenSimulator dev code only post 19th March 2014).&lt;br /&gt;
* stats record - record stats periodically to a separate log file.&lt;br /&gt;
* stats save - save a snapshot of current stats to a file (OpenSimulator dev code only post 19th March 2014).&lt;br /&gt;
&lt;br /&gt;
=== Terrain Commands ===&lt;br /&gt;
&lt;br /&gt;
Some of these may require a sim restart to show properly.&lt;br /&gt;
* terrain load - Loads a terrain from a specified file. (see note1)&lt;br /&gt;
* terrain load-tile - Loads a terrain from a section of a larger file.&lt;br /&gt;
* terrain save - Saves the current heightmap to a specified file.&lt;br /&gt;
* terrain save-tile - Saves the current heightmap to the larger file.&lt;br /&gt;
* terrain fill - Fills the current heightmap with a specified value.&lt;br /&gt;
* terrain elevate - Raises the current heightmap by the specified amount.&lt;br /&gt;
* terrain lower - Lowers the current heightmap by the specified amount.&lt;br /&gt;
* terrain multiply - Multiplies the heightmap by the value specified.&lt;br /&gt;
* terrain bake - Saves the current terrain into the regions baked map.&lt;br /&gt;
* terrain revert - Loads the baked map terrain into the regions heightmap.&lt;br /&gt;
* terrain newbrushes - Enables experimental brushes which replace the standard terrain brushes.&lt;br /&gt;
* terrain show - Shows terrain height at a given co-ordinate.&lt;br /&gt;
* terrain stats - Shows some information about the regions heightmap for debugging purposes.&lt;br /&gt;
* terrain effect - Runs a specified plugin effect&lt;br /&gt;
* terrain flip - Flips the current terrain about the X or Y axis&lt;br /&gt;
* terrain rescale - Rescales the current terrain to fit between the given min and max heights&lt;br /&gt;
* terrain min - Sets the minimum terrain height to the specified value.&lt;br /&gt;
* terrain max - Sets the maximum terrain height to the specified value.&lt;br /&gt;
* terrain modify - Provides several area-of-effect terraforming commands.&lt;br /&gt;
&lt;br /&gt;
Note1 : If you have a sim with multiple regions and you want to set all regions on that sim to be from one larger image you can use 'terrain load &amp;lt;file&amp;gt; &amp;lt;width in regions&amp;gt; &amp;lt;height in regions&amp;gt; &amp;lt;regionX&amp;gt; &amp;lt;regionY&amp;gt; where regionX and regionY are the coordinates of the bottom-left region.&lt;br /&gt;
&lt;br /&gt;
=== Tree Commands ===&lt;br /&gt;
&lt;br /&gt;
* tree active - Change activity state for the trees module&lt;br /&gt;
* tree freeze - Freeze/Unfreeze activity for a defined copse&lt;br /&gt;
* tree load - Load a copse definition from an xml file&lt;br /&gt;
* tree plant - Start the planting on a copse&lt;br /&gt;
* tree rate - Reset the tree update rate (mSec)&lt;br /&gt;
* tree reload - Reload copse definitions from the in-scene trees&lt;br /&gt;
* tree remove - Remove a copse definition and all its in-scene trees&lt;br /&gt;
* tree statistics - Log statistics about the trees&lt;br /&gt;
&lt;br /&gt;
=== User Commands ===&lt;br /&gt;
&lt;br /&gt;
* alert &amp;lt;message&amp;gt; - send an in-world alert to everyone&lt;br /&gt;
* alert-user &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; &amp;lt;message&amp;gt; - send an an in-world alert to a specific user&lt;br /&gt;
* bypass permissions &amp;amp;lt;true / false&amp;amp;gt; - Bypass in-world permission checks &lt;br /&gt;
* debug permissions - Turn on permissions debugging&lt;br /&gt;
* force permissions - Force permissions on or off.&lt;br /&gt;
* kick user &amp;lt;first&amp;gt; &amp;lt;last&amp;gt; [message]: - Kick a user off the simulator&lt;br /&gt;
* login disable - Disable user entry to this simulator&lt;br /&gt;
* login enable - Enable user entry to this simulator&lt;br /&gt;
* login status - Show whether logins to this simulator are enabled or disabled&lt;br /&gt;
* show users [full]- show info about currently connected users to this region. Without the 'full' option, only users actually on the region are shown. With the 'full' option child agents of users in neighbouring regions are also shown.&lt;br /&gt;
* teleport user &amp;lt;destination&amp;gt; - Teleport a user on this simulator to a specific destination.  Currently only in OpenSimulator development code after the 0.7.3.1 release (commit bf0b817).&lt;br /&gt;
&lt;br /&gt;
=== Windlight/[[LightShare]] Commands ===&lt;br /&gt;
&lt;br /&gt;
* windlight load - Load windlight profile from the database and broadcast&lt;br /&gt;
* windlight enable - Enable the windlight plugin&lt;br /&gt;
* windlight disable - Disable the windlight plugin&lt;br /&gt;
&lt;br /&gt;
== ROBUST Service Commands ==&lt;br /&gt;
&lt;br /&gt;
These can also be accessed on the simulator command console itself in standalone mode.&lt;br /&gt;
&lt;br /&gt;
=== Asset Service ===&lt;br /&gt;
&lt;br /&gt;
* delete asset &amp;lt;ID&amp;gt; - Delete an asset from the database. Doesn't appear to be implemented.&lt;br /&gt;
* dump asset &amp;lt;ID&amp;gt; - Dump an asset to the filesystem.  OpenSimulator 0.7.3 onwards.&lt;br /&gt;
* show digest &amp;lt;ID&amp;gt; - Show summary information about an asset. From OpenSimulator 0.7.3 onwards this will be renamed to &amp;quot;show asset&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Grid Service ===&lt;br /&gt;
&lt;br /&gt;
* set region flags &amp;lt;Region name&amp;gt; &amp;lt;flags&amp;gt; - Set database flags for region&lt;br /&gt;
* show region &amp;lt;Region name&amp;gt; - Show the details of a given region.  This command is renamed to &amp;quot;show region name&amp;quot; in development versions of OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
The following commands currently only exist in development versions of OpenSimulator (post 0.7.3.1).  These are currently found in the &amp;quot;Regions&amp;quot; help section.&lt;br /&gt;
&lt;br /&gt;
* deregister region id &amp;lt;Region UUID&amp;gt; - Deregister a region manually.  This can be helpful if a region was not properly removed due to bad simulator shutdown and the simulator has not since been restarted or its region configuration has been changed.&lt;br /&gt;
* show region at &amp;lt;x-coord&amp;gt; &amp;lt;y-coord&amp;gt; - Show details on a region at the given co-ordinate.&lt;br /&gt;
* show region name &amp;lt;Region name&amp;gt; - Show details on a region&lt;br /&gt;
* show regions - Show details on all regions.  In standalone mode this version of the command is not currently available - the simulator version of &amp;quot;show regions&amp;quot; is used instead, which shows similar information.&lt;br /&gt;
&lt;br /&gt;
=== User Service ===&lt;br /&gt;
* create user [first] [last] [passw] [RegionX] [RegionY] [Email] [Primary UUID] [Model} - creates a new user&lt;br /&gt;
:or just: create user - and server prompts for all data&lt;br /&gt;
:&lt;br /&gt;
:'''Note for use of create user in standalone mode:''' use the user default coordinates&lt;br /&gt;
:of 1000,1000 for Start Region X and Y position otherwise server&lt;br /&gt;
:gives error of &amp;quot;[LOGIN]: Not found region&amp;quot; &lt;br /&gt;
:&lt;br /&gt;
:if UUID is nul or whitespace a UUID will be generated for you.&lt;br /&gt;
:&lt;br /&gt;
:Model is the name of another user, that user's outfit will be cloned to the new user.&lt;br /&gt;
:&lt;br /&gt;
* reset user password - reset a user's password.&lt;br /&gt;
* show account &amp;lt;firstname&amp;gt; &amp;lt;lastname&amp;gt; - show account details for the given user name (0.7.2-dev)&lt;br /&gt;
&lt;br /&gt;
=== Login Service ===&lt;br /&gt;
* login level &amp;lt;value&amp;gt; - Set the miminim userlevel allowed to login (see [[Userlevel|User Level]]).&lt;br /&gt;
* login reset - reset the login level to its default value.&lt;br /&gt;
* login text &amp;lt;text to print during the login&amp;gt;&lt;br /&gt;
* set user level &amp;lt;firstname&amp;gt; &amp;lt;lastname&amp;gt; &amp;lt;level&amp;gt; - Set UserLevel for the user, which determines whether a user has a god account or can login at all (0.7.2-dev) (see [[Userlevel|User Level]]).&lt;br /&gt;
&lt;br /&gt;
== Details of Terrain Module Commands ==&lt;br /&gt;
&lt;br /&gt;
==== terrain load ====&lt;br /&gt;
Loads a terrain from a specified file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
&lt;br /&gt;
==== terrain load-tile ====&lt;br /&gt;
Loads a terrain from a section of a larger file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
* file width (Integer)&lt;br /&gt;
	The width of the file in tiles&lt;br /&gt;
* file height (Integer)&lt;br /&gt;
	The height of the file in tiles&lt;br /&gt;
* minimum X tile (Integer)&lt;br /&gt;
	The X region coordinate of the first section on the file&lt;br /&gt;
* minimum Y tile (Integer)&lt;br /&gt;
	The Y region coordinate of the first section on the file&lt;br /&gt;
&lt;br /&gt;
==== terrain save ====&lt;br /&gt;
Saves the current heightmap to a specified file.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* filename (String)&lt;br /&gt;
	The destination filename for your heightmap, the file extension determines the format to save in. Supported extensions include: .r32 (RAW32) .f32 (RAW32) .ter (Terragen) .raw (LL/SL RAW) .jpg (JPEG) .jpeg (JPEG) .bmp (BMP) .png (PNG) .gif (GIF) .tif (TIFF) .tiff (TIFF)&lt;br /&gt;
&lt;br /&gt;
==== terrain fill ====&lt;br /&gt;
Fills the current heightmap with a specified value.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* value (Double)&lt;br /&gt;
	The numeric value of the height you wish to set your region to.&lt;br /&gt;
&lt;br /&gt;
==== terrain elevate ====&lt;br /&gt;
Raises the current heightmap by the specified amount.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* amount (Double)&lt;br /&gt;
&lt;br /&gt;
==== terrain lower ====&lt;br /&gt;
Lowers the current heightmap by the specified amount.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* amount (Double)&lt;br /&gt;
	The amount of height to remove from the terrain in meters.&lt;br /&gt;
&lt;br /&gt;
==== terrain multiply ====&lt;br /&gt;
Multiplies the heightmap by the value specified.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* value (Double)&lt;br /&gt;
	The value to multiply the heightmap by.&lt;br /&gt;
&lt;br /&gt;
==== terrain bake ====&lt;br /&gt;
Saves the current terrain into the regions revert map.&lt;br /&gt;
&lt;br /&gt;
==== terrain revert ====&lt;br /&gt;
Loads the revert map terrain into the regions heightmap.&lt;br /&gt;
&lt;br /&gt;
==== terrain newbrushes ====&lt;br /&gt;
Enables experimental brushes which replace the standard terrain brushes. WARNING: This is a debug setting and may be removed at any time.&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* Enabled? (Boolean)&lt;br /&gt;
	true / false - Enable new brushes&lt;br /&gt;
&lt;br /&gt;
==== terrain stats ====&lt;br /&gt;
Shows some information about the regions heightmap for debugging purposes.&lt;br /&gt;
&lt;br /&gt;
==== terrain effect ====&lt;br /&gt;
Runs a specified plugin effect&lt;br /&gt;
&lt;br /&gt;
Parameters&lt;br /&gt;
* name (String)&lt;br /&gt;
	The plugin effect you wish to run, or 'list' to see all plugins&lt;br /&gt;
&lt;br /&gt;
==== terrain modify ====&lt;br /&gt;
Allows area-of-effect and tapering with standard heightmap manipulations.&lt;br /&gt;
&lt;br /&gt;
General command usage:&lt;br /&gt;
:''terrain modify &amp;lt;operation&amp;gt; value [&amp;lt;mask&amp;gt;] [-taper=&amp;lt;value2&amp;gt;]''&lt;br /&gt;
&lt;br /&gt;
:Parameters&lt;br /&gt;
:* value: base value to use in applying operation&lt;br /&gt;
:* mask:&lt;br /&gt;
:** -rec=x1,y1,dx[,dy] creates a rectangular mask based at x1,y1&lt;br /&gt;
:** -ell=x0,y0,rx[,ry] creates an elliptical mask centred at x0,y0&lt;br /&gt;
:* taper:&lt;br /&gt;
:** rectangular masks taper as pyramids&lt;br /&gt;
:** elliptical masks taper as cones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terrain Manipulation (fill, min, max)&lt;br /&gt;
:* value represents target height (at centre of range)&lt;br /&gt;
:* value2 represents target height (at edges of range)&lt;br /&gt;
&lt;br /&gt;
Terrain Movement (raise, lower, noise)&lt;br /&gt;
:* value represents a delta amount (at centre of range)&lt;br /&gt;
:* value2 represents a delta amount (at edges of range)&lt;br /&gt;
&lt;br /&gt;
Terrain Smoothing (smooth)&lt;br /&gt;
:The smoothing operation is somewhat different than the others, as it does not deal with elevation values, but rather with strength values (in the range of 0.01 to 0.99).  The algorithm is simplistic in averaging the values around a point, and is implemented as follows:&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;strength&amp;quot; parameter specifies how much of the result is from the original value (&amp;quot;strength&amp;quot; * map[x,y]).&lt;br /&gt;
:The &amp;quot;taper&amp;quot; parameter specifies how much of the remainder is from the first ring surrounding the point (1.0 - &amp;quot;strength&amp;quot;) * &amp;quot;taper&amp;quot;. There are 8 elements in the first ring.&lt;br /&gt;
:The remaining contribution is made from the second ring surrounding the point.  There are 16 elements in the second ring.&lt;br /&gt;
:e.g.&lt;br /&gt;
:''terrain modify smooth 0.5 -taper=0.6''&lt;br /&gt;
:* the original element will contribute 0.5 * map[x0,y0]&lt;br /&gt;
:* each element 1m from the point will contribute ((1-0.5)*0.6)/8 * map[x1,y1]&lt;br /&gt;
:* each element 2m from the point will contribute ((1-0.5)*0.4)/16 * map[x2,y2]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:The &amp;quot;taper&amp;quot; value may need to be exaggerated due to the integer math used in maps.&lt;br /&gt;
:e.g. To create a 512x512 var island:&lt;br /&gt;
:''terrain modify min 30 -ell=256,256,240 -taper=-29''&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
: https://www.youtube.com/watch?v=pehyqr3H8I0 (dead link)&lt;br /&gt;
&lt;br /&gt;
== Details of Hypergrid Commands ==&lt;br /&gt;
&lt;br /&gt;
For full details and explanations of Hypergrid Commands, see the [http://opensimulator.org/wiki/Installing_and_Running_Hypergrid#Linking_regions_.28Optional.29 Linking Regions] sections of the [http://opensimulator.org/wiki/Installing_and_Running_Hypergrid Installing and Running Hypergrid] page.&lt;br /&gt;
&lt;br /&gt;
'''show hyperlinks''' &lt;br /&gt;
&lt;br /&gt;
This command will show a list of all hypergrid linked regions.&lt;br /&gt;
&lt;br /&gt;
'''link-region &amp;lt;Xloc&amp;gt; &amp;lt;Yloc&amp;gt; &amp;lt;host&amp;gt; &amp;lt;port&amp;gt; &amp;lt;location-name&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
* Use Xloc and Yloc that make sense to your world, i.e. close to your regions, but not adjacent.&lt;br /&gt;
* replace osl2.nac.uci.edu and 9006 with the domain name / ip address and the port of the region you want to link to&lt;br /&gt;
&lt;br /&gt;
E.g. link-region 8998 8998 osl2.nac.uci.edu 9006 OSGrid Gateway&lt;br /&gt;
&lt;br /&gt;
'''unlink-region &amp;lt;local region name&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This command will unlink the specified hypergrid linked region - be sure to use the exact local name as reported by the &amp;quot;show hyperlinks&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
link-mapping&lt;br /&gt;
&lt;br /&gt;
== Frame Statistics Values ==&lt;br /&gt;
&lt;br /&gt;
The labels of the Frame Statistics values shown by the console command &amp;quot;show stats&amp;quot; are a bit cryptic. Here is a list of the meanings of these values:&lt;br /&gt;
&lt;br /&gt;
* Dilatn - time dilation&lt;br /&gt;
* SimFPS - simulator frames per second&lt;br /&gt;
* PhyFPS - physics frames per second&lt;br /&gt;
* AgntUp - # of agent updates&lt;br /&gt;
* RootAg - # of root agents&lt;br /&gt;
* ChldAg - # of child agents&lt;br /&gt;
* Prims - # of total prims&lt;br /&gt;
* AtvPrm - # of active prims&lt;br /&gt;
* AtvScr - # of active scripts&lt;br /&gt;
* ScrLPS - # of script lines per second&lt;br /&gt;
* PktsIn - # of in packets per second&lt;br /&gt;
* PktOut - # of out packets per second&lt;br /&gt;
* PendDl - # of pending downloads&lt;br /&gt;
* PendUl - # of pending uploads&lt;br /&gt;
* UnackB - # of unacknowledged bytes&lt;br /&gt;
* TotlFt - total frame time&lt;br /&gt;
* NetFt - net frame time&lt;br /&gt;
* PhysFt - physics frame time&lt;br /&gt;
* OthrFt - other frame time&lt;br /&gt;
* AgntFt - agent frame time&lt;br /&gt;
* ImgsFt - image frame time&lt;br /&gt;
&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Help]]&lt;br /&gt;
[[Category:Configuration]]&lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OsSlerp</id>
		<title>OsSlerp</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OsSlerp"/>
				<updated>2019-09-17T04:43:08Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Adding a sample LSL script to call osSlerp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{osslfunc&lt;br /&gt;
|threat_level=None&lt;br /&gt;
|permissions=true&lt;br /&gt;
|delay=0&lt;br /&gt;
|function_syntax=rotation osSlerp(rotation a, rotation b, float ratio);&lt;br /&gt;
|ossl_example=&lt;br /&gt;
|description=Returns a rotation that is the spherical interpolation of a and b, acording to ratio that can be from 0 (result is a) to 1 (result is b)&lt;br /&gt;
|ossl_example=&amp;lt;source lang=&amp;quot;lsl&amp;quot;&amp;gt;&lt;br /&gt;
    //Test osSlerp. Kayaker Mangic Sept 2019&lt;br /&gt;
   //This isn't the right way to wiggle a stick (llSetKeyframedMotion is better)&lt;br /&gt;
  //but it does demostrate osSlerp working!&lt;br /&gt;
 //Put this script in a prim that is long in the X direction,&lt;br /&gt;
//it will wave it's tip around in a figure 8 (infinity) pattern.&lt;br /&gt;
&lt;br /&gt;
rotation lastrot=ZERO_ROTATION;     //slerp between these two rotations&lt;br /&gt;
rotation nextrot=ZERO_ROTATION;&lt;br /&gt;
float t=0.0;                //parameter for calculating angles to slerp between&lt;br /&gt;
float ratio=1.0;            //does 10 slerp steps of 0.1 between last and next&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    state_entry()&lt;br /&gt;
    {&lt;br /&gt;
        llSetTimerEvent(0.1);&lt;br /&gt;
    }&lt;br /&gt;
    &lt;br /&gt;
    timer()&lt;br /&gt;
    {&lt;br /&gt;
        ratio += 0.1;       //step in 0.1 incriments&lt;br /&gt;
        if (ratio&amp;gt;1.0)      //between 0 and 1&lt;br /&gt;
        {&lt;br /&gt;
            ratio = 0.1;    //start over&lt;br /&gt;
            lastrot=nextrot;    //save the last rotation&lt;br /&gt;
            t += PI/10.0;       //bump t to generate points on a Lissajous curve&lt;br /&gt;
            float y=llSin(t);       //this will generate points around an&lt;br /&gt;
            float z=llSin(2.0*t);   //infinity sympol&lt;br /&gt;
            vector fwd=llVecNorm(&amp;lt;2.0,y,z&amp;gt;);    //tip of this vector carves out the shape&lt;br /&gt;
            vector lft=llVecNorm(&amp;lt;0,0,1&amp;gt;%fwd);  //convert that into a rotation&lt;br /&gt;
            nextrot = llAxes2Rot(fwd,lft,fwd%lft);  //this will be the next rotation to slerp to&lt;br /&gt;
        }&lt;br /&gt;
        rotation rot=osSlerp(lastrot,nextrot,ratio);    //slerp generates rotations between these&lt;br /&gt;
        llSetRot(rot);                      //rotate to that.&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|additional_info=Implemented Set, 2019 by Ubit Umarov&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/How_To_Upload_Mesh</id>
		<title>How To Upload Mesh</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/How_To_Upload_Mesh"/>
				<updated>2018-09-12T06:07:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: formatting and grammar changes, no change to the content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Upload Mesh ==&lt;br /&gt;
=== What fields must you fill in on the model upload dialog? ===&lt;br /&gt;
These are the values that it is recommended that you always fill in. Some are absolutely necessary for physical structures like buildings.&lt;br /&gt;
Since OpenSim 0.9.0 and ubODE many people have had problems with mesh they upload, even with mesh that were uploaded in previous versions.&lt;br /&gt;
These problems are all based on the Physics Level of Detail: pay special attention to that section below.&lt;br /&gt;
* Model Name: (recommended)&lt;br /&gt;
* This model represents... (recommended)&lt;br /&gt;
* Level of Detail (highly recommended)&lt;br /&gt;
* Physics tab (source of many mesh problems)&lt;br /&gt;
&lt;br /&gt;
All other fields in the Upload Dialog can be ignored&lt;br /&gt;
&lt;br /&gt;
===Model Name:===&lt;br /&gt;
This field is the name the mesh will have in your inventory. Come on! Fill something meaningful in.&lt;br /&gt;
&lt;br /&gt;
===This Model represents...===&lt;br /&gt;
Pick the closest one. I'm not sure this affects anything. Many mesh are used as part of something else so the most common choice is &amp;quot;Building Component&amp;quot;.&lt;br /&gt;
This is not used by OpenSim, but some viewers could in theory use it to select different meshes processing/optimization parameters.&lt;br /&gt;
&lt;br /&gt;
     This model represents… has only one function &amp;quot;MUT_Unspecified&amp;quot; Specified in llmeshrepository.cpp&lt;br /&gt;
&lt;br /&gt;
===Level of Detail===&lt;br /&gt;
This determines what your mesh looks like as you view it from farther and farther away.&lt;br /&gt;
The default values make objects look bad from a distance, so a slightly higher setting is recommended.&lt;br /&gt;
Some people over-react to this by setting all of them to the max, this is not a good idea either, it results in lag on your simulator.&lt;br /&gt;
* The HIGH setting defaults to all your triangles and vertexes. You see this when close to the mesh.&lt;br /&gt;
* I recommend increasing the MEDIUM setting to half the triangles of the HIGH setting.&lt;br /&gt;
* I recommend increasing the LOW setting to half the triangles of the MEDIUM.&lt;br /&gt;
* I recommend increasing the LOWEST setting to half the triangles of the LOW.&lt;br /&gt;
&lt;br /&gt;
===Physics tab, Step 1 Level of Detail:===&lt;br /&gt;
View your model in the Preview window, it will initially be gray.&lt;br /&gt;
Rotate it (with CTRL-LEFT-MOUSE-DRAG) and zoom it (with SHIFT-LEFT-MOUSE_DRAG) until you can see it at a good angle.&lt;br /&gt;
As you select different Physics Level of Detail values, yellow triangles appear on top of your model.&lt;br /&gt;
* You can create your own model for physics and select it here&lt;br /&gt;
* Or you can select a LOD from the visual part.&lt;br /&gt;
* Or you may not select any thing on this tab, or leave as &amp;quot;CHOOSE ONE&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that some visual LOD may not be good for physics, because of different optimization criteria, so you may need to choose HIGH for a proper collision shape.&lt;br /&gt;
* If a yellow triangle appears inside a doorway in a building in the preview, you will not be able to walk through that door.&lt;br /&gt;
&lt;br /&gt;
Not selecting anything on physics tab (or leaving it as CHOOSE ONE&amp;quot;) is a valid option because current viewers will always upload a crude physics shape that follows the outline of your mesh, with holes filled.&lt;br /&gt;
This is collision shape you will get when setting Physics Shape Type to CONVEX, also the initial default after upload.&lt;br /&gt;
This is a valid option if that crude shape is good enough for your needs, or you will only use the mesh with Physics Shape Type set to None, for example on vehicles or other objects that have the collision shape defined by simple and faster colliders like Boxes or true spheres. It is also valid for Avatars since Opensimulator physics engines use a special collider for them, ignoring the mesh.&lt;br /&gt;
&lt;br /&gt;
===Calculate Weights &amp;amp; Fee===&lt;br /&gt;
Press this button after setting the four fields above.&lt;br /&gt;
This may take a long time, may never finish, or give you errors. What can you do about that?&lt;br /&gt;
&lt;br /&gt;
* If you don't need to walk on your model or walk through the holes, try setting the Physics Level of Detail to LOWEST or CHOOSE ONE (this last one means none)&lt;br /&gt;
* Setting the Physics Level of Detail to HIGHEST sometimes allows a model to load successfully when other settings do not.&lt;br /&gt;
* If you must have a physics model, try uploading it on another region running BulletSim, ODE, an older version of OpenSim or some combination. Carry the mesh home in your suitcase if necessary.&lt;br /&gt;
* Your model may have gaps, tortured quadrangles or too many vertexes. Try simplifying it or cleaning it up with Blender (or your favorite modeling program) and then upload it again.&lt;br /&gt;
&lt;br /&gt;
===Upload===&lt;br /&gt;
The Calculate Weights &amp;amp; Fee button will change to Upload, press that.&lt;br /&gt;
Your mesh will be uploaded and appear in your Objects folder in inventory.&lt;br /&gt;
This may take a long time, may never finish, or give you errors. See the suggestions above.&lt;br /&gt;
&lt;br /&gt;
==After You Upload A MESH==&lt;br /&gt;
===Rez a copy and check it out===&lt;br /&gt;
* By default on 0.9 a new mesh is rezzed with Physics Shape Type CONVEX&lt;br /&gt;
* Depending on what version of OpenSim you have, what physics engine it is using and other parameters, your mesh may rez in a mode that you don't expect.&lt;br /&gt;
* Depending on whether your mesh is used as a root or a child prim, it may rez in a mode that you don't expect.&lt;br /&gt;
So rez a copy of your mesh, link it to something else if necessary, edit it and look at the Physics Shpe Type in the Features tab in the build dialog.&lt;br /&gt;
&lt;br /&gt;
===The Physics Shape Type has the following values:===&lt;br /&gt;
* NONE means your mesh is phantom (if a child prim). Root prims still use the PHANTOM setting in the Object tab for this.&lt;br /&gt;
* CONVEX HULL means your mesh acts like it has been shrink-wrapped with an invisible shield. You cannot walk through holes in it.&lt;br /&gt;
* PRIM means your mesh &amp;quot;collides&amp;quot; like the yellow triangles you saw in the Preview picture while setting the Physics Level of Detail&lt;br /&gt;
 &lt;br /&gt;
===Why Do Some Mesh Not Allow Physics Type PRIM?===&lt;br /&gt;
