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		<id>http://opensimulator.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LaeMi</id>
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		<updated>2026-05-11T19:18:45Z</updated>
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	<entry>
		<id>http://opensimulator.org/wiki/FAQ</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/FAQ"/>
				<updated>2010-04-01T22:53:51Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: /* Errors from incomplete data migrations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
==About OpenSim==&lt;br /&gt;
===What is OpenSim?===&lt;br /&gt;
OpenSim is a platform for operating a virtual world, and supports multiple independent regions connecting to a single centralized grid.  This is somewhat similar to the web, where anyone can run their own web server, tied together through the internet.  It can also be used to create a private grid, analogous to a private intranet.&lt;br /&gt;
&lt;br /&gt;
===What is a region?===&lt;br /&gt;
A region is what you see when you log into OpenSim.  It is the physical place (well, virtual physical space) where avatars move and interact.  It is a square patch of land which may contain an island, mountains, a plain, buildings, etc., or just an ocean.&lt;br /&gt;
&lt;br /&gt;
===What is the grid?===&lt;br /&gt;
The grid is the level that organizes the regions and their positions in the world, and handles things that need to exist across regions, such as a user's inventory.  You can think of it as similar to the world map.&lt;br /&gt;
&lt;br /&gt;
===What does ... mean?===&lt;br /&gt;
See [[Technical_Reference | OpenSim:Technical Reference]] for definitions of some terms commonly used in OpenSim.&lt;br /&gt;
&lt;br /&gt;
==Configuring OpenSim==&lt;br /&gt;
First, read [[OpenSim Configuration]].&lt;br /&gt;
===Where can I get a new UUID for my sim config?===&lt;br /&gt;
* See [[OpenSim Configuration]]&lt;br /&gt;
&lt;br /&gt;
===Can I run multiple regions with OpenSim?===&lt;br /&gt;
* See [[OpenSim Configuration]]&lt;br /&gt;
&lt;br /&gt;
===What databases can be used with OpenSim?===&lt;br /&gt;
* See [[OpenSim Configuration]]&lt;br /&gt;
&lt;br /&gt;
==Running OpenSim==&lt;br /&gt;
&lt;br /&gt;
===I get a bunch of ERROR: There was an error while scanning assembly:... &amp;lt;br&amp;gt;&lt;br /&gt;
errors on startup, but OpenSim appears to run normally.  Is this a problem?===&lt;br /&gt;
No.  These errors are being put out by the third party plugin scanning code.  As we have it scanning the entire bin/ directory, it picks up dlls which don't have the correct information to be scanned, and so puts out this error.  Don't worry about it :)&lt;br /&gt;
&lt;br /&gt;
For the record, the current set of errors are&lt;br /&gt;
&lt;br /&gt;
ERROR: There was an error while scanning assembly: /home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/PhysX-wrapper.dll (Could not load file or assembly '/home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/PhysX-wrapper.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.)&lt;br /&gt;
&lt;br /&gt;
ERROR: There was an error while scanning assembly: /home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/ode-debug.dll (Could not load file or assembly '/home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/ode-debug.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.)&lt;br /&gt;
&lt;br /&gt;
ERROR: There was an error while scanning assembly: /home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/ode.dll (Could not load file or assembly '/home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/ode.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.)&lt;br /&gt;
&lt;br /&gt;
ERROR: There was an error while scanning assembly: /home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/openjpeg-libsl.dll (Could not load file or assembly '/home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/openjpeg-libsl.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.)&lt;br /&gt;
&lt;br /&gt;
ERROR: There was an error while scanning assembly: /home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/sqlite3.dll (Could not load file or assembly '/home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/sqlite3.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.)&lt;br /&gt;
&lt;br /&gt;
===Errors about modules not found and RegionBanListItem could not be loaded===&lt;br /&gt;
&lt;br /&gt;
This is caused if you upgrade from trunk through svn and copy new files in the same directory.&lt;br /&gt;
To solve these errors during the startup of opensim.exe remove the following files from your bin folder:&lt;br /&gt;
&lt;br /&gt;
OpenSIm.DataStore.MSSQL.dll&lt;br /&gt;
&lt;br /&gt;
OpenSIm.DataStore.MSSQL.dll.mdm&lt;br /&gt;
&lt;br /&gt;
===Errors from incomplete data migrations===&lt;br /&gt;
&lt;br /&gt;
This can happen during version upgrades if for some reason a database migration fails when there is a change in the way OpenSim stores data.&lt;br /&gt;
&lt;br /&gt;
You may see errors on the OpenSim console like:&lt;br /&gt;
&lt;br /&gt;
  [LLOGIN SERVICE]: Exception processing login for [username]: MySql.Data.MySqlClient.MySqlException: Table 'opensim.UserAccounts' doesn't exist&lt;br /&gt;
    at MySql.Data.MySqlClient.MySqlStream.OpenPacket () [0x00000] &lt;br /&gt;