If you uploaded your mesh and did not set the Physics Level of Detail to any value (left it as CHOOSE ONE), viewers will not allowed to set PRIM type in this case:&lt;br /&gt;
* BulletSim or ODE physics engines will use MED or HIGH LOD from visual part of the mesh, so you will get collision like PRIM, even if you did not want it and viewers don't show it as a option. If you change Physics Shape Type the resulting collision shape may became unpredictable.&lt;br /&gt;
* In OpenSim 0.9 with ubODE physics you will get the options you see in viewer Edit-&amp;gt;features-&amp;gt;Physics Shape Type.&lt;br /&gt;
&lt;br /&gt;
If your mesh was loaded in an older version of OpenSim, did not have a Physics Level of Detail and has worked fine for ages, when you update to 0.9 and want to use ubODE then YOU MAY NO LONGER BE ABLE TO WALK THROUGH HOLES IN THE MESH.&lt;br /&gt;
Those models need to be uploaded again defining a shape on the upload Physics tab. If you no longer have the DAE file or you got the mesh from some unknown source but still have mod rights, you can add several invisible prims to make up a physics shape. Link all with one of those as root, and set the mesh physics shape type to none.&lt;br /&gt;
The use of ubOde is of course just a option. You can just keep using Bullet at least until the time where will need to change it also.&lt;br /&gt;
&lt;br /&gt;
===See the uploaded physics mesh===&lt;br /&gt;
Some viewers like Firestorm allow us to see the physics meshes of objects in world&lt;br /&gt;
( Menu Developer -&amp;gt; Render Metadata -&amp;gt; Physics Shapes )&lt;br /&gt;
so you can use that to check if the upload was in fact correct, viewers do odd things occasionally..&lt;br /&gt;
you can select Physics shape Type Prim (if present) and Convex and observe&lt;br /&gt;
( note this is very heavy and viewer may crash if there are many prims in view )&lt;br /&gt;
Some more recent viewers now allow to the see the physics shape of a simple prim. Firestorm has this option on the edit dialog, tab Features, click on the little eye near Physics Shape Type to show or hide it.&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Related_Software</id>
		<title>Related Software</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Related_Software"/>
				<updated>2017-12-18T23:02:03Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Updated the link for Rake, put in links to OpenSim IAR and OAR pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quicklinks}}&lt;br /&gt;
{{thirdparty}}&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is a page which lists software packages that are related to OpenSimulator but are not part of the core project. Opensimulator is not responsible for the content referenced by these links.&lt;br /&gt;
&lt;br /&gt;
= Viewers =&lt;br /&gt;
These are the client programs that allow you to connect to an OpenSimulator installation and interact with it.&lt;br /&gt;
&lt;br /&gt;
See [[Connecting]].&lt;br /&gt;
&lt;br /&gt;
= Distributions =&lt;br /&gt;
These are projects that take the OpenSimulator core system and add more functionality or tailor it for a specific purpose.&lt;br /&gt;
&lt;br /&gt;
See [[Download#Other_Distributions]].&lt;br /&gt;
&lt;br /&gt;
= Services =&lt;br /&gt;
&lt;br /&gt;
These can be divided into projects that provide a completely replacement for the ROBUST services backend or individual services.&lt;br /&gt;
&lt;br /&gt;
== Complete replacements ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/openmetaversefoundation/simiangrid/commits/master SimianGrid] - A ROBUST services replacement which replaces the whole ROBUST stack with an alternative implementation based on PHP.  The necessary support for SimianGrid is included in core OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
== Individual services ==&lt;br /&gt;
&lt;br /&gt;
OpenSimulator services are architected such that an individual service (e.g. the asset service) can be replaced or added without having to change other services.&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/coyled/sras Simple Ruby Asset Service (SRAS)] - This is a replacement for the ROBUST asset service.  It stores assets on disk, does compression and deduplication of identical assets.  Some installation instructions are [http://onikenkon.com/sras/ here].&lt;br /&gt;
* [https://github.com/mcortez/flotsam Flotsam Groups] - This was the only available groups service until [[V2 Groups]] was added to core.&lt;br /&gt;
&lt;br /&gt;
= Web Interfaces=&lt;br /&gt;
&lt;br /&gt;
These are web frontends for OpenSimulator, either to allow users to register and perform other functions or for administrators to control the OpenSimulator installation (or both!).&lt;br /&gt;
&lt;br /&gt;
See [[Webinterface]]&lt;br /&gt;
&lt;br /&gt;
= Region Modules =&lt;br /&gt;
These are region modules which can be added to the OpenSimulator core distribution to provide extra functionality.&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/aduffy70/opensim-experimental/tree/master/Chat-Logger Chat-Logger] - An OpenSimulator region module to log chat traffic. Includes visitor alerts (when logging starts, stops, or new visitors enter the region) so the logging is transparent. Developed as a tool for meetings, training sessions, or educational environments.&lt;br /&gt;
* [https://github.com/justincc/EventRecordingModule EventRecordingModule] - Another event recording module that can log user login, logout, movement between simulators, chat and IM events to the log or a separate database for later analysis.&lt;br /&gt;
* [https://github.com/justincc/GenericMessagingModule GenericMessagingModule] - An example module to illustrate how an OpenSimulator extension can use the LLUDP GenericMessage packet to convey arbitrary data between a client/viewer and the simulator.&lt;br /&gt;
* [https://github.com/JakDaniels/OpenSimTide OpenSimTide] - An OpenSimulator region module which adds tides to your regions. You can control the tide period and height change via settings in OpenSim.ini and enable tide info to be chatted to the region for use in scripts in boats and waves. Tides only render properly on regions that are not adjacent, i.e. 1x1 islands.&lt;br /&gt;
&lt;br /&gt;
= OpenSimulator Forge Projects =&lt;br /&gt;
&lt;br /&gt;
OpenSimulator now has a [http://forge.opensimulator.org/gf/ forge] for related software.  However, this is now deprecated.  Please host projects elsewhere (e.g. Github) and add a link to this page.  The projects that remain on the forge are there for legacy purposes.&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/osinstaller OpenSimulator Installers]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/opensimwi/ OpenSimWi(Redux)]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/openterrains/ Open Source Terrain Textures]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/osraw/ Open Source RAW Terrain Textures]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/sllauncher/ SL Launcher]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/openusermanual/ Open User Manual]&lt;br /&gt;
&lt;br /&gt;
== These are old projects that no longer appear to be maintained ==&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/deepservers/ DeepServer (ASP.NET Grid Server)]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/modrex/ realXtend Modules]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/ogp/ OGP Patches]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/ostray/ OSTray]&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
&lt;br /&gt;
== Archives ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/justincc/opensimulator-tools/tree/master/analysis/oarinfo oarinfo] - Currently a very basic python script that prints out some OAR information (e.g. number of contained assets).&lt;br /&gt;
&lt;br /&gt;
== Control ==&lt;br /&gt;
* [https://github.com/justincc/opensimulator-tools/tree/master/infrastructure/control/osimctrl osimctrl] - A set of scripts to allow start, stop, restart, autorestart, etc. of an OpenSimulator instance from the command line using the GNU screen utility.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.secondinventory.com/ Second Inventory] - **This is no longer available**. For years it was abandonware: still for sale but nobody at home to answer support issues. Finally the WEB site was removed (2017) so people are no longer tempted to send money. This product was written before mesh was available for OpenSimulator and never supported backing up mesh objects. This was a Windows based client that could be used to back up and restore objects from Second Life™ as well as from various OpenSimulator based grids. It allowed you to back up objects from the Second Life™ main grid, and restore them into OpenSimulator grids.&lt;br /&gt;
* [http://grimore.org/opensim/rake Rake] - Created as an alternative to Second Inventory, but OpenSource and free to use. Rake is meant to dump assets (textures, animations,  notecards, scripts, etc...) from either Second Life™ or OpenSim to your local hard-drive. Like Second Inventory it cannot backup mesh. &lt;br /&gt;
* [http://opensimulator.org/wiki/Inventory_Archives Inventory Archives] If you are looking for a way to back your stuff up. Also read [http://opensimulator.org/wiki/OpenSim_Archives OpenSim Archives]. &lt;br /&gt;
== Log Analysis ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/justincc/opensimulator-tools/tree/master/analysis/opensimulator-log-analyzer Ola] - A very simple Python script that print out some stats given a simulator or robust service log (chiefly unique user numbers).&lt;br /&gt;
&lt;br /&gt;
* [http://www.spellscape.co.uk/home/news/logview OSLogView] - A C# application for displaying log files with the same color coding as the console itself. Includes error highlighting and UUID highlighting.&lt;br /&gt;
&lt;br /&gt;
== Monitoring ==&lt;br /&gt;
* [https://github.com/justincc/opensimulator-tools/tree/master/analysis/opensimulator-stats-analyzer Osta] - OpenSimulator stats analysis programs.  Operates on saved stats information to produce summary and graph data of OpenSimulator session performance.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
&lt;br /&gt;
* [[RegionGenerator]] - Generates Region XML Files&lt;br /&gt;
* [https://github.com/wp2opensim/openSIMULATOR-Regions-Generator/ openSIMULATOR-Regions-Generator] - Regions-Generator for PHP, PHP7 Ready building with/for OpenSimulator 0.9.1(inc. var regions, position) not testet 0.9.0, 0.8.x.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
&lt;br /&gt;
* A list of alternative LSL editors is at http://wiki.secondlife.com/wiki/LSL_Alternate_Editors#Notepad.2B.2B&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.ics.uci.edu/~lopes/terraingen/ Terraingen] - Tool for producing OpenSimulator terrains from USGS DEM files.&lt;br /&gt;
* [http://terrain.party/ Terrain.Party] Web-based tool for turning terrain from a real life world map into a height map which can be imported into Opensim using &amp;quot;terrain load &amp;lt;texture_name&amp;gt;.png&amp;quot;. Note that the textures require resizing, since they are exported as 1081x1081 png files&lt;br /&gt;
* [http://www.daylongraphics.com/products/leveller.php/ Daylon Leveller] - Tool for producing OpenSimulator terrains from from a variety of sources, and using painting-like tools and filters to create features. Uses Terragen file format.&lt;br /&gt;
&lt;br /&gt;
Note that you can export and import terrain using the console in Terragen format, as well as r32. Terragen format files (.ter) can be import provided that their dimensions match that of the region, and they have no heights less than zero. See terrain save  and terrain load commands.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
* [http://opensim-asset.org/ opensim-asset.org] - show your opensim assets on your website as images.&lt;br /&gt;
&lt;br /&gt;
= Other related software =&lt;br /&gt;
&lt;br /&gt;
* [http://www.nsl.tuis.ac.jp/xoops/modules/xpwiki/?sl_proxy%20%28E%29 sl_proxy] - sl_proxy is a Proxy System for Second Life™ and OpenSimulator to beyond firewall by NSL. &lt;br /&gt;
* [http://www.nsl.tuis.ac.jp/xoops/modules/xpwiki/?OpenSim%2FMoneyServer DTL/NSL Money Server] - This Money Server is modified version of &amp;quot;DTL Currency Processing&amp;quot; for Linux/Unix by NSL.&lt;br /&gt;
* [http://www.nsl.tuis.ac.jp/xoops/modules/xpwiki/?Rinions Rinions] - This is a real-time animation tool for Second Life™/OpenSim. Rinions sends animation data from Kinect to Viewer in real time using shared memory and over the Network by NSL.&lt;br /&gt;
* [https://github.com/talat77/opensimmaps/ OpenSim Maps] - Completely re-written for Google Maps API v3 from the v2 version included with [http://forge.opensimulator.org/gf/project/opensimwi/ OpenSimWi(Redux)] and now includes support for larger regions e.g. varregions.&lt;br /&gt;
* [http://www.nsl.tuis.ac.jp/xoops/modules/xpwiki/?OpenSim%2FWind&amp;amp;word=Wind Fluid Solver Wind Module] by NSL&lt;br /&gt;
* [http://www.nsl.tuis.ac.jp/xoops/modules/xpwiki/?OAR%20Converter OARConv] This software converts from OAR to collada files for Unity3D by NSL.&lt;br /&gt;
&lt;br /&gt;
= Concepts =&lt;br /&gt;
&lt;br /&gt;
* [http://www.cs.cmu.edu/~johnny/projects/wii/ 3D Head Tracking Software] - The idea here is that Johnny has written an application that will allow real3d perspective using a WiiMote &amp;amp; a modified set of safety glasses. Johnny includes all of the source and several sample applications to get this moving forward. Would someone like to pick this up and build us a real3D interface for the SL browser? It's not as hard as you think.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Edusim Edusim on Opensim] - Edusim is a [http://en.wikipedia.org/wiki/Cave_Automatic_Virtual_Environment Cave Automatic Virtual Environment] based concept of lesson driven 3D virtual worlds on the ''classroom interactive whiteboard or classroom interactive surface''. Currently Edusim on Opencobalt Cobalt exists but tweaking a client and making Opensim &amp;quot;finger friendly&amp;quot; would seem to be a relatively straight forward task.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Development|Development]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Tech Reference]]&lt;br /&gt;
[[Category:Help]]&lt;br /&gt;
[[Category:Configuration]]&lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Related_Software</id>
		<title>Related Software</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Related_Software"/>
				<updated>2017-12-18T22:49:28Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Updated the note about SecondInventory, it is no longer available and did not back up mesh even when available.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quicklinks}}&lt;br /&gt;
{{thirdparty}}&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is a page which lists software packages that are related to OpenSimulator but are not part of the core project. Opensimulator is not responsible for the content referenced by these links.&lt;br /&gt;
&lt;br /&gt;
= Viewers =&lt;br /&gt;
These are the client programs that allow you to connect to an OpenSimulator installation and interact with it.&lt;br /&gt;
&lt;br /&gt;
See [[Connecting]].&lt;br /&gt;
&lt;br /&gt;
= Distributions =&lt;br /&gt;
These are projects that take the OpenSimulator core system and add more functionality or tailor it for a specific purpose.&lt;br /&gt;
&lt;br /&gt;
See [[Download#Other_Distributions]].&lt;br /&gt;
&lt;br /&gt;
= Services =&lt;br /&gt;
&lt;br /&gt;
These can be divided into projects that provide a completely replacement for the ROBUST services backend or individual services.&lt;br /&gt;
&lt;br /&gt;
== Complete replacements ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/openmetaversefoundation/simiangrid/commits/master SimianGrid] - A ROBUST services replacement which replaces the whole ROBUST stack with an alternative implementation based on PHP.  The necessary support for SimianGrid is included in core OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
== Individual services ==&lt;br /&gt;
&lt;br /&gt;
OpenSimulator services are architected such that an individual service (e.g. the asset service) can be replaced or added without having to change other services.&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/coyled/sras Simple Ruby Asset Service (SRAS)] - This is a replacement for the ROBUST asset service.  It stores assets on disk, does compression and deduplication of identical assets.  Some installation instructions are [http://onikenkon.com/sras/ here].&lt;br /&gt;
* [https://github.com/mcortez/flotsam Flotsam Groups] - This was the only available groups service until [[V2 Groups]] was added to core.&lt;br /&gt;
&lt;br /&gt;
= Web Interfaces=&lt;br /&gt;
&lt;br /&gt;
These are web frontends for OpenSimulator, either to allow users to register and perform other functions or for administrators to control the OpenSimulator installation (or both!).&lt;br /&gt;
&lt;br /&gt;
See [[Webinterface]]&lt;br /&gt;
&lt;br /&gt;
= Region Modules =&lt;br /&gt;
These are region modules which can be added to the OpenSimulator core distribution to provide extra functionality.&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/aduffy70/opensim-experimental/tree/master/Chat-Logger Chat-Logger] - An OpenSimulator region module to log chat traffic. Includes visitor alerts (when logging starts, stops, or new visitors enter the region) so the logging is transparent. Developed as a tool for meetings, training sessions, or educational environments.&lt;br /&gt;
* [https://github.com/justincc/EventRecordingModule EventRecordingModule] - Another event recording module that can log user login, logout, movement between simulators, chat and IM events to the log or a separate database for later analysis.&lt;br /&gt;
* [https://github.com/justincc/GenericMessagingModule GenericMessagingModule] - An example module to illustrate how an OpenSimulator extension can use the LLUDP GenericMessage packet to convey arbitrary data between a client/viewer and the simulator.&lt;br /&gt;
* [https://github.com/JakDaniels/OpenSimTide OpenSimTide] - An OpenSimulator region module which adds tides to your regions. You can control the tide period and height change via settings in OpenSim.ini and enable tide info to be chatted to the region for use in scripts in boats and waves. Tides only render properly on regions that are not adjacent, i.e. 1x1 islands.&lt;br /&gt;
&lt;br /&gt;
= OpenSimulator Forge Projects =&lt;br /&gt;
&lt;br /&gt;
OpenSimulator now has a [http://forge.opensimulator.org/gf/ forge] for related software.  However, this is now deprecated.  Please host projects elsewhere (e.g. Github) and add a link to this page.  The projects that remain on the forge are there for legacy purposes.&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/osinstaller OpenSimulator Installers]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/opensimwi/ OpenSimWi(Redux)]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/openterrains/ Open Source Terrain Textures]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/osraw/ Open Source RAW Terrain Textures]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/sllauncher/ SL Launcher]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/openusermanual/ Open User Manual]&lt;br /&gt;
&lt;br /&gt;
== These are old projects that no longer appear to be maintained ==&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/deepservers/ DeepServer (ASP.NET Grid Server)]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/modrex/ realXtend Modules]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/ogp/ OGP Patches]&lt;br /&gt;
* [http://forge.opensimulator.org/gf/project/ostray/ OSTray]&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
&lt;br /&gt;
== Archives ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/justincc/opensimulator-tools/tree/master/analysis/oarinfo oarinfo] - Currently a very basic python script that prints out some OAR information (e.g. number of contained assets).&lt;br /&gt;
&lt;br /&gt;
== Control ==&lt;br /&gt;
* [https://github.com/justincc/opensimulator-tools/tree/master/infrastructure/control/osimctrl osimctrl] - A set of scripts to allow start, stop, restart, autorestart, etc. of an OpenSimulator instance from the command line using the GNU screen utility.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.secondinventory.com/ Second Inventory] - **This is no longer available**. For years it was abandonware: still for sale but nobody at home to answer support issues. Finally the WEB site was removed (2017) so people are no longer tempted to send money. This product was written before mesh was available for OpenSimulator and never supported backing up mesh objects. This was a Windows based client that could be used to back up and restore objects from Second Life™ as well as from various OpenSimulator based grids. It allowed you to back up objects from the Second Life™ main grid, and restore them into OpenSimulator grids.&lt;br /&gt;
* [http://was.fm/opensim:rake Rake] - Created as an alternative to Second Inventory, but OpenSource and free to use. Rake is meant to dump assets (textures, animations,  notecards, scripts, etc...) from either Second Life™ or OpenSim to your local hard-drive.&lt;br /&gt;
&lt;br /&gt;
== Log Analysis ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/justincc/opensimulator-tools/tree/master/analysis/opensimulator-log-analyzer Ola] - A very simple Python script that print out some stats given a simulator or robust service log (chiefly unique user numbers).&lt;br /&gt;
&lt;br /&gt;
* [http://www.spellscape.co.uk/home/news/logview OSLogView] - A C# application for displaying log files with the same color coding as the console itself. Includes error highlighting and UUID highlighting.&lt;br /&gt;
&lt;br /&gt;
== Monitoring ==&lt;br /&gt;
* [https://github.com/justincc/opensimulator-tools/tree/master/analysis/opensimulator-stats-analyzer Osta] - OpenSimulator stats analysis programs.  Operates on saved stats information to produce summary and graph data of OpenSimulator session performance.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
&lt;br /&gt;
* [[RegionGenerator]] - Generates Region XML Files&lt;br /&gt;
* [https://github.com/wp2opensim/openSIMULATOR-Regions-Generator/ openSIMULATOR-Regions-Generator] - Regions-Generator for PHP, PHP7 Ready building with/for OpenSimulator 0.9.1(inc. var regions, position) not testet 0.9.0, 0.8.x.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
&lt;br /&gt;
* A list of alternative LSL editors is at http://wiki.secondlife.com/wiki/LSL_Alternate_Editors#Notepad.2B.2B&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.ics.uci.edu/~lopes/terraingen/ Terraingen] - Tool for producing OpenSimulator terrains from USGS DEM files.&lt;br /&gt;
* [http://terrain.party/ Terrain.Party] Web-based tool for turning terrain from a real life world map into a height map which can be imported into Opensim using &amp;quot;terrain load &amp;lt;texture_name&amp;gt;.png&amp;quot;. Note that the textures require resizing, since they are exported as 1081x1081 png files&lt;br /&gt;
* [http://www.daylongraphics.com/products/leveller.php/ Daylon Leveller] - Tool for producing OpenSimulator terrains from from a variety of sources, and using painting-like tools and filters to create features. Uses Terragen file format.&lt;br /&gt;
&lt;br /&gt;
Note that you can export and import terrain using the console in Terragen format, as well as r32. Terragen format files (.ter) can be import provided that their dimensions match that of the region, and they have no heights less than zero. See terrain save  and terrain load commands.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
&lt;br /&gt;
* [http://opensim-asset.org/ opensim-asset.org] - show your opensim assets on your website as images.&lt;br /&gt;
&lt;br /&gt;
= Other related software =&lt;br /&gt;
&lt;br /&gt;
* [http://www.nsl.tuis.ac.jp/xoops/modules/xpwiki/?sl_proxy%20%28E%29 sl_proxy] - sl_proxy is a Proxy System for Second Life™ and OpenSimulator to beyond firewall by NSL. &lt;br /&gt;
* [http://www.nsl.tuis.ac.jp/xoops/modules/xpwiki/?OpenSim%2FMoneyServer DTL/NSL Money Server] - This Money Server is modified version of &amp;quot;DTL Currency Processing&amp;quot; for Linux/Unix by NSL.&lt;br /&gt;
* [http://www.nsl.tuis.ac.jp/xoops/modules/xpwiki/?Rinions Rinions] - This is a real-time animation tool for Second Life™/OpenSim. Rinions sends animation data from Kinect to Viewer in real time using shared memory and over the Network by NSL.&lt;br /&gt;
* [https://github.com/talat77/opensimmaps/ OpenSim Maps] - Completely re-written for Google Maps API v3 from the v2 version included with [http://forge.opensimulator.org/gf/project/opensimwi/ OpenSimWi(Redux)] and now includes support for larger regions e.g. varregions.&lt;br /&gt;
* [http://www.nsl.tuis.ac.jp/xoops/modules/xpwiki/?OpenSim%2FWind&amp;amp;word=Wind Fluid Solver Wind Module] by NSL&lt;br /&gt;
* [http://www.nsl.tuis.ac.jp/xoops/modules/xpwiki/?OAR%20Converter OARConv] This software converts from OAR to collada files for Unity3D by NSL.&lt;br /&gt;
&lt;br /&gt;
= Concepts =&lt;br /&gt;
&lt;br /&gt;
* [http://www.cs.cmu.edu/~johnny/projects/wii/ 3D Head Tracking Software] - The idea here is that Johnny has written an application that will allow real3d perspective using a WiiMote &amp;amp; a modified set of safety glasses. Johnny includes all of the source and several sample applications to get this moving forward. Would someone like to pick this up and build us a real3D interface for the SL browser? It's not as hard as you think.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Edusim Edusim on Opensim] - Edusim is a [http://en.wikipedia.org/wiki/Cave_Automatic_Virtual_Environment Cave Automatic Virtual Environment] based concept of lesson driven 3D virtual worlds on the ''classroom interactive whiteboard or classroom interactive surface''. Currently Edusim on Opencobalt Cobalt exists but tweaking a client and making Opensim &amp;quot;finger friendly&amp;quot; would seem to be a relatively straight forward task.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Development|Development]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Tech Reference]]&lt;br /&gt;
[[Category:Help]]&lt;br /&gt;
[[Category:Configuration]]&lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/How_To_Upload_Mesh</id>
		<title>How To Upload Mesh</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/How_To_Upload_Mesh"/>
				<updated>2017-11-01T09:05:14Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: More formatting and spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Upload Mesh ==&lt;br /&gt;
=== What fields must you fill in on the model upload dialog? ===&lt;br /&gt;
These are the values that I always fill in, some are only recommended, others are absolutely necessary for physical structures like buildings.&lt;br /&gt;
Since OpenSim 0.9.0 and ubODE many people have had problems with mesh they upload, even with mesh that were uploaded in previous versions.&lt;br /&gt;
These problems are all based on the Physics Level of Detail, pay special attention to that section below. You now MUST enter a Physics Level of Detail.&lt;br /&gt;
* Model Name: (recommended)&lt;br /&gt;
* This model represents... (recommended)&lt;br /&gt;
* Level of Detail (highly recommended)&lt;br /&gt;
* Physics tab, Level of Detail (MUST CHOOSE HIGH for physical structures)&lt;br /&gt;
&lt;br /&gt;
All other fields in the Upload Dialog can be ignored&lt;br /&gt;
&lt;br /&gt;
===Model Name:===&lt;br /&gt;
This field is the name the mesh will have in your inventory. Come on! Fill something meaningful in.&lt;br /&gt;
&lt;br /&gt;
===This Model represents...===&lt;br /&gt;
Pick the closest one. I'm not sure this effects anything. Many mesh are used as part of something else so the most common choice is &amp;quot;Building Component&amp;quot;.&lt;br /&gt;
Does that mean part of a house or other architectural structure? Or a component of a build made with other prims? I don't know.&lt;br /&gt;
&lt;br /&gt;
===Level of Detail===&lt;br /&gt;
This determines what your mesh looks like as you view it from farther and farther away.&lt;br /&gt;
The default values make objects look bad from a distance, I recommend a little higher than that.&lt;br /&gt;
Some people over-react to this by setting all of them to the max, I don't recommend that either.&lt;br /&gt;
* The HIGH setting defaults to all your triangles and vertexes. You see this when close to the mesh.&lt;br /&gt;
* I recommend increasing the MEDIUM setting to half the triangles of the HIGH setting.&lt;br /&gt;
* I recommend increasing the LOW setting to half the triangles of the MEDIUM.&lt;br /&gt;
* I recommend increasing the LOWEST setting to half the triangles of the LOW.&lt;br /&gt;
&lt;br /&gt;
===Physics tab, Step 1 Level of Detail:===&lt;br /&gt;
View your mesh in the Preview window, it will initially be gray.&lt;br /&gt;
Rotate it (with CTRL-LEFT-MOUSE-DRAG) and zoom it (with SHIFT-LEFT-MOUSE_DRAG) until you can see it at a good angle.&lt;br /&gt;
As you select different Physics Level of Detail values, yellow triangles appear on top of your model.&lt;br /&gt;
&lt;br /&gt;
* If your model is a building and you want to walk through doors, you will probably want HIGH.&lt;br /&gt;
* If a yellow triangle appears inside a doorway in a building in the preview, you will not be able to walk through that door.&lt;br /&gt;
* If you don't need to walk through doors, if you don't need to walk on your mesh, if it is a vehicle then select LOWEST or leave it at CHOOSE ONE.&lt;br /&gt;
&lt;br /&gt;
===Calculate Weights &amp;amp; Fee===&lt;br /&gt;
Press this button after setting the four fields above.&lt;br /&gt;
This may take a long time, may never finish, or give you errors. What can you do about that?&lt;br /&gt;
&lt;br /&gt;
* If you don't need to walk on your model or walk through the holes, try setting the Physics Level of Detail to LOWEST or CHOOSE ONE (this last one means none)&lt;br /&gt;
* Setting the Physics Level of Detail to HIGHEST sometimes allows a model to load successfully when other settings do not.&lt;br /&gt;
* If you must have a physics model, try uploading it on another region running BulletSim, ODE, an older version of OpenSim or some combination. Carry the mesh home in your suitcase if necessary.&lt;br /&gt;
* Your model may have gaps, tortured quadrangles or too many vertexes. Try simplifying it or cleaning it up and then upload it again.&lt;br /&gt;
&lt;br /&gt;
===Upload===&lt;br /&gt;
The Calculate Weights &amp;amp; Fee button will change to Upload, press that.&lt;br /&gt;
Your mesh will be uploaded and appear in your Objects folder in inventory.&lt;br /&gt;
This may take a long time, may never finish, or give you errors. See the suggestions above.&lt;br /&gt;
&lt;br /&gt;
==After You Upload A MESH==&lt;br /&gt;
===Rez a copy and check it out===&lt;br /&gt;
* Depending on what version of OpenSim you have, what physics engine it is using and other parameters, your mesh may rez in a mode that you don't expect.&lt;br /&gt;
* Depending on whether your mesh is used as a root or a child prim, it may rez in a mode that you don't expect.&lt;br /&gt;
So rez a copy of your mesh, link it to something else if necessary, edit it and look at the Physics Shpe Type in the Features tab in the build dialog.&lt;br /&gt;
===The Physics Shape Type has the following values:===&lt;br /&gt;
* NONE means your mesh is phantom (if a child prim). Root prims still use the PHANTOM setting in the Object tab for this.&lt;br /&gt;
* CONVEX HULL means your mesh acts like it has been shrink-wrapped with an invisible shield. You cannot walk through holes in it.&lt;br /&gt;
* PRIM means your mesh &amp;quot;collides&amp;quot; like the yellow triangles you saw in the Preview picture while setting the Physics Level of Detail&lt;br /&gt;
 &lt;br /&gt;
===Why Do Some Mesh Not Allow Physics Type PRIM?===&lt;br /&gt;
If you uploaded your mesh and forgot to set the Physics Level of Detail to any value (left it as CHOOSE ONE), you may never be allowed to set PRIM.&lt;br /&gt;
* In older versions of OpenSim, with BulletSim or ODE physics, if you forgot to set the Physics Level of Detail then HIGH was assumed and Physics Type PRIM worked.&lt;br /&gt;
* In OpenSim 0.9 with ubODE physics, if you forgot to set the Physics Level of Detail then YOU WILL NEVER BE ABLE TO WALK THROUGH HOLES IN THE MESH.&lt;br /&gt;
* If your mesh was loaded in an older version of OpenSim, did not have a Physics Level of Detail and has worked fine for ages, when you update to 0.9 with ubODE YOU WILL NO LONGER BE ABLE TO WALK THROUGH HOLES IN THE MESH.&lt;br /&gt;
* If you still have the DAE file, on OpenSim 0.9 with ubODE you must upload the mesh again and this time REMEMBER TO SET THE PHYSICS LEVEL of DETAIL&lt;br /&gt;
* If you no longer have the DAE file or you got the mesh from some unknown source YOUR ARE S.O.L.&lt;br /&gt;
* If you got the mesh from someone else, ask them to give you a new copy after SETTING THE PHYSICS LEVEL OF DETAIL&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/How_To_Upload_Mesh</id>
		<title>How To Upload Mesh</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/How_To_Upload_Mesh"/>
				<updated>2017-11-01T09:00:17Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Formatting fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Upload Mesh ==&lt;br /&gt;
=== What fields must you fill in on the model upload dialog? ===&lt;br /&gt;
These are the values that I always fill in, some are only recommended, others are absolutely necessary for physical structures like buildings.&lt;br /&gt;
Since OpenSim 0.9.0 and ubODE many people have had problems with mesh they upload, even with mesh that were uploaded in previous versions.&lt;br /&gt;
These problems are all based on the Physics Level of Detail, pay special attention to that section below. You now MUST enter a Physics Level of Detail.&lt;br /&gt;
&lt;br /&gt;
 Model Name: (recommended)&lt;br /&gt;
 This model represents... (recommended)&lt;br /&gt;
 Level of Detail (highly recommended)&lt;br /&gt;
 Physics tab, Level of Detail (MUST CHOOSE HIGH for physical structures)&lt;br /&gt;
&lt;br /&gt;
All other fields in the Upload Dialog can be ignored&lt;br /&gt;
&lt;br /&gt;
===Model Name:===&lt;br /&gt;
 This field is the name the mesh will have in your inventory, come on fill something meaningful in.&lt;br /&gt;
&lt;br /&gt;
===This Model represents...===&lt;br /&gt;
Pick the closest one. I'm not sure this effects anything. Many mesh are used as part of something else so the most common choice is &amp;quot;Building Component&amp;quot;.&lt;br /&gt;
Does that mean part of a house or other architectural structure? Or a component of a build made with other prims? I don't know.&lt;br /&gt;
&lt;br /&gt;
===Level of Detail===&lt;br /&gt;
This determines what your mesh looks like as you view it from farther and farther away.&lt;br /&gt;
The default values make objects look bad from a distance, I recommend a little higher than that.&lt;br /&gt;
Some people over-react to this by setting all of them to the max, I don't recommend that either.&lt;br /&gt;
 The HIGH setting defaults to all your triangles and vertexes. You see this when close to the mesh.&lt;br /&gt;
 I recommend increasing the MEDIUM setting to half the triangles of the HIGH setting.&lt;br /&gt;
 I recommend increasing the LOW setting to half the triangles of the MEDIUM.&lt;br /&gt;
 I recommend increasing the LOWEST setting to half the triangles of the LOW.&lt;br /&gt;
&lt;br /&gt;
===Physics tab, Step 1 Level of Detail:===&lt;br /&gt;
View your mesh in the Preview window, it will initially be gray.&lt;br /&gt;
Rotate it (with CTRL-LEFT-MOUSE-DRAG) and zoom it (with SHIFT-LEFT-MOUSE_DRAG) until you can see it at a good angle.&lt;br /&gt;
As you select different Physics Level of Detail values, yellow triangles appear on top of your model.&lt;br /&gt;
&lt;br /&gt;
* If your model is a building and you want to walk through doors, you will probably want HIGH.&lt;br /&gt;
* If a yellow triangle appears inside a doorway in a building in the preview, you will not be able to walk through that door.&lt;br /&gt;
* If you don't need to walk through doors, if you don't need to walk on your mesh, if it is a vehicle then select LOWEST or leave it at CHOOSE ONE.&lt;br /&gt;
&lt;br /&gt;
===Calculate Weights &amp;amp; Fee===&lt;br /&gt;
Press this button after setting the four fields above.&lt;br /&gt;
This may take a long time, may never finish, or give you errors. What can you do about that?&lt;br /&gt;
&lt;br /&gt;
* If you don't need to walk on your model or walk through the holes, try setting the Physics Level of Detail to LOWEST or CHOOSE ONE (this last one means none)&lt;br /&gt;
* Setting the Physics Level of Detail to HIGHEST sometimes allows a model to load successfully when other settings do not.&lt;br /&gt;
* If you must have a physics model, try uploading it on another region running BulletSim, ODE, an older version of OpenSim or some combination. Carry the mesh home in your suitcase if necessary.&lt;br /&gt;
* Your model may have gaps, tortured quadrangles or too many vertexes. Try simplifying it or cleaning it up and then upload it again.&lt;br /&gt;
&lt;br /&gt;
===Upload===&lt;br /&gt;
The Calculate Weights &amp;amp; Fee button will change to Upload, press that.&lt;br /&gt;
Your mesh will be uploaded and appear in your Objects folder in inventory.&lt;br /&gt;
This may take a long time, may never finish, or give you errors. See the suggestions above.&lt;br /&gt;
&lt;br /&gt;
==After You Upload A MESH==&lt;br /&gt;
===Rez a copy and check it out===&lt;br /&gt;
* Depending on what version of OpenSim you have, what physics engine it is using and other parameters, your mesh may rez in a mode that you don't expect.&lt;br /&gt;
* Depending on weather your mesh is used as a root or a child prim, it may rez in a mode that you don't expect.&lt;br /&gt;
 So rez a copy of your mesh, link it to something else if necessary, edit it and look at the Features tab in the build dialog.&lt;br /&gt;
===The Physics Shape Type has the following values:===&lt;br /&gt;
* NONE means your mesh is phantom (if a child prim). Root prims still use the PHANTOM setting in the Object tab for this.&lt;br /&gt;
* CONVEX HULL means your mesh acts like it has been shrink-wrapped with an invisible shield. You cannot walk through holes in it.&lt;br /&gt;
* PRIM means your mesh &amp;quot;collides&amp;quot; like the yellow triangles you saw in the Preview picture while setting the Physics Level of Detail&lt;br /&gt;
 &lt;br /&gt;
===Why Do Some Mesh Not Allow Physics Type PRIM?===&lt;br /&gt;
If you uploaded your mesh and forgot to set the Physics Level of Detail to any value (left it as CHOOSE ONE), you may never be allowed to set PRIM.&lt;br /&gt;
* In older versions of OpenSim, with BulletSim or ODE physics, if you forgot to set the Physics Level of Detail then HIGH was assumed and Physics Type PRIM worked.&lt;br /&gt;
* In OpenSim 0.9 with ubODE physics, if you forgot to set the Physics Level of Detail then YOU WILL NEVER BE ABLE TO WALK THROUGH HOLES IN THE MESH.&lt;br /&gt;
* If your mesh was loaded in an older version of OpenSim, did not have a Physics Level of Detail and has worked fine for ages, when you update to 0.9 with ubODE YOU WILL NO LONGER BE ABLE TO WALK THROUGH HOLES IN THE MESH.&lt;br /&gt;
* If you still have the DAE file, on OpenSim 0.9 with ubODE you must upload the mesh again and this time REMEMBER TO SET THE PHYSICS LEVEL of DETAIL&lt;br /&gt;
* If you no longer have the DAE file or you got the mesh from some unknown source YOUR ARE S.O.L.&lt;br /&gt;
* If you got the mesh from someone else, ask them to give you a new copy after SETTING THE PHYSICS LEVEL OF DETAIL&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/How_To_Upload_Mesh</id>
		<title>How To Upload Mesh</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/How_To_Upload_Mesh"/>
				<updated>2017-11-01T08:54:14Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: formating fixes, spelling corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Upload Mesh ==&lt;br /&gt;
=== What fields must you fill in on the model upload dialog? ===&lt;br /&gt;
These are the values that I always fill in, some are only recommended, others are absolutely necessary for physical structures like buildings.&lt;br /&gt;
Since OpenSim 0.9.0 and ubODE many people have had problems with mesh they upload, even with mesh that were uploaded in previous versions.&lt;br /&gt;
These problems are all based on the Physics Level of Detail, pay special attention to that section below. You now MUST enter a Physics Level of Detail.&lt;br /&gt;
&lt;br /&gt;
 Model Name: (recommended)&lt;br /&gt;
 This model represents... (recommended)&lt;br /&gt;
 Level of Detail (highly recommended)&lt;br /&gt;
 Physics tab, Level of Detail (MUST CHOOSE HIGH for physical structures)&lt;br /&gt;
&lt;br /&gt;
All other fields in the Upload Dialog can be ignored&lt;br /&gt;
&lt;br /&gt;
===Model Name:===&lt;br /&gt;
 This field is the name the mesh will have in your inventory, come on fill something meaningful in.&lt;br /&gt;
&lt;br /&gt;
===This Model represents...===&lt;br /&gt;
Pick the closest one. I'm not sure this effects anything. Many mesh are used as part of something else so the most common choice is &amp;quot;Building Component&amp;quot;.&lt;br /&gt;
Does that mean part of a house or other architectural structure? Or a component of a build made with other prims? I don't know.&lt;br /&gt;
&lt;br /&gt;
===Level of Detail===&lt;br /&gt;
This determines what your mesh looks like as you view it from farther and farther away.&lt;br /&gt;
The default values make objects look bad from a distance, I recommend a little higher than that.&lt;br /&gt;
Some people over-react this by setting all of them to the max, I don't recommend that either.&lt;br /&gt;
 The HIGH setting defaults to all your triangles and vertexes. You see this when close to the mesh.&lt;br /&gt;
 I recommend increasing the MEDIUM setting to half the triangles of the HIGH setting.&lt;br /&gt;
 I recommend increasing the LOW setting to half the triangles of the MEDIUM.&lt;br /&gt;
 I recommend increasing the LOWEST setting to half the triangles of the LOW.&lt;br /&gt;
&lt;br /&gt;
===Physics tab, Step 1 Level of Detail:===&lt;br /&gt;
View your mesh in the Preview window, it will initially be gray.&lt;br /&gt;
Rotate it (with CTRL-LEFT-MOUSE-DRAG) and zoom it (with SHIFT-LEFT-MOUSE_DRAG) until you can see it at a good angle.&lt;br /&gt;
As you select different Physics Level of Detail values, yellow triangles appear on top of your model.&lt;br /&gt;
&lt;br /&gt;
 If your model is a building and you want to walk through doors, you will probably want HIGH.&lt;br /&gt;
 If a yellow triangle appears inside a doorway in a building in the preview, you will not be able to walk through that door.&lt;br /&gt;
 If you don't need to walk through doors, if you don't need to walk on your mesh, if it is a vehicle then select LOWEST or leave it at CHOOSE ONE.&lt;br /&gt;
&lt;br /&gt;
===Calculate Weights &amp;amp; Fee===&lt;br /&gt;
Press this button after setting the four fields above.&lt;br /&gt;
This may take a long time, may never finish, or give you errors. What can you do about that?&lt;br /&gt;
&lt;br /&gt;
 If you don't need to walk on your model or walk through the holes, try setting the Physics Level of Detail to LOWEST or CHOOSE ONE (this last one means none)&lt;br /&gt;
 Setting the Physics Level of Detail to HIGHEST sometimes allows a model to load successfully when other settings do not.&lt;br /&gt;
 If you must have a physics model, try uploading it on another region running BulletSim, ODE, an older version of OpenSim or some combination. Carry the mesh home in your suitcase if necessary.&lt;br /&gt;
 Your model may have gaps, tortured quadrangles or too many vertexes. Try simplifying it or cleaning it up and then upload it again.&lt;br /&gt;
&lt;br /&gt;
===Upload===&lt;br /&gt;
The Calculate Weights &amp;amp; Fee button will change to Upload, press that.&lt;br /&gt;
Your mesh will be uploaded and appear in your Objects folder in inventory.&lt;br /&gt;
This may take a long time, may never finish, or give you errors. See the suggestions above.&lt;br /&gt;
&lt;br /&gt;
 ==After You Upload A MESH==&lt;br /&gt;
 ===Rez a copy and check it out===&lt;br /&gt;
 * Depending on what version of OpenSim you have, what physics engine it is using and other parameters, your mesh may rez in a mode that you don't expect.&lt;br /&gt;
 * Depending on weather your mesh is used as a root or a child prim, it may rez in a mode that you don't expect.&lt;br /&gt;
 So rez a copy of your mesh, link it to something else if necessary, edit it and look at the Features tab in the build dialog.&lt;br /&gt;
 The Physics Shape Type has the following values:&lt;br /&gt;
  NONE means your mesh is phantom (if a child prim). Root prims still use the PHANTOM setting in the Object tab for this.&lt;br /&gt;
  CONVEX HULL means your mesh acts like it has been shrink-wrapped with an invisible shield. You cannot walk through holes in it.&lt;br /&gt;
  PRIM means your mesh &amp;quot;collides&amp;quot; like the yellow triangles you saw in the Preview picture while setting the Physics Level of Detail&lt;br /&gt;
 &lt;br /&gt;
 ===Why Do Some Mesh Not Allow Physics Type PRIM===&lt;br /&gt;
 If you uploaded your mesh and forgot to set the Physics Level of Detail to any value (left it as CHOOSE ONE), you may never be allowed to set PRIM.&lt;br /&gt;
 * In older versions of OpenSim, with BulletSim or ODE physics, if you forgot to set the Physics Level of Detail then HIGH was assumed and Physics Type PRIM worked.&lt;br /&gt;
 * In OpenSim 0.9 with ubODE physics, if you forgot to set the Physics Level of Detail then YOU WILL NEVER BE ABLE TO WALK THROUGH HOLES IN THE MESH.&lt;br /&gt;
 * If your mesh was loaded in an older version of OpenSim, did not have a Physics Level of Detail and has worked fine for ages, when you update to 0.9 with ubODE YOU WILL NO LONGER BE ABLE TO WALK THROUGH HOLES IN THE MESH.&lt;br /&gt;
 * If you still have the DAE file, on OpenSim 0.9 with ubODE you must upload the mesh again and this time REMEMBER TO SET THE PHYSICS LEVEL of DETAIL&lt;br /&gt;
 * If you no longer have the DAE file or you got the mesh from some unknown source YOUR ARE S.O.L.&lt;br /&gt;
 * If you got the mesh from someone else, ask them to give you a new copy after SETTING THE PHYSICS LEVEL OF DETAIL&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/How_To_Upload_Mesh</id>
		<title>How To Upload Mesh</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/How_To_Upload_Mesh"/>
				<updated>2017-11-01T08:48:59Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: A new page detailing how to avoid problems with mesh in 0.9 and ubODE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Upload Mesh ==&lt;br /&gt;
=== What fields must you fill in on the model upload dialog? ===&lt;br /&gt;
These are the values that I always fill in, some are only recomended, others are absolutely necessary for physical structures like buildings.&lt;br /&gt;
Since OpenSim 0.9.0 and ubODE many people have had problems with mesh they upload, even with mesh that were uploaded in previous versions.&lt;br /&gt;
These problems are all based on the Physics Level of Detail, pay special attention to that section below. You now MUST enter a Physics Level of Detail.&lt;br /&gt;
&lt;br /&gt;
 Model Name: (recommended)&lt;br /&gt;
 This model represents... (recomended)&lt;br /&gt;
 Level of Detail (highly recomended)&lt;br /&gt;
 Physics tab, Level of Detail (MUST CHOOSE HIGH for physical structures)&lt;br /&gt;
&lt;br /&gt;
All other fields in the Upload Dialog can be ignored&lt;br /&gt;
&lt;br /&gt;
 ===Model Name:===&lt;br /&gt;
 This field is the name the mesh will have in your inventoy, come on fill something meaningful in.&lt;br /&gt;
 &lt;br /&gt;
 ===This Model represents...===&lt;br /&gt;
Pick the closest one. I'm not sure this effects anything. Many mesh are used as part of something else so the most common choice is &amp;quot;Building Component&amp;quot;.&lt;br /&gt;
Does that mean part of a house or other architectual structure? Or a component of a build made with other prims? I don't know.&lt;br /&gt;
&lt;br /&gt;
===Level of Detail===&lt;br /&gt;
This determines what your mesh looks like as you view it from farther and farther away.&lt;br /&gt;
The default values make objects look bad from a distance, I recommend a little higher than that.&lt;br /&gt;
Some people over-react this by setting all of them to the max, I don't recommend that either.&lt;br /&gt;
 The HIGH setting defaults to all your triangles and vertexts. You see this when close to the mesh.&lt;br /&gt;
 I recommend increasing the MEDIUM setting to half the triangles of the HIGH setting.&lt;br /&gt;
 I recommend increasing the LOW setting to half the triangles of the MEDIUM.&lt;br /&gt;
 I recommend increasing the LOWEST setting to half the triangles of the LOW.&lt;br /&gt;
&lt;br /&gt;
===Physics tab, Step 1 Level of Detail:===&lt;br /&gt;
View your mesh in the Preview window, it will initially be gray.&lt;br /&gt;
Rotate it (with CTRL-LEFT-MOUSE-DRAG) and zoom it (with SHIFT-LEFT-MOUSE_DRAG) until you can see it at a good angle.&lt;br /&gt;
As you select different Physics Level of Detail values, yellow triangles appear on top of your model.&lt;br /&gt;
&lt;br /&gt;
 If your model is a building and you want to walk through doors, you will probably want HIGH.&lt;br /&gt;
 If a yellow triangle appears inside a doorway in a building in the preview, you will not be able to walk through that door.&lt;br /&gt;
 If you don't need to walk through doors, if you don't need to walk on your mesh, if it is a vehicle then select LOWEST or leave it at CHOOSE ONE.&lt;br /&gt;
&lt;br /&gt;
===Calculate Weights &amp;amp; Fee===&lt;br /&gt;
Press this button after setting the four fields above.&lt;br /&gt;
This may take a long time, may never finish, or give you errors. What can you do about that?&lt;br /&gt;
&lt;br /&gt;
 If you don't need to walk on your model or walk through the holes, try setting the Physics Level of Detail to LOWEST or CHOOSE ONE (this last one means none)&lt;br /&gt;
 Setting the Physics Level of Detail to HIGHEST sometimes allows a model to load successfully when other settings do not.&lt;br /&gt;
 If you must have a physics model, try uploading it on another region runing BulletSim, ODE, an older version of OpenSim or some combination. Carry the mesh home in your suitcase if necessary.&lt;br /&gt;
 Your model may have gaps, tortured quadrangles or too many vertexes. Try simplifying it or cleaning it up and then upload it again.&lt;br /&gt;
&lt;br /&gt;
===Upload===&lt;br /&gt;
The Calculate Weights &amp;amp; Fee button will change to Upload, press that.&lt;br /&gt;
Your mesh will be uploaded and appear in your Objects folder in inventory.&lt;br /&gt;
This may take a long time, may never finish, or give you errors. See the suggestions above.&lt;br /&gt;
&lt;br /&gt;
 ==After You Upload A MESH==&lt;br /&gt;
 ===Rez a copy and check it out===&lt;br /&gt;
 * Depending on what version of OpenSim you have, what physics engine it is using and other parameters, your mesh may rez in a mode that you don't expect.&lt;br /&gt;
 * Depending on weather your mesh is used as a root or a child prim, it may rez in a mode that you don't expect.&lt;br /&gt;
 So rez a copy of your mesh, link it to something else if necessary, edit it and look at the Features tab in the build dialog.&lt;br /&gt;
 The Physics Shape Type has the following values:&lt;br /&gt;
  NONE means your mesh is phantom (if a child prim). Root prims still use the PHANTOM setting in the Object tab for this.&lt;br /&gt;
  CONVEX HULL means your mesh acts like it has been shrink-wrapped with an invisible shield. You cannot walk through holes in it.&lt;br /&gt;
  PRIM means your mesh &amp;quot;collides&amp;quot; like the yellow triangles you saw in the Preview picture while setting the Physics Level of Detail&lt;br /&gt;
 &lt;br /&gt;
 ===Why Do Some Mesh Not Allow Physics Type PRIM===&lt;br /&gt;
 If you uploaded your mesh and forgot to set the Physics Level of Detail to any value (left it as CHOOSE ONE), you may never be allowed to set PRIM.&lt;br /&gt;
 * In older versions of OpenSim, with BulletSim or ODE physics, if you forgot to set the Physics Level of Detail then HIGH was assumed and Physics Type PRIM worked.&lt;br /&gt;
 * In OpenSim 0.9 with ubODE physics, if you forgot to set the Physics Level of Detail then YOU WILL NEVER BE ABLE TO WALK THROUGH HOLES IN THE MESH.&lt;br /&gt;
 * If your mesh was loaded in an older version of OpenSim, did not have a Physics Level of Detail and has worked fine for ages, when you update to 0.9 with ubODE YOU WILL NO LONGER BE ABLE TO WALK THROUGH HOLSE IN THE MESH.&lt;br /&gt;
 * If you still have the DAE file, on OpenSim 0.9 with ubODE you must upload the mesh again and this time REMEMBER TO SET THE PHYSICS LEVEL of DETAIL&lt;br /&gt;
 * If you no longer have the DAE file or you got the mesh from some unknown source YOUR ARE S.O.L.&lt;br /&gt;
 * If you got the mesh from someone else, ask them to give you a new copy after SETTING THE PHYSICS LEVEL OF DETAIL&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Artist_Home</id>
		<title>Artist Home</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Artist_Home"/>
				<updated>2017-11-01T08:47:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Added a link to a new page on how to upload mesh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
== Content Collections ==&lt;br /&gt;
&lt;br /&gt;
Collections containing many different kinds of resources.&lt;br /&gt;
&lt;br /&gt;
* [http://zadaroo.com/ Zadaroo.com]: Everything from skins and animations to complete sims as OAR files.&lt;br /&gt;
* [http://www.giessenict.nl/index.php/nl/opensimulator/opensimulator-downloads Giessen Opensimulator Projects]: Several kind of objects mostly under CC.&lt;br /&gt;
* [http://www.outworldz.com/Opensim/ Outworldz.com]: A large collection of stuff that you need. Ranging from mesh items to complete regions!&lt;br /&gt;
* [http://opensimcreativ.de/download/ opensimcreativ.de]: A collection of stuff that you need.&lt;br /&gt;
&lt;br /&gt;
== Artist Documentation ==&lt;br /&gt;
&lt;br /&gt;
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.&lt;br /&gt;
&lt;br /&gt;
Discussion group for people interested in creating content for Metaverse: [http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]&lt;br /&gt;
&lt;br /&gt;
Some useful resources of free material:&lt;br /&gt;
&lt;br /&gt;
* A great summary sheet: [http://docs.google.com/View?docid=dgsbx7zg_9mzk6nxtc 3DCG for the hobbyist -- useful products and links]&lt;br /&gt;
* A hobbyist animators blog with all kinds of goodies: [http://www.cgspeed.com/ cgspeed]&lt;br /&gt;
* A source for free animations, 3d models, textures, etc.: [http://www.sharecg.com/ ShareCG]&lt;br /&gt;
* A huge 3d graphics source: [http://www.renderosity.com/ Renderosity]&lt;br /&gt;
* Runtime DNA: [http://www.runtimedna.com/forum/downloads.php www.runtimedna.com Free Downloads]&lt;br /&gt;
&amp;lt;!-- * Lots of free, full perm content here: [http://www.lindakellie.com/ LindaKellie.com]&lt;br /&gt;
             This link should really be removed, the link now only redirects to Zadaroo, and even the future of zadaroo is uncertain --&amp;gt;&lt;br /&gt;
* [http://opengameart.org/ OpenGameArt] is an exceptional repository of permissively licensed content for game creation.&lt;br /&gt;
* [http://opensimcreativ.de/ OpenSimCreativ] Objects, Information and Downloads - Heightmaps,IAR,OAR.&lt;br /&gt;
This is not an exhaustive list, please add to it if you can!&lt;br /&gt;
&lt;br /&gt;
I have tried to include sites which have free Poser/Opensim compatible content which could be used for &amp;quot;personal use&amp;quot; in your own &amp;quot;world&amp;quot;. You must check the licensing for any commercial uses.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Textures are images used to cover surfaces of 3d models and terrain. Textures can be anything form 1x1 to 1024x1024 images. Most of the textures for buildings, items and clothes are usually 512x512.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* Creating tileable textures: http://www.gfxartist.com/features/tutorials/740  &lt;br /&gt;
        GFXArtist.com has shut down. This link returns a 404 --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* [http://robynhuffaker.com/sculptblender/2010/03/20/creating-and-using-shadow-maps/ Creating and Using Shadow Maps] by Robyn Huffaker&lt;br /&gt;
        This website has vanished.   --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.gimp.org/ GIMP] - [http://www.partha.com/ alternative GIMP] - GIMP is the GNU Image Manipulation Program for Linux, OS X and Windows.&lt;br /&gt;
* [http://www.getpaint.net/ PaintNET] [http://forums.getpaint.net/index.php?/forum/7-plugins-publishing-only/ Plugins] - Paint.NET is free image and photo editing software for Windows.&lt;br /&gt;
* [http://www.spiralgraphics.biz/ WoodWorkshop] - Wood Workshop is a free seamless texture editor for Windows.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
* [http://torley.s3.amazonaws.com/Torley-Textures.zip Torley Textures] is a collection of over 600 textures by Torley Linden.&lt;br /&gt;
* [http://www.cgtextures.com/ CGTextures] Some Great free textures (CC License)&lt;br /&gt;
* tonytextures 4000 free textures and Tutorials for 3D Modelling. [http://www.tonytextures.com/ English] -  [http://www.tonytextures.de/ Deutsch]&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
Models are 3 dimensional objects which are formed from faces and textures. OpenSimulator supports three types of model: parametrized primitives, and sculpted primitives, and uploaded vertex mesh files. &lt;br /&gt;
&lt;br /&gt;
To learn more about the model types, read the [[Models]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
[[How To Upload Mesh]]&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* [http://robynhuffaker.com/sculptblender/tutorial/ Learn to Make Second Life Sculpties in Blender] by Robyn Huffaker&lt;br /&gt;
     Website has vanished --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/ Blender] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.&lt;br /&gt;
* [http://www.makehuman.org/ makehuman] - Realistic 3d humans, open source for Windows, OSX, Linux.&lt;br /&gt;
* [http://www.sketchup.com/ SketchUp] - SketchUp Make, free 3D drawing tool for OS X and Windows. &lt;br /&gt;
* [http://www.wings3d.com/ Wings 3d] - Sculpty editor&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
[[File:Biped.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
* [[OpenSimulator Avatar]]&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
* [[Tips#Terrain Tidbits|Terrain Tips]]&lt;br /&gt;
* [[Using L3DT]]&lt;br /&gt;
* [[Using Leveller]]&lt;br /&gt;
* [[Terrain making]]&lt;br /&gt;
* [[Detailed cross-region terrain making]]&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.bundysoft.com/L3DT/ L3DT] Windows-only tool to generate detailed terrain. Now has a specific Opensim export option, which exports in r32 format.&lt;br /&gt;
* [http://terrain.party/ Terrain.Party] Web-based tool for turning terrain from a real life world map into a height map which can be imported into Opensim using &amp;quot;terrain load &amp;lt;texture_name&amp;gt;.png&amp;quot;. Note that the textures require resizing, since they are exported as 1081x1081 png files&lt;br /&gt;
* [http://www.daylongraphics.com/products/leveller.php/ Daylon Leveller] Windows-only tool for producing terrains from from a variety of sources (including Second Life, Terragen, and terrain.painter), and using painting-like tools and filters to create features. Imports and exports region(s) from/to Opensimulator, either as a tileset of one or more terragen files, or via PNG/RAW formats.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [[Free Terrains]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additional Terrain Resources ===&lt;br /&gt;
&lt;br /&gt;
'''TERRAIN EDITING''' &lt;br /&gt;
&lt;br /&gt;
There is now a Plugin made and available for the free program GIMP by Domino Designs which is easy to install and allows you to bring in RAW files and edit them. See http://dominodesigns.info/project/gimpterrain&lt;br /&gt;
&lt;br /&gt;
GIMP is available free and downloadable at http://www.gimp.org/downloads/&lt;br /&gt;
GIMP is available for most Operating Systems and Platforms and is User Supported with many features and functions far beyond Terrain Editing. &lt;br /&gt;
&lt;br /&gt;
'''REFERENCES / SUPPLEMENTAL SOURCES amd APPLICATIONS:'''&lt;br /&gt;
[[Tweaking]] Tutorial: Creating OpenSimulator terrain with Blender http://www.stringofbits.net/2009/09/tutorial-creating-opensim-terrain-with.html&lt;br /&gt;
&lt;br /&gt;
Some free and some non-free terrains at http://www.rexxed.com/category/terrain&lt;br /&gt;
&lt;br /&gt;
Tutorial on [http://tgib.co.uk/2010/05/07/how-to-create-raw-terrain-files-for-second-life-and-opensim-with-terragen/ creating terrain files with Terragen] as well as [http://tgib.co.uk/2010/06/05/how-to-create-megaregion-terrain-raw-files-for-second-life-and-opensim/ using Photoshop to edit terrain files and create megaregion terrain] with a library of [http://tgib.co.uk/category/creations/terrain-creations/ free terrain files] &lt;br /&gt;
&lt;br /&gt;
Spinmass Virtual Creations, has two products for terrain making and generation which are free downloads. Look at Terrain Sculptor and Bailiwick. They are available from http://www.spinmass.com &lt;br /&gt;
&lt;br /&gt;
'''Three easy to use Online Image Splitters''' &lt;br /&gt;
&lt;br /&gt;
* http://www.chami.com/html-kit/services/is&lt;br /&gt;
&amp;lt;!-- * http://www.sliceimage.com&lt;br /&gt;
        Dead link --&amp;gt;&lt;br /&gt;
* http://www.makeuseof.com/dir/online-image-splitter&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
&lt;br /&gt;
Sounds clips can be used within (scripted) objects and as part of gestures. Current OpenSimulator sound formats are PCM WAVE (.wav) 16-bit/44.1KHz/mono or stereo with a maximum length of 10.00 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://audacity.sourceforge.net/ Audacity] - Audacity® is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems.&lt;br /&gt;
* [http://lmms.io/ LMMS] - Compose sound and music on Windows, Linux and OS X.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.freesound.org/ The Freesound Project] - The Freesound Project is a collaborative database of Creative Commons licensed sounds.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
Music can be played via parcel media as either streamed or from a single music file.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://lmms.io/ LMMS] - Compose sound and music on Windows, Linux and OS X.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.jamendo.com/ Jamendo] - Jamendo is a community of free, legal and unlimited music published under Creative Commons licenses.&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
* [http://davedub.co.uk/bvhacker/ BVHacker] - Animation for OpenSimulator avatars.&lt;br /&gt;
* [http://www.qavimator.org/ QAvimator] - Animation for OpenSimulator avatars.&lt;br /&gt;
* [http://tali.appspot.com/bvh/bvhmirror.html/ BVH Mirror] - This is an online service to mirror a BVH animation/pose file. That is, looking left becomes looking right, the pose of the left arm becomes the pose of the right arm, etc..&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
* [http://mocap.cs.cmu.edu/ CMU Graphics Lab Motion Capture Database]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/LSL_Status/Functions</id>
		<title>LSL Status/Functions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/LSL_Status/Functions"/>
				<updated>2017-05-16T21:24:10Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Changed implemented status of llSetKeyframedMotion from No to Yes, it has been working for a while.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
= What is the current LSL Function Status? =&lt;br /&gt;
&lt;br /&gt;
Back to [[LSL Status]]&lt;br /&gt;
&lt;br /&gt;
== LSL Functions Status ==&lt;br /&gt;
&lt;br /&gt;
'''Updated: October 28, 2014 using OpenSim-1a24b7f/r25290 (0.8-post-fixes)'''&lt;br /&gt;
&lt;br /&gt;
The update will reflect ALL current LL-LSL Functions including those which are not supported in OpenSimulator.&amp;lt;br /&amp;gt;&lt;br /&gt;
These unsupported functions (notably Pathfinding etc) are there to show what is implemented &amp;amp; not.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
There is a total of 415 LL Functions as of the date of the update.&amp;lt;br /&amp;gt;&lt;br /&gt;
    Deprecated Functions:  12 indicated&amp;lt;br /&amp;gt;&lt;br /&gt;
    God Mode Functions:     3 indicated&amp;lt;br /&amp;gt;&lt;br /&gt;
    Pathfinding Functions: 12 indicated. (Path Finding is '''not''' supported by OpenSimulator)&amp;lt;br /&amp;gt;&lt;br /&gt;
    Total remaining functions: 388&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Function List Reference at SL. [http://wiki.secondlife.com/wiki/Template:LSL_All_Functions/Name Reference]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Implemented field is blank, the function requires testing and verification.  Possibly incomplete or stub within the OpenSimulator Source code.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LSL Key Table}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click on a letter to see the implementation information or click on the function to see an example how the function was tested in-world.&lt;br /&gt;
&lt;br /&gt;
{{ABC}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:left; font-size:8pt&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-size:10pt&amp;quot;&lt;br /&gt;
| width=&amp;quot;5%&amp;quot; scope=&amp;quot;col&amp;quot; | Function &lt;br /&gt;
| width=&amp;quot;2%&amp;quot; scope=&amp;quot;col&amp;quot; | Implemented&lt;br /&gt;
| width=&amp;quot;2%&amp;quot; scope=&amp;quot;col&amp;quot; | Developer&lt;br /&gt;
| width=&amp;quot;2%&amp;quot; scope=&amp;quot;col&amp;quot; | Tester &lt;br /&gt;
| width=&amp;quot;10%&amp;quot; scope=&amp;quot;col&amp;quot; | Comments&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAbs&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
|anc=A&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAcos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=F&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAddToLandBanList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAddToLandPassList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAdjustSoundVolume&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAgentInExperience&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Experience Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAllowInventoryDrop&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Patnad&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAngleBetween&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=NUnit&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llApplyImpulse&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llApplyRotationalImpulse&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAsin&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAtan2&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAttachToAvatar&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test= acryline&lt;br /&gt;
|comment= Works in OpenSim 0.9.1.0 Dev&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAttachToAvatarTemp&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test= acryline&lt;br /&gt;
|comment= Works in OpenSim 0.9.1.0 Dev &lt;br /&gt;
&lt;br /&gt;
with an error message in Singularity&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAvatarOnLinkSitTarget&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test= acryline&lt;br /&gt;
|comment= Works in OpenSim 0.9.1.0 Dev&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAvatarOnSitTarget&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Teravus&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAxes2Rot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Patnad&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAxisAngle2Rot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llBase64ToInteger&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=B&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llBase64ToString&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llBreakAllLinks&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llBreakLink&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCastRay&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
|anc=C&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCeil&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llClearCameraParams&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llClearLinkMedia&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test= acryline&lt;br /&gt;
|comment= Works in OpenSim 0.9.1.0 Dev&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llClearPrimMedia&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test= acryline&lt;br /&gt;
|comment= Works in OpenSim 0.9.1.0 Dev&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCloseRemoteDataChannel&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCloud&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCollisionFilter&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test= acryline&lt;br /&gt;
|comment= Works in OpenSim 0.9.1.0 Dev&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCollisionSound&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCollisionSprite&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683) llSay(0,(string)llCos(100));&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCreateCharacter&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCreateKeyValue&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Experience Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCreateLink&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCSV2List&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDataSizeKeyValue&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Experience Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDeleteCharacter&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
|anc=D&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDeleteKeyValue&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Experience Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDeleteSubList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDeleteSubString&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetachFromAvatar&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedGrab&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Z axis reads 100 + actual axis (was showing 129m when it was at 29m).&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedGroup&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedLinkNumber&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=tested at 2011.01.25 on 0.7.1 Dev&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedOwner&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedPos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchBinormal&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchFace&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Jeff Kelley&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchNormal&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchPos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Jeff Kelley&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchST&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Azwaldo Villota&lt;br /&gt;
|comment=* Tested in OpenSim 0.8.0 Dev&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchUV&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=acryline&lt;br /&gt;
|comment=Works in OpenSim 0.9.1.0 Dev&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedType&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedVel&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDialog&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works, but appears on channel 0 as &amp;quot;User Name shouts: dialog message&amp;quot; instead of &amp;quot;User Name: dialog message&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDie&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Krtaylor&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDumpList2String&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llEdgeOfWorld&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes*&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Garmin Kawaguichi&lt;br /&gt;
|comment=* Megaregion = No&lt;br /&gt;
|anc=E&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llEjectFromLand&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llEmail&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llEscapeURL&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llEuler2Rot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Should work now. Someone who understands the math, please&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llEvade&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llExecCharacterCmd&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llFabs&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
|anc=F&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llFleeFrom&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llFloor&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llForceMouselook&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llFrand&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGenerateKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment= 0.7.4 onwards. From commit 9c2a73b61ef (30th April 2012)&lt;br /&gt;
|anc=G&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAccel&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAgentInfo&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAgentLanguage&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=cinderblocks&lt;br /&gt;
|test=Gimisa&lt;br /&gt;
|comment=Working as of 0.8.2.0 for local avatar only &lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAgentList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Jeff Kelley&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAgentSize&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAlpha&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=ALLSIDES returns default texture, not sum, specific faces display correctly&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAndResetTime&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2750)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAnimation&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=StrawberryFride&lt;br /&gt;
|test=StrawberryFride&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAnimationList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAnimationOverride&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAttached&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetBoundingBox&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetCameraPos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Phrearch&lt;br /&gt;
|test=Phrearch&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetCameraRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetCenterOfMass&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetClosestNavPoint&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetColor&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=ALLSIDES returns default texture, not average, anything trying to grab more than 3 sides fails per example 2&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetCreator&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetDate&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetDisplayName&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetEnergy&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Always returns 1.0f&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetEnv&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment= Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetExperienceDetails&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Experience Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetExperienceErrorMessage&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Experience Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetForce&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetFreeMemory&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Probably pointless to implement&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetFreeURLs&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Jeff Kelley&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetGeometricCenter&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Physics engine reports as &amp;lt;0,0,0&amp;gt; currently&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetGMTclock&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetHTTPHeader&lt;br /&gt;
|status=&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Tokeiito&lt;br /&gt;
|comment=tested at 2011.01.25 on 0.7.1 Dev with XEngine&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryCreator&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryNumber&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryPermMask&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryType&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLandOwnerAt&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkMedia&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkNumber&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkNumberOfSides&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Azwaldo Villota&lt;br /&gt;
|comment=See [http://wiki.secondlife.com/wiki/LlGetLinkNumberOfSides LL's LSL wiki]&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkPrimitiveParams&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=** does not highlight like normal. together with llSetLinkPrimitiveParamsFast, they rip linked prims apart when the item is worn. but not when it is dropped on the ground - PRIM_NORMAL, PRIM_SPECULAR and PRIM_ALPHA_MODE not yet implemented&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetListEntryType&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetListLength&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2750)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLocalPos&lt;br /&gt;
|status=fail&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2809) Reports parent pos in sim, not child&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLocalRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetMass&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=May not be identical to main grid, due to different physics engine&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetMassMKS&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetMaxScaleFactor&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetMemoryLimit&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetMinScaleFactor&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetNextEmail&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetNotecardLine&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Krtaylor&lt;br /&gt;
|test=&lt;br /&gt;
|comment=This is badly needed to read settings from notecards&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetNumberOfNotecardLines&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Krtaylor&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetNumberOfPrims&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetNumberOfSides&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectDesc&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectDetails&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Params [OBJECT_RUNNING_SCRIPT_COUNT, OBJECT_TOTAL_SCRIPT_COUNT, OBJECT_SCRIPT_MEMORY] not working&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectMass&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectPermMask&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectPrimCount&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetOmega&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetOwner&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetOwnerKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelDetails&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelFlags&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelMaxPrims&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelMusicURL&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelPrimCount&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelPrimOwners&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetPermissions&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetPermissionsKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetPhysicsMaterial&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetPos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetPrimitiveParams&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Not available: PRIM_TYPE, PRIM_BUMP_SHINY, PRIM_FULLBRIGHT, PRIM_TEXGEN, PRIM_GLOW, PRIM_NORMAL, PRIM_SPECULAR, PRIM_ALPHA_MODE&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetPrimMediaParams&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionAgentCount&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionCorner&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionFlags&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionFPS&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Always returns 10.0f&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionTimeDilation&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2750)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRootPosition&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRootRotation&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetScale&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetScriptName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetScriptState&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetSimStats&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetSimulatorHostname&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetSPMaxMemory&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetStartParameter&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Returns always 0!   Same limitations as llSetStatus&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetStaticPath&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetStatus&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=dev&lt;br /&gt;
|test=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetSubString&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=Partially working. Just reports wrong position in strings.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetSunDirection&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Krtaylor&lt;br /&gt;
|test=FredoChaplin&lt;br /&gt;
|comment=Sun fly on x axis and report 0 on zenith. Should fly on z axis and report 0 on horizon&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTextureOffset&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTextureRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTextureScale&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTime&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2750)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTimeOfDay&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Vytek&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTimestamp&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTorque&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetUnixTime&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetUsedMemory&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetUsername&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetVel&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetWallclock&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGiveInventory&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=(Does not send to avatars in other sims)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGiveInventoryList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Patnad&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGiveMoney&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGodLikeRezObject&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGround&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Partially... will not compile with llGetPos.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGroundContour&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGroundNormal&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGroundRepel&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGroundSlope&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llHTTPRequest&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=H&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llHTTPResponse&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Tokeiito&lt;br /&gt;
|comment=Tested on 2011.01.25 with 0.7.1 Dev OS and xEngine&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llInsertString&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=I&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llInstantMessage&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=100%&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llIntegerToBase64&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llJson2List&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Needs additional testing&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llJsonGetValue&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Needs additional testing&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llJsonSetValue&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Needs additional testing&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llJsonValueType&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Needs additional testing&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llKey2Name&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=K&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llKeyCountKeyValue&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Experience Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llKeysKeyValue&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Experience Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLinkParticleSystem&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Jeff Kelley&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=L&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLinkSitTarget&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Jeff Kelley&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2CSV&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2Float&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2Integer&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2Json&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Needs additional testing&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2Key&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2List&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2ListStrided&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2Rot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2String&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2Vector&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListen&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListenControl&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListenRemove&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListFindList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Needed for Kan-ed#11&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListInsertList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListRandomize&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListReplaceList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListSort&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListStatistics&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLoadURL&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLog&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLog10&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLookAt&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLoopSound&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works via UUID or Name, volume works too..&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLoopSoundMaster&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLoopSoundSlave&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMakeExplosion&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
|anc=M&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMakeFire&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMakeFountain&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMakeSmoke&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llManageEstateAccess&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMapDestination&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMD5String&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMessageLinked&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMinEventDelay&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llModifyLand&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llModPow&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMoveToTarget&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llNavigateTo&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
|anc=N&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llOffsetTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
|anc=O&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llOpenRemoteDataChannel&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llOverMyLand&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llOwnerSay&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llParcelMediaCommandList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=P&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llParcelMediaQuery&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llParseString2List&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Spacers are not parsed if separator list is empty&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llParseStringKeepNulls&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llParticleSystem&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Teravus&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPassCollisions&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPassTouches&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPatrolPoints&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPlaySound&lt;br /&gt;
|status=fail&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Azwaldo Villota&lt;br /&gt;
|comment=(6879) Behavior varies among event handlers.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPlaySoundSlave&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPointAt&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPow&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPreloadSound&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPursue&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPushObject&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llReadKeyValue&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Experience Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRefreshPrimURL&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=R&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRegionSay&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Works with 1023 chars&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRegionSayTo&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=BlueWall&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Works with 1023 chars&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llReleaseCamera&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llReleaseControls&lt;br /&gt;
|status=&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llReleaseURL&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoteDataReply&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoteDataSetRegion&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoteLoadScript&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated (from LSL Wiki)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoteLoadScriptPin&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoveFromLandBanList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoveFromLandPassList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoveInventory&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=This function should be ported&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoveVehicleFlags&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestAgentData&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestDisplayName&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestExperiencePermissions&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Experience Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestInventoryData&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestPermissions&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Needed for Kan-ed#12.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestSecureURL&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestSimulatorData&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestURL&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Tokeiito&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestUsername&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llResetAnimationOverride&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llResetLandBanList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llResetLandPassList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llReturnObjectsByID&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llReturnObjectsByOwner&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llResetOtherScript&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llResetScript&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llResetTime&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2750)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRezAtRoot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRezObject&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works :)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Angle&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Axis&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Euler&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Fwd&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Left&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Up&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRotateTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRotBetween&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRotLookAt&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Kayaker Magic&lt;br /&gt;
|comment=Works different than SL (better?)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRotTarget&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRotTargetRemove&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRound&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSameGroup&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=S&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSay&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)(limted to 1023 chars)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llScaleTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llScriptDanger&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llScriptProfiler&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSendRemoteData&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSensor&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works beyond 96m :) tested past 1000m&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSensorRemove&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSensorRepeat&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works beyond 96m :) tested past 1000m&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetAlpha&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetAngularVelocity&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetAnimationOverride&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetBuoyancy&lt;br /&gt;
|status=fail&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Mlorrey&lt;br /&gt;
|comment=Works on free objects, does not make avatars buoyant with scripted attachments. The LSL wiki suggests using llSetPhysicsMaterial for better performance, but this is not implemented yet in OpenSim. &lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetCameraAtOffset&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetCameraEyeOffset&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetCameraParams&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetClickAction&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Jeff Kelley&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetColor&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetContentType&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetDamage&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetForce&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetForceAndTorque&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetHoverHeight&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetInventoryPermMask&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetKeyframedMotion&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Kayaker Magic&lt;br /&gt;
|comment=Worked well since OpenSim 0.7.6&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkAlpha&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Charlie Omega&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2760)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkCamera&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Jeff Kelley&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkColor&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Charlie Omega&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2760)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkMedia&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Jeff Kelley&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkPrimitiveParams&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Partial  - PRIM_NORMAL, PRIM_SPECULAR and PRIM_ALPHA_MODE not yet implemented&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkPrimitiveParamsFast&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* does not highlight like normal. (in connection to llGetLinkPrimitiveParams), together they rip linked prims apart when the item is worn. but not when it is dropped on the ground - PRIM_NORMAL, PRIM_SPECULAR and PRIM_ALPHA_MODE not yet implemented&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkTextureAnim&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Jeff Kelley&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLocalRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetMemoryLimit&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetObjectDesc&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=100% implemented&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetObjectName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=100% implemented&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetObjectPermMask&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetParcelMusicURL&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2826) Land update not sending changed streams to client.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetPayPrice&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetPhysicsMaterial&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetPos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688) (now with limitation of 10m as in sl)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetPrimitiveParams&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Partial (it seems complete but needed extensive checking. Also types in list are not LSL conformant) Blackdog Ashbourne: PRIM_POSITION doesn't seem to work - certainly doesn't allow for a warpPos implementation  - PRIM_NORMAL, PRIM_SPECULAR and PRIM_ALPHA_MODE not yet implemented&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetPrimMediaParams&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetPrimURL&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetRegionPos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=MrFrans/Frans Charming&lt;br /&gt;
|comment=Tested on the Kitely and Avacon grids.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetRemoteScriptAccessPin&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Tokeiito&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetScale&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetScriptState&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetSitText&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Teravus&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetSoundQueueing&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetSoundRadius&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetStatus&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Doesn't honor STATUS_BLOCK_GRAB STATUS_RETURN_AT_EDGE STATUS_SANDBOX&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetText&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2760)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetTextureAnim&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetTimerEvent&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688) (uses Timer plugin!)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetTorque&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetTouchText&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVehicleFlags&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVehicleFloatParam&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVehicleRotationParam&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVehicleType&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVehicleVectorParam&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVelocity&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSHA1String&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llShout&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688) (limits 1023 chars)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSin&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSitTarget&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSleep&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=This function CAN lock script threads.  This is a Partial Implementation.  DO NOT USE!  There are Mantii on it and it is a well known OpenSim buglet.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSound&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSoundPreload&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSqrt&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStartAnimation&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopAnimation&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopHover&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopLookAt&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopMoveToTarget&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopPointAt&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopSound&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStringLength&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStringToBase64&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStringTrim&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Hashbox&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSubStringIndex&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTakeCamera&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
|anc=T&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTakeControls&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Patnad&lt;br /&gt;
|comment=Needed for Kan-ed#12&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTan&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTarget&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTargetOmega&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTargetRemove&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTeleportAgent&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTeleportAgentGlobalCoords&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTeleportAgentHome&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTextBox&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie_T&lt;br /&gt;
|test=Fritigern&lt;br /&gt;
|comment=Operational with Viewers that support it.  V3 and above all do.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llToLower&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llToUpper&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTransferLindenDollars&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTriggerSound&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTriggerSoundLimited&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llUnescapeURL&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=U&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llUnSit&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llUpdateCharacter&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llUpdateKeyValue&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Experience Only. Not in OpenSimulator&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llVecDist&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Azwaldo Villota&lt;br /&gt;
|comment=Tested in OpenSim 0.7.6 Dev&lt;br /&gt;
|anc=V&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llVecMag&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Azwaldo Villota&lt;br /&gt;
|comment=Tested in OpenSim 0.7.6 Dev&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llVecNorm&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llVolumeDetect&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Gerhard&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Implementation needs ODE to work, other physics engine only have a stub for this. Persistance of this feature (survive region restart) only implemented for SQLite. Semantics are slightly different to SL (switching off phantom via GUI also resets VolDet-status to off)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llWanderWithin&lt;br /&gt;
|status=unsupported&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=LL Pathfinding Only. Not in OpenSimulator&lt;br /&gt;
|anc=W&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llWater&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llWhisper&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688) (but limited to 1023 chars)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llWind&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llXorBase64Strings&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
|anc=X&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llXorBase64StringsCorrect&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back to [[LSL Status]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Tech Reference]]&lt;br /&gt;
[[Category:Help]]&lt;br /&gt;
[[Category:Configuration]]&lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Todo]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/User:Kayaker_Magic</id>
		<title>User:Kayaker Magic</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/User:Kayaker_Magic"/>
				<updated>2012-10-14T09:00:59Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: Created page with &amp;quot;I'm a scripter testing stuff, submitting bug reports.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a scripter testing stuff, submitting bug reports.&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/LSL_Status/Functions</id>
		<title>LSL Status/Functions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/LSL_Status/Functions"/>
				<updated>2012-10-14T08:57:53Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: I noticed that llRotLookAt works, did some testing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
= What is the current LSL Function Status? =&lt;br /&gt;
&lt;br /&gt;
Back to [[LSL Status]]&lt;br /&gt;
&lt;br /&gt;
== LSL Functions Status ==&lt;br /&gt;
&lt;br /&gt;
UPDATED March 01,2012 using OpenSim-0007711-r/18206 compared with LL-LSL references.&lt;br /&gt;
&lt;br /&gt;
According to the LSL wiki there are '''385''' total functions, including Deprecated and God Mode. [http://wiki.secondlife.com/wiki/Template:LSL_All_Functions/Name Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click on a letter to see the implementation information or click on the function to see an example how the function was tested inworld&lt;br /&gt;
&lt;br /&gt;
Table Display change note:&amp;lt;br /&amp;gt; * DNE Status no longer applies as DotNetEngine is long removed from OpenSim.&amp;lt;br /&amp;gt; * XEngine Status is redundant as Implemented serves this purpose.&lt;br /&gt;
&lt;br /&gt;
{{LSL Key Table}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ABC}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:left; font-size:8pt&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-size:10pt&amp;quot;&lt;br /&gt;
| width=&amp;quot;5%&amp;quot; scope=&amp;quot;col&amp;quot; | Function &lt;br /&gt;
| width=&amp;quot;2%&amp;quot; scope=&amp;quot;col&amp;quot; | Implemented&lt;br /&gt;
| width=&amp;quot;2%&amp;quot; scope=&amp;quot;col&amp;quot; | Developer&lt;br /&gt;
| width=&amp;quot;2%&amp;quot; scope=&amp;quot;col&amp;quot; | Tester &lt;br /&gt;
| width=&amp;quot;10%&amp;quot; scope=&amp;quot;col&amp;quot; | Comments&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAbs&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
|anc=A&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAcos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=F&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAddToLandBanList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAddToLandPassList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAdjustSoundVolume&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAllowInventoryDrop&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Patnad&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAngleBetween&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=NUnit&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llApplyImpulse&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llApplyRotationalImpulse&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAsin&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAtan2&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAttachToAvatar&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAvatarOnSitTarget&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Teravus&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAvatarOnLinkSitTarget&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAxes2Rot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Patnad&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llAxisAngle2Rot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llBase64ToInteger&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=B&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llBase64ToString&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llBreakAllLinks&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llBreakLink&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCastRay&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
|anc=C&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCeil&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llClearCameraParams&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llClearLinkMedia&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llClearPrimMedia&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCloseRemoteDataChannel&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCloud&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCollisionFilter&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCollisionSound&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCollisionSprite&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683) llSay(0,(string)llCos(100));&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCreateLink&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llCSV2List&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDeleteSubList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=D&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDeleteSubString&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetachFromAvatar&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedGrab&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Z axis reads 100 + actual axis (was showing 129m when it was at 29m).&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedGroup&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedLinkNumber&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=tested at 2011.01.25 on 0.7.1 Dev&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedOwner&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedPos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchBinormal&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchFace&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchNormal&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchPos&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchST&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedTouchUV&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedType&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDetectedVel&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDialog&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works, but appears on channel 0 as &amp;quot;User Name shouts: dialog message&amp;quot; instead of &amp;quot;User Name: dialog message&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDie&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Krtaylor&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llDumpList2String&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llEdgeOfWorld&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes*&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Garmin Kawaguichi 0.7.3&lt;br /&gt;
|comment=* Megaregion = No&lt;br /&gt;
|anc=E&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llEjectFromLand&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llEmail&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llEscapeURL&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llEuler2Rot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Should work now. Someone who understands the math, please&lt;br /&gt;
|test=. -CO&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llFabs&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
|anc=F&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llFloor&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llForceMouselook&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llFrand&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGenerateKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment= 0.7.4 onwards. From commit 9c2a73b61ef (30th April 2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAccel&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=G&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAgentInfo&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAgentLanguage&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAgentList&lt;br /&gt;
|status=&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAgentSize&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAlpha&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=ALLSIDES returns default texture, not sum, specific faces display correctly&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAndResetTime&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2750)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAnimation&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=StrawberryFride&lt;br /&gt;
|test=StrawberryFride&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAnimationList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetAttached&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetBoundingBox&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetCameraPos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Phrearch&lt;br /&gt;
|test=Phrearch&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetCameraRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetCenterOfMass&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetColor&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=ALLSIDES returns default texture, not average, anything trying to grab more than 3 sides fails per example 2&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetCreator&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetDate&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetDisplayName&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetEnergy&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Always returns 1.0f&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetEnv&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment= Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetForce&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetFreeMemory&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Probably pointless to implement&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetFreeURLs&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetGeometricCenter&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Physics engine reports as &amp;lt;0,0,0&amp;gt; currently&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetGMTclock&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetHTTPHeader&lt;br /&gt;
|status=&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Tokeiito&lt;br /&gt;
|comment=tested at 2011.01.25 on 0.7.1 Dev with XEngine&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryCreator&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryNumber&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryPermMask&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetInventoryType&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLandOwnerAt&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkMedia&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkNumber&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkNumberOfSides&lt;br /&gt;
|status=ready&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=See [http://wiki.secondlife.com/wiki/LlGetLinkNumberOfSides LL's LSL wiki]&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLinkPrimitiveParams&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=** does not highlight like normal. together with llSetLinkPrimitiveParamsFast, they rip linked prims apart when the item is worn. but not when it is dropped on the ground&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetListEntryType&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetListLength&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2750)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLocalPos&lt;br /&gt;
|status=fail&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2809) Reports parent pos in sim, not child&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetLocalRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetMass&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=May not be identical to main grid, due to different physics engine&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetMassMKS&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetMemoryLimit&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetNextEmail&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetNotecardLine&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Krtaylor&lt;br /&gt;
|test=&lt;br /&gt;
|comment=This is badly needed to read settings from notecards&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetNumberOfNotecardLines&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Krtaylor&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetNumberOfPrims&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetNumberOfSides&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectDesc&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectDetails&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Params [OBJECT_RUNNING_SCRIPT_COUNT, OBJECT_TOTAL_SCRIPT_COUNT, OBJECT_SCRIPT_MEMORY] not working&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectMass&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectPermMask&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetObjectPrimCount&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetOmega&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetOwner&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetOwnerKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelDetails&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelFlags&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelMaxPrims&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelMusicURL&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelPrimCount&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetParcelPrimOwners&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetPermissions&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetPermissionsKey&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetPos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetPrimitiveParams&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Not available: PRIM_TYPE, PRIM_BUMP_SHINY, PRIM_FULLBRIGHT, PRIM_TEXGEN, PRIM_GLOW&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetPrimMediaParams&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionAgentCount&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionCorner&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionFlags&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionFPS&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Always returns 10.0f&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRegionTimeDilation&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2750)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRootPosition&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRootRotation&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetScale&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetScriptName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetScriptState&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetSimulatorHostname&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetSPMaxMemory&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetStartParameter&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Returns always 0!   Same limitations as llSetStatus&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetStatus&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes (&lt;br /&gt;
|dev=dev&lt;br /&gt;
|test=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=comment&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetSubString&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=Partially working. Just reports wrong position in strings.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetSunDirection&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Krtaylor&lt;br /&gt;
|test=FredoChaplin&lt;br /&gt;
|comment=Sun fly on x axis and report 0 on zenith. Should fly on z axis and report 0 on horizon&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTextureOffset&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTextureRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTextureScale&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTime&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2750)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTimeOfDay&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Vytek&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTimestamp&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetTorque&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetUnixTime&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetUsedMemory&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetUsername&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetVel&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGetWallclock&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGiveInventory&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=(Does not send to avatars in other sims)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGiveInventoryList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Patnad&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGiveMoney&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGodLikeRezObject&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGround&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Partially... will not compile with llGetPos.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGroundContour&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGroundNormal&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGroundRepel&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llGroundSlope&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llHTTPRequest&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=H&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llHTTPResponse&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Tokeiito&lt;br /&gt;
|comment=Tested on 2011.01.25 with 0.7.1 Dev OS and xEngine&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llInsertString&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llInstantMessage&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=100%&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llIntegerToBase64&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llKey2Name&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=K&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLinkParticleSystem&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLinkSitTarget&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2CSV&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2Float&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2Integer&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2Key&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2List&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2ListStrided&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2Rot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2String&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llList2Vector&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListen&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListenControl&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListenRemove&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListFindList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Needed for Kan-ed#11&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListInsertList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2754)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListRandomize&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListReplaceList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListSort&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llListStatistics&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLoadURL&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLog&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLog10&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLookAt&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLoopSound&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works via UUID or Name, volume works too..&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLoopSoundMaster&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llLoopSoundSlave&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMakeExplosion&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
|anc=M&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMakeFire&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMakeFountain&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMakeSmoke&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llManageEstateAccess&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMapDestination&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMD5String&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMessageLinked&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMinEventDelay&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llModifyLand&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llModPow&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llMoveToTarget&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llOffsetTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llOpenRemoteDataChannel&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llOverMyLand&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llOwnerSay&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llParcelMediaCommandList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=P&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llParcelMediaQuery&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llParseString2List&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Spacers are not parsed if separator list is empty&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llParseStringKeepNulls&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llParticleSystem&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Teravus&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPassCollisions&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPassTouches&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPlaySound&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPlaySoundSlave&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPointAt&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPow&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPreloadSound&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llPushObject&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRefreshPrimURL&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=R&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRegionSay&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Works with 1023 chars&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRegionSayTo&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=BlueWall&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Works with 1023 chars&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llReleaseCamera&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llReleaseControls&lt;br /&gt;
|status=&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llReleaseURL&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoteDataReply&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoteDataSetRegion&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoteLoadScript&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated (from LSL Wiki)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoteLoadScriptPin&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoveFromLandBanList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoveFromLandPassList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoveInventory&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=This function should be ported&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRemoveVehicleFlags&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestAgentData&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestDisplayName&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestInventoryData&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestPermissions&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Needed for Kan-ed#12.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestSecureURL&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestSimulatorData&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestURL&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Tokeiito&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRequestUsername&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llResetLandBanList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llResetLandPassList&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llResetOtherScript&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llResetScript&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes (but 800 LPS?)&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llResetTime&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2750)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRezAtRoot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRezObject&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works :)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Angle&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Axis&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Euler&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Fwd&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Left&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRot2Up&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRotateTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRotBetween&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRotLookAt&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Kayaker Magic&lt;br /&gt;
|comment=Works different than SL (better?)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRotTarget&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRotTargetRemove&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llRound&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSameGroup&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=S&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSay&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)(limted to 1023 chars)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llScaleTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2683)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llScriptDanger&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llScriptProfiler&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSendRemoteData&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=jimbo21&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSensor&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works beyond 96m :) tested past 1000m&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSensorRemove&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSensorRepeat&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works beyond 96m :) tested past 1000m&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetAlpha&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetAngularVelocity&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetBuoyancy&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetCameraAtOffset&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetCameraEyeOffset&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetCameraParams&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetClickAction&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetColor&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetContentType&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetDamage&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetForce&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetForceAndTorque&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetHoverHeight&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetInventoryPermMask&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetKeyframedMotion&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkAlpha&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Charlie Omega&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2760)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkCamera&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkColor&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Charlie Omega&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2760)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkMedia&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkPrimitiveParams&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Partial&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkPrimitiveParamsFast&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* does not highlight like normal. (in connection to llGetLinkPrimitiveParams), together they rip linked prims apart when the item is worn. but not when it is dropped on the ground&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLinkTextureAnim&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetLocalRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetMemoryLimit&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetObjectDesc&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=100% implemented&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetObjectName&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=100% implemented&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetObjectPermMask&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetParcelMusicURL&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2826) Land update not sending changed streams to client.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetPayPrice&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetPos&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688) (now with limitation of 10m as in sl)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetPrimitiveParams&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Partial (it seems complete but needed extensive checking. Also types in list are not LSL conformant) Blackdog Ashbourne: PRIM_POSITION doesn't seem to work - certainly doesn't allow for a warpPos implementation&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetPrimMediaParams&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetPrimURL&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetRegionPos&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetRemoteScriptAccessPin&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Tokeiito&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetRot&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetScale&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetScriptState&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetSitText&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Teravus&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetSoundQueueing&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetSoundRadius&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetStatus&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Doesn't honor STATUS_BLOCK_GRAB STATUS_RETURN_AT_EDGE STATUS_SANDBOX&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetText&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2760)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetTexture&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetTextureAnim&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetTimerEvent&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688) (uses Timer plugin!)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetTorque&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetTouchText&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVehicleFlags&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVehicleFloatParam&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVehicleRotationParam&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVehicleType&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVehicleVectorParam&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSetVelocity&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSHA1String&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llShout&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688) (limits 1023 chars)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSin&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSitTarget&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSleep&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=This function CAN lock script threads.  This is a Partial Implementation.  DO NOT USE!  There are Mantii on it and it is a well known OpenSim buglet.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSound&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSoundPreload&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSqrt&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStartAnimation&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopAnimation&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopHover&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopLookAt&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopMoveToTarget&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopPointAt&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStopSound&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStringLength&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStringToBase64&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llStringTrim&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Hashbox&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llSubStringIndex&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTakeCamera&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
|anc=T&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTakeControls&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Patnad&lt;br /&gt;
|comment=Needed for Kan-ed#12&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTan&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTarget&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTargetOmega&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTargetRemove&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTeleportAgentHome&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTextBox&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Melanie_T&lt;br /&gt;
|test=Fritigern&lt;br /&gt;
|comment=Function broke some time ago, but was fixed in commit 4cdc88 on 23 Jul 2011&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llToLower&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llToUpper&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTransferLindenDollars&lt;br /&gt;
|status=&lt;br /&gt;
|impl=NO&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Requires Implementation (Mar.01.2012)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTriggerSound&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llTriggerSoundLimited&lt;br /&gt;
|status=&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llUnescapeURL&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=U&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llUnSit&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Aran&lt;br /&gt;
|comment=Works.&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llVecDist&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
|anc=V&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llVecMag&lt;br /&gt;
|status=&lt;br /&gt;
|impl=&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=* Requires testing and Verification (update here plz)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llVecNorm&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llVolumeDetect&lt;br /&gt;
|status=part&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Gerhard&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Implementation needs ODE to work, other physics engine only have a stub for this. Persitance of this feature (survive region restart) only implemented for SQLite. Semantics are slightly different to SL (switching off phantom via GUI also resets VolDet-status to off)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llWater&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=Alondria&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
|anc=W&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llWhisper&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=Charlie Omega&lt;br /&gt;
|comment=(2688) (but limited to 1023 chars)&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llWind&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llXorBase64Strings&lt;br /&gt;
|status=deprecated&lt;br /&gt;
|impl=No&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=Deprecated&lt;br /&gt;
|anc=X&lt;br /&gt;
}}&lt;br /&gt;
{{FunctionStatusRow&lt;br /&gt;
|name=llXorBase64StringsCorrect&lt;br /&gt;
|status=full&lt;br /&gt;
|impl=Yes&lt;br /&gt;
|dev=&lt;br /&gt;
|test=&lt;br /&gt;
|comment=&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back to [[LSL Status]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Tech Reference]]&lt;br /&gt;
[[Category:Help]]&lt;br /&gt;
[[Category:Configuration]]&lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Todo]]&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/LSL_Status/Constants</id>
		<title>LSL Status/Constants</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/LSL_Status/Constants"/>
				<updated>2012-06-20T08:29:44Z</updated>
		
		<summary type="html">&lt;p&gt;Kayaker Magic: The two PRIM_SCULPT_FLAGs had the wrong names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==LSL Constants==&lt;br /&gt;
&lt;br /&gt;
These are extracted from OpenSimulator DEV 0.7.4 OpenSim-9d66792-r/18996 May 12, 2012&lt;br /&gt;
and are in sync with Second Life Server/12 12.04.30.255166&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
LSL_Constants.cs (OpenSimulator source) for LSL and OSSL Constants&amp;lt;br /&amp;gt;&lt;br /&gt;
LL Wiki and SL Server/12 Release Notes and other sources used for comparison.&lt;br /&gt;
&lt;br /&gt;
NOTES:&lt;br /&gt;
This is NOT Complete. More info required. Subject to change. &lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;centre&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Constant Name''' || '''Value''' || '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| TRUE || Integer(1) ||&lt;br /&gt;
|-&lt;br /&gt;
| FALSE || Integer(0) ||&lt;br /&gt;
|-&lt;br /&gt;
| STATUS_PHYSICS || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| STATUS_ROTATE_X || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| STATUS_ROTATE_Y || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| STATUS_ROTATE_Z || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| STATUS_PHANTOM || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| STATUS_SANDBOX || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| STATUS_BLOCK_GRAB || 64 ||&lt;br /&gt;
|-&lt;br /&gt;
| STATUS_DIE_AT_EDGE || 128 ||&lt;br /&gt;
|-&lt;br /&gt;
| STATUS_RETURN_AT_EDGE || 256 ||&lt;br /&gt;
|-&lt;br /&gt;
| STATUS_CAST_SHADOWS || 512 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_BY_LEGACY_NAME || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_BY_USERNAME || 0x10 ||&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PASSIVE || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRIPTED || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_FWD || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_BACK || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_LEFT || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_RIGHT || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_UP || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_DOWN || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_ROT_LEFT || 256 ||&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_ROT_RIGHT || 512 ||&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_LBUTTON || 268435456 ||&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_ML_LBUTTON || 1073741824 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERMISSION_DEBIT || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERMISSION_TAKE_CONTROLS || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERMISSION_REMAP_CONTROLS || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERMISSION_TRIGGER_ANIMATION || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERMISSION_ATTACH || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERMISSION_RELEASE_OWNERSHIP || 64 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERMISSION_CHANGE_LINKS || 128 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERMISSION_CHANGE_JOINTS || 256 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERMISSION_CHANGE_PERMISSIONS || 512 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERMISSION_TRACK_CAMERA || 1024 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERMISSION_CONTROL_CAMERA || 2048 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_FLYING || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_ATTACHMENTS || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_SCRIPTED || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_MOUSELOOK || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_SITTING || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_ON_OBJECT || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_AWAY || 64 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_WALKING || 128 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_IN_AIR || 256 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_TYPING || 512 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_CROUCHING || 1024 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_BUSY || 2048 ||&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_ALWAYS_RUN || 4096 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_INTERP_COLOR_MASK || 1 || http://wiki.secondlife.com/wiki/LlParticleSystem&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_INTERP_SCALE_MASK || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_BOUNCE_MASK || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_WIND_MASK  || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_FOLLOW_SRC_MASK  || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_FOLLOW_VELOCITY_MASK || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_TARGET_POS_MASK || 64 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_TARGET_LINEAR_MASK || 128 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_EMISSIVE_MASK  || 256 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_FLAGS || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_START_COLOR || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_START_ALPHA || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_END_COLOR || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_END_ALPHA  || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_START_SCALE  || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_END_SCALE || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_PART_MAX_AGE || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_ACCEL || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_PATTERN || 9 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_INNERANGLE  || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_OUTERANGLE || 11 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_TEXTURE  || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_BURST_RATE  || 13 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_BURST_PART_COUNT || 15 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_BURST_RADIUS  || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_BURST_SPEED_MIN  || 17 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_BURST_SPEED_MAX  || 18 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_MAX_AGE || 19 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_TARGET_KEY  || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_OMEGA || 21 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_ANGLE_BEGIN  || 22 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_ANGLE_END  || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_PATTERN_DROP  || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_PATTERN_EXPLODE || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_PATTERN_ANGLE  || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_PATTERN_ANGLE_CONE  || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY  || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_TYPE_NONE || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_TYPE_SLED || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_TYPE_CAR || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_TYPE_BOAT || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_TYPE_AIRPLANE || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_TYPE_BALLOON || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_LINEAR_FRICTION_TIMESCALE || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_ANGULAR_FRICTION_TIMESCALE || 17 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_LINEAR_MOTOR_DIRECTION || 18 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_LINEAR_MOTOR_OFFSET || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_ANGULAR_MOTOR_DIRECTION || 19 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_HOVER_HEIGHT || 24 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_HOVER_EFFICIENCY || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_HOVER_TIMESCALE || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_BUOYANCY || 27 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_LINEAR_DEFLECTION_EFFICIENCY || 28 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_LINEAR_DEFLECTION_TIMESCALE || 29 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_LINEAR_MOTOR_TIMESCALE || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_ANGULAR_DEFLECTION_TIMESCALE || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_ANGULAR_MOTOR_TIMESCALE || 34 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE || 35 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY || 36 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_VERTICAL_ATTRACTION_TIMESCALE || 37 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_BANKING_EFFICIENCY || 38 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_BANKING_MIX || 39 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_BANKING_TIMESCALE || 40 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_REFERENCE_FRAME || 44 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_RANGE_BLOCK || 45 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_ROLL_FRAME || 46 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_NO_DEFLECTION_UP || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_LIMIT_ROLL_ONLY || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_HOVER_WATER_ONLY || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_HOVER_TERRAIN_ONLY || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_HOVER_UP_ONLY || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_LIMIT_MOTOR_UP || 64 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_MOUSELOOK_STEER || 128 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_MOUSELOOK_BANK || 256 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_CAMERA_DECOUPLED || 512 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_NO_X || 1024 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_NO_Y || 2048 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_NO_Z || 4096 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_LOCK_HOVER_HEIGHT || 8192 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_NO_DEFLECTION || 16392 ||&lt;br /&gt;
|-&lt;br /&gt;
| VEHICLE_FLAG_LOCK_ROTATION || 32784 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_ALL || -1 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_NONE || -1 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_TEXTURE || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_SOUND || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_LANDMARK || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_CLOTHING || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_OBJECT || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_NOTECARD || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_SCRIPT || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_BODYPART || 13 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_ANIMATION || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| INVENTORY_GESTURE || 21 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_CHEST || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_HEAD || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_LSHOULDER || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_RSHOULDER || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_LHAND || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_RHAND || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_LFOOT || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_RFOOT || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_BACK || 9 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_PELVIS || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_MOUTH || 11 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_CHIN || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_LEAR || 13 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_REAR || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_LEYE || 15 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_REYE || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_NOSE || 17 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_RUARM || 18 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_RLARM || 19 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_LUARM || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_LLARM || 21 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_RHIP || 22 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_RULEG || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_RLLEG || 24 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_LHIP || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_LULEG || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_LLLEG || 27 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_BELLY || 28 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_RPEC || 29 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_LPEC || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_HUD_CENTER_2 || 31 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_HUD_TOP_RIGHT || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_HUD_TOP_CENTER || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_HUD_TOP_LEFT || 34 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_HUD_CENTER_1 || 35 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_HUD_BOTTOM_LEFT || 36 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_HUD_BOTTOM || 37 ||&lt;br /&gt;
|-&lt;br /&gt;
| ATTACH_HUD_BOTTOM_RIGHT || 38 ||&lt;br /&gt;
|-&lt;br /&gt;
| LAND_LEVEL || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| LAND_RAISE || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| LAND_LOWER || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| LAND_SMOOTH || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NOISE || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| LAND_REVERT || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| LAND_SMALL_BRUSH || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| LAND_MEDIUM_BRUSH || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| LAND_LARGE_BRUSH || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| DATA_ONLINE || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| DATA_NAME || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| DATA_BORN || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| DATA_RATING || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| DATA_SIM_POS || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| DATA_SIM_STATUS || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| DATA_SIM_RATING || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| DATA_PAYINFO || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| DATA_SIM_RELEASE || 128 ||&lt;br /&gt;
|-&lt;br /&gt;
| ANIM_ON || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOOP || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| REVERSE || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PING_PONG || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| SMOOTH || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| ROTATE || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| SCALE || 64 ||&lt;br /&gt;
|-&lt;br /&gt;
| ALL_SIDES || -1 ||&lt;br /&gt;
|-&lt;br /&gt;
| LINK_SET || -1 ||&lt;br /&gt;
|-&lt;br /&gt;
| LINK_ROOT || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| LINK_ALL_OTHERS || -2 ||&lt;br /&gt;
|-&lt;br /&gt;
| LINK_ALL_CHILDREN || -3 ||&lt;br /&gt;
|-&lt;br /&gt;
| LINK_THIS || -4 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_INVENTORY || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_COLOR || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_SHAPE || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_SCALE || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_TEXTURE || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_LINK || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_ALLOWED_DROP || 64 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_OWNER || 128 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_REGION || 256 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_TELEPORT || 512 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_REGION_RESTART || 1024 ||&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_REGION_START || 1024 || //LL Changed the constant from CHANGED_REGION_RESTART&lt;br /&gt;
|-&lt;br /&gt;
| CHANGED_MEDIA || 2048 ||&lt;br /&gt;
|-&lt;br /&gt;
| TYPE_INVALID || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| TYPE_INTEGER || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| TYPE_FLOAT || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| TYPE_STRING || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| TYPE_KEY || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| TYPE_VECTOR || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| TYPE_ROTATION || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| REMOTE_DATA_CHANNEL || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| REMOTE_DATA_REQUEST || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| REMOTE_DATA_REPLY || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| HTTP_METHOD || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| HTTP_MIMETYPE || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| HTTP_BODY_MAXLENGTH || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| HTTP_VERIFY_CERT || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MATERIAL || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_PHYSICS || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TEMP_ON_REZ || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_PHANTOM || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_POSITION || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_SIZE || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_ROTATION || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TYPE || 9 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TEXTURE || 17 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_COLOR || 18 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_SHINY || 19 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_FULLBRIGHT || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_FLEXIBLE || 21 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TEXGEN || 22 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_CAST_SHADOWS || 24 || // Not implemented, here for completeness sake&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_POINT_LIGHT || 23 || &lt;br /&gt;
|-&lt;br /&gt;
| PRIM_GLOW || 25 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TEXT || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_NAME || 27 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_DESC || 28 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_ROT_LOCAL || 29 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_OMEGA || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_POS_LOCAL || 33 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_LINK_TARGET || 34 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TEXGEN_DEFAULT || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TEXGEN_PLANAR || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TYPE_BOX || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TYPE_CYLINDER || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TYPE_PRISM || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TYPE_SPHERE || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TYPE_TORUS || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TYPE_TUBE || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TYPE_RING || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_TYPE_SCULPT || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_HOLE_DEFAULT || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_HOLE_CIRCLE || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_HOLE_SQUARE || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_HOLE_TRIANGLE || 48 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MATERIAL_STONE || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MATERIAL_METAL || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MATERIAL_GLASS || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MATERIAL_WOOD || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MATERIAL_FLESH || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MATERIAL_PLASTIC || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MATERIAL_RUBBER || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MATERIAL_LIGHT || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_SHINY_NONE || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_SHINY_LOW || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_SHINY_MEDIUM || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_SHINY_HIGH || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_NONE || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_BRIGHT || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_DARK || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_WOOD || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_BARK || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_BRICKS || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_CHECKER || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_CONCRETE || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_TILE || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_STONE || 9 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_DISKS || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_GRAVEL || 11 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_BLOBS || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_SIDING || 13 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_LARGETILE || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_STUCCO || 15 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_SUCTION || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_BUMP_WEAVE || 17 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_SCULPT_TYPE_SPHERE || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_SCULPT_TYPE_TORUS || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_SCULPT_TYPE_PLANE || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_SCULPT_TYPE_CYLINDER || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_SCULPT_FLAG_INVERT || 64 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_SCULPT_FLAG_MIRROR || 128 ||&lt;br /&gt;
|-&lt;br /&gt;
| MASK_BASE || 0&lt;br /&gt;
|-&lt;br /&gt;
| MASK_OWNER || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| MASK_GROUP || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| MASK_EVERYONE || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| MASK_NEXT || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERM_TRANSFER || 8192 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERM_MODIFY || 16384 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERM_COPY || 32768 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERM_MOVE || 524288 ||&lt;br /&gt;
|-&lt;br /&gt;
| PERM_ALL || 2147483647 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_STOP || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_PAUSE || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_PLAY || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_LOOP || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_TEXTURE || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_URL || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_TIME || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_AGENT || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_UNLOAD || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_AUTO_ALIGN || 9 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_TYPE || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_SIZE || 11 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_MEDIA_COMMAND_DESC || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_ALLOW_FLY || 0x1 || //parcel allows flying&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_ALLOW_SCRIPTS || 0x2 || //parcel allows outside scripts&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_ALLOW_LANDMARK || 0x8 || //parcel allows landmarks to be created&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_ALLOW_TERRAFORM || 0x10 || //parcel allows anyone to terraform the land&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_ALLOW_DAMAGE || 0x20 || //parcel allows damage&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_ALLOW_CREATE_OBJECTS || 0x40 || //parcel allows anyone to create objects&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_USE_ACCESS_GROUP || 0x100 || // parcel limits access to a group&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_USE_ACCESS_LIST || 0x200 || //parcel limits access to a list of residents&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_USE_BAN_LIST || 0x400 || //parcel uses a ban list, including restricting access based on payment info&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_USE_LAND_PASS_LIST || 0x800 || // parcel allows passes to be purchased&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_LOCAL_SOUND_ONLY || 0x8000 || // parcel restricts spatialized sound to the parcel&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_RESTRICT_PUSHOBJECT || 0x200000 || //parcel restricts llPushObject&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_ALLOW_GROUP_SCRIPTS || 0x2000000 || //parcel allows scripts owned by group&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_ALLOW_CREATE_GROUP_OBJECTS || 0x4000000 || //parcel allows group object creation&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_ALLOW_ALL_OBJECT_ENTRY || 0x8000000 || // parcel allows objects owned by any user to enter&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_FLAG_ALLOW_GROUP_OBJECT_ENTRY || 0x10000000 || //parcel allows with the same group to enter&lt;br /&gt;
|-&lt;br /&gt;
| REGION_FLAG_ALLOW_DAMAGE || 0x1 || // region is entirely damage enabled&lt;br /&gt;
|-&lt;br /&gt;
| REGION_FLAG_FIXED_SUN || 0x10 || // region has a fixed sun position&lt;br /&gt;
|-&lt;br /&gt;
| REGION_FLAG_BLOCK_TERRAFORM || 0x40 || //region terraforming disabled&lt;br /&gt;
|-&lt;br /&gt;
| REGION_FLAG_SANDBOX || 0x100 || //region is a sandbox&lt;br /&gt;
|-&lt;br /&gt;
| REGION_FLAG_DISABLE_COLLISIONS || 0x1000 || //region has disabled collisions&lt;br /&gt;
|-&lt;br /&gt;
| REGION_FLAG_DISABLE_PHYSICS || 0x4000 || // region has disabled physics&lt;br /&gt;
|-&lt;br /&gt;
| REGION_FLAG_BLOCK_FLY || 0x80000 || //region blocks flying&lt;br /&gt;
|-&lt;br /&gt;
| REGION_FLAG_ALLOW_DIRECT_TELEPORT || 0x100000 || // region allows direct teleports&lt;br /&gt;
|-&lt;br /&gt;
| REGION_FLAG_RESTRICT_PUSHOBJECT || 0x400000 || //region restricts llPushObject&lt;br /&gt;
|-&lt;br /&gt;
| ESTATE_ACCESS_ALLOWED_AGENT_ADD || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| ESTATE_ACCESS_ALLOWED_AGENT_REMOVE || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| ESTATE_ACCESS_ALLOWED_GROUP_ADD || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| ESTATE_ACCESS_ALLOWED_GROUP_REMOVE || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| ESTATE_ACCESS_BANNED_AGENT_ADD || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| ESTATE_ACCESS_BANNED_AGENT_REMOVE || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| PAY_HIDE || Integer(-1) ||&lt;br /&gt;
|-&lt;br /&gt;
| PAY_DEFAULT || Integer(-2) ||&lt;br /&gt;
|-&lt;br /&gt;
| NULL_KEY || &amp;quot;00000000-0000-0000-0000-000000000000&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| EOF || &amp;quot;\n\n\n&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| PI || 3.14159274f || SL= 3.141592653, Viewer= 3.1415926536&lt;br /&gt;
|-&lt;br /&gt;
| TWO_PI || 6.28318548f || SL= 6.283185307 Viewer= 6.2831853072&lt;br /&gt;
|-&lt;br /&gt;
| PI_BY_TWO || 1.57079637f || SL= 1.570796326  Viewer= 1.5707963268&lt;br /&gt;
|-&lt;br /&gt;
| DEG_TO_RAD || 0.01745329238f || SL= 0.0174532924&lt;br /&gt;
|-&lt;br /&gt;
| RAD_TO_DEG || 57.29578f || SL=57.29578&lt;br /&gt;
|-&lt;br /&gt;
| SQRT2 || 1.414213538f || SL= 1.4142135623  Viewer= 1.4142135624&lt;br /&gt;
|-&lt;br /&gt;
| STRING_TRIM_HEAD || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| STRING_TRIM_TAIL || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| STRING_TRIM || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| LIST_STAT_RANGE || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| LIST_STAT_MIN || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| LIST_STAT_MAX || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| LIST_STAT_MEAN || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| LIST_STAT_MEDIAN || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| LIST_STAT_STD_DEV || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| LIST_STAT_SUM || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| LIST_STAT_SUM_SQUARES || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| LIST_STAT_NUM_COUNT || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| LIST_STAT_GEOMETRIC_MEAN || 9 ||&lt;br /&gt;
|-&lt;br /&gt;
| LIST_STAT_HARMONIC_MEAN || 100 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_COUNT_TOTAL || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_COUNT_OWNER || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_COUNT_GROUP || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_COUNT_OTHER || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_COUNT_SELECTED || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_COUNT_TEMP || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEBUG_CHANNEL || 0x7FFFFFFF ||&lt;br /&gt;
|-&lt;br /&gt;
| PUBLIC_CHANNEL || 0x00000000 ||&lt;br /&gt;
|-&lt;br /&gt;
| OBJECT_NAME || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| OBJECT_DESC || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| OBJECT_POS || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| OBJECT_ROT || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| OBJECT_VELOCITY || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| OBJECT_OWNER || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| OBJECT_GROUP || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| OBJECT_CREATOR || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| ZERO_VECTOR || vector(0.0, 0.0, 0.0) ||&lt;br /&gt;
|-&lt;br /&gt;
| ZERO_ROTATION || rotation(0.0, 0.0, 0.0, 1.0) ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_PITCH || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOCUS_OFFSET || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOCUS_OFFSET_X || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOCUS_OFFSET_Y || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOCUS_OFFSET_Z || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_POSITION_LAG || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOCUS_LAG || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_DISTANCE || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_BEHINDNESS_ANGLE || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_BEHINDNESS_LAG || 9 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_POSITION_THRESHOLD || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOCUS_THRESHOLD || 11 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_ACTIVE || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_POSITION || 13 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_POSITION_X || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_POSITION_Y || 15 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_POSITION_Z || 16 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOCUS || 17 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOCUS_X || 18 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOCUS_Y || 19 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOCUS_Z || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_POSITION_LOCKED || 21 ||&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOCUS_LOCKED || 22 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_DETAILS_NAME || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_DETAILS_DESC || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_DETAILS_OWNER || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_DETAILS_GROUP || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_DETAILS_AREA || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_DETAILS_ID || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| PARCEL_DETAILS_SEE_AVATARS || 6 || // not implemented&lt;br /&gt;
|-&lt;br /&gt;
| CLICK_ACTION_NONE || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| CLICK_ACTION_TOUCH || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| CLICK_ACTION_SIT || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| CLICK_ACTION_BUY || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| CLICK_ACTION_PAY || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| CLICK_ACTION_OPEN || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| CLICK_ACTION_PLAY || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| CLICK_ACTION_OPEN_MEDIA || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| TOUCH_INVALID_FACE || -1 ||&lt;br /&gt;
|-&lt;br /&gt;
| TOUCH_INVALID_TEXCOORD || vector(-1.0, -1.0, 0.0) ||&lt;br /&gt;
|-&lt;br /&gt;
| TOUCH_INVALID_VECTOR || ZERO_VECTOR ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_ALT_IMAGE_ENABLE || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_CONTROLS || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_CURRENT_URL || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_HOME_URL || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_AUTO_LOOP || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_AUTO_PLAY || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_AUTO_SCALE || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_AUTO_ZOOM || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_FIRST_CLICK_INTERACT || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_WIDTH_PIXELS || 9 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_HEIGHT_PIXELS || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_WHITELIST_ENABLE || 11 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_WHITELIST || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_PERMS_INTERACT || 13 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_PERMS_CONTROL || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_CONTROLS_STANDARD || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_CONTROLS_MINI || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_PERM_NONE || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_PERM_OWNER || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_PERM_GROUP || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| PRIM_MEDIA_PERM_ANYONE || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| LSL_STATUS_OK || Integer(0) || extra constants for llSetPrimMediaParams&lt;br /&gt;
|-&lt;br /&gt;
| LSL_STATUS_MALFORMED_PARAMS || Integer(1000) || extra constants for llSetPrimMediaParams&lt;br /&gt;
|-&lt;br /&gt;
| LSL_STATUS_TYPE_MISMATCH || Integer(1001) || extra constants for llSetPrimMediaParams&lt;br /&gt;
|-&lt;br /&gt;
| LSL_STATUS_BOUNDS_ERROR || Integer(1002) || extra constants for llSetPrimMediaParams&lt;br /&gt;
|-&lt;br /&gt;
| LSL_STATUS_NOT_FOUND || Integer(1003) || extra constants for llSetPrimMediaParams&lt;br /&gt;
|-&lt;br /&gt;
| LSL_STATUS_NOT_SUPPORTED || Integer(1004) || extra constants for llSetPrimMediaParams&lt;br /&gt;
|-&lt;br /&gt;
| LSL_STATUS_INTERNAL_ERROR || Integer(1999) || extra constants for llSetPrimMediaParams&lt;br /&gt;
|-&lt;br /&gt;
| LSL_STATUS_WHITELIST_FAILED || Integer(2001) || extra constants for llSetPrimMediaParams&lt;br /&gt;
|-&lt;br /&gt;
| TEXTURE_BLANK || &amp;quot;5748decc-f629-461c-9a36-a35a221fe21f&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| TEXTURE_DEFAULT || &amp;quot;89556747-24cb-43ed-920b-47caed15465f&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| TEXTURE_PLYWOOD || &amp;quot;89556747-24cb-43ed-920b-47caed15465f&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| TEXTURE_TRANSPARENT || &amp;quot;8dcd4a48-2d37-4909-9f78-f7a9eb4ef903&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| TEXTURE_MEDIA || &amp;quot;8b5fec65-8d8d-9dc5-cda8-8fdf2716e361&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| URL_REQUEST_GRANTED || &amp;quot;URL_REQUEST_GRANTED&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| URL_REQUEST_DENIED || &amp;quot;URL_REQUEST_DENIED&amp;quot; ||&lt;br /&gt;
|-&lt;br /&gt;
| RC_REJECT_TYPES || 2 || SL/LL value = 0&lt;br /&gt;
|-&lt;br /&gt;
| RC_DATA_FLAGS || 4 || SL/LL value = 2&lt;br /&gt;
|-&lt;br /&gt;
| RC_MAX_HITS || 8 || SL/LL value = 3&lt;br /&gt;
|-&lt;br /&gt;
| RC_DETECT_PHANTOM || 16 || SL/LL value = 1&lt;br /&gt;
|-&lt;br /&gt;
| RC_REJECT_AGENTS || 2 || SL/LL value = 1&lt;br /&gt;
|-&lt;br /&gt;
| RC_REJECT_PHYSICAL || 4 || SL/LL value = 2&lt;br /&gt;
|-&lt;br /&gt;
| RC_REJECT_NONPHYSICAL || 8 || SL/LL value = 4&lt;br /&gt;
|-&lt;br /&gt;
| RC_REJECT_LAND || 16 || SL/LL value = 8&lt;br /&gt;
|-&lt;br /&gt;
| RC_GET_NORMAL || 2 || SL/LL value = 1&lt;br /&gt;
|-&lt;br /&gt;
| RC_GET_ROOT_KEY || 4 || SL/LL value = 2&lt;br /&gt;
|-&lt;br /&gt;
| RC_GET_LINK_NUM || 8 || SL/LL value = 4&lt;br /&gt;
|-&lt;br /&gt;
| RCERR_CAST_TIME_EXCEEDED || 1 || SL/LL value = 3&lt;br /&gt;
|-&lt;br /&gt;
| RCERR_SIM_PERF_LOW || -2 || SL/LL value = -2 ''incomplete''&lt;br /&gt;
|-&lt;br /&gt;
| RCERR_UNKNOWN || -1 || SL/LL value = -1 ''incomplete''&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_LIST_PARCEL || 1 ||  SL Server/12 12.04.30.255166 llGetAgentList&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_LIST_PARCEL_OWNER || 1 ||  SL Server/12 12.04.30.255166 llGetAgentList&lt;br /&gt;
|-&lt;br /&gt;
| AGENT_LIST_REGION || 1 ||  SL Server/12 12.04.30.255166 llGetAgentList&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kayaker Magic</name></author>	</entry>

	</feed>