    at MySql.Data.MySqlClient.NativeDriver.ReadResult (System.UInt64&amp;amp; affectedRows, System.Int64&amp;amp; lastInsertId) [0x00000] &lt;br /&gt;
    at MySql.Data.MySqlClient.MySqlDataReader.GetResultSet () [0x00000] &lt;br /&gt;
    at MySql.Data.MySqlClient.MySqlDataReader.NextResult () [0x00000]    at MySql.Data.MySqlClient.MySqlStream.OpenPacket () [0x00000] &lt;br /&gt;
    at MySql.Data.MySqlClient.NativeDriver.ReadResult (System.UInt64&amp;amp; affectedRows, System.Int64&amp;amp; lastInsertId) [0x00000] &lt;br /&gt;
    at MySql.Data.MySqlClient.MySqlDataReader.GetResultSet () [0x00000] &lt;br /&gt;
    at MySql.Data.MySqlClient.MySqlDataReader.NextResult () [0x00000] &lt;br /&gt;
&lt;br /&gt;
In this case the 'users' table had not been migrated to the 'UserAccounts' table which OpenSim was expecting, also resulting in the viewerside error:&lt;br /&gt;
&lt;br /&gt;
  Login Failed&lt;br /&gt;
  Error generating Login Response&lt;br /&gt;
&lt;br /&gt;
I solved by fixing the filesystem permissions that were causing the migration to fail (on my Linux box '/var/lib/mysql/...' had got itself messed up), then dropping the 'migration' table and running the server again (from the [non-critical] migration warnings encountered there was probably a more precise way to do this, but I was fully backed up so I did it quick-and-dirty). Other than loosing terrain data refs. and current shape/clothing/attachment data (easily restored in-sim) all was now good for me.&lt;br /&gt;
&lt;br /&gt;
==OpenSim in the Wild==&lt;br /&gt;
===Are there test servers running OpenSim I can connect to?===&lt;br /&gt;
Yes.  Check out our [[Grid List]]! There are often many private servers up for testing. Hang out on the IRC channel (Freenode #opensim), and troll for URI's.&lt;br /&gt;
=== Can I teleport from the Linden Lab Second Life grid to my Sim? (updated!)===&lt;br /&gt;
Yes and No, Since the new public beta, launched on july 31th 2008 by Linden Lab, it is now possible to connect opensim servers/regions with the Second life grid, however this is not intended for regular users. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE:&amp;lt;/font&amp;gt; currently it &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;ONLY&amp;lt;/font&amp;gt; works with the preview/beta grid of second life, not the main grid.)&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
It's in an early development stage and thus geared towards developers of virtual world/techniques, and is all but easy to setup. &amp;lt;br&amp;gt;Furthermore, when an avatar is hopping from an SL region to an Opensim region, the avatar will be &amp;quot;ruthed&amp;quot;, meaning it will be the default Secondlife avatar. &amp;lt;br&amp;gt;NO assets (incl, shapes, skins, clothing etc) are tranfered during teleport, hence you wont have access to them, on the other grid. The beta test, is currently focussing on Teleportation between grids mainly. In the future, it should be possible to teleport WITH asset tranfers. But that wont be happening any time soon. &amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;If you want to try it out, read this page for more info on how to get started (with all the risks involved, don't say i didn't warn you):&amp;lt;br&amp;gt;[http://blog.secondlife.com/2008/07/31/open-grid-public-beta-begins-today/ http://blog.secondlife.com/2008/07/31/open-grid-public-beta-begins-today/]&amp;lt;Br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
For normal operation, stick to the regular versions of opensim.&lt;br /&gt;
&lt;br /&gt;
==MySQL==&lt;br /&gt;
===How do I isolate and delete a user's Trash items in a MySQL grid database?===&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE:&amp;lt;/font&amp;gt; BACK UP YOUR DATABASE!&lt;br /&gt;
&lt;br /&gt;
CAUTION: The Linux default directory for the MySQL database is /var/lib/mysql Many backup tools (e.g. backupPC) do NOT back up /var/*! Make certain that the database and not just the MySQL code (/usr/bin/mysql) is included in your nightly backups! The actual paths will be different for different operating systems and databases, but the problem is the same.&lt;br /&gt;
&lt;br /&gt;
'''1.''' Locate the avatars UUID you wish to find the trash items of, in the '''users''' table&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;0.9em&amp;quot;&amp;gt;This query will locate a specified users UUID: (replace User/Test with username/lastname)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;SELECT `UUID` FROM `users` WHERE `username` LIKE 'User' AND `lastname` LIKE 'Test' LIMIT 0 , 30;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''2.''' Use the avatars UUID to search the field_name '''AgentID''' in the '''inventoryFolders''' table, using '''Trash''' as the '''folderName''' to isolate the users Trash '''folderID'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;0.9em&amp;quot;&amp;gt;This query will locate the users Trash folder entry: (replace 00000000-0000-0000-0000-000000000000 with UUID of user)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;SELECT `folderID` FROM `inventoryfolders` WHERE `agentID` LIKE '00000000-0000-0000-0000-000000000000' AND `folderName` LIKE 'Trash'&lt;br /&gt;
LIMIT 0 , 30;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''3.''' Use the '''folderID''' UUID obtained in the last query to find all of the trash items in the '''inventoryitems''' table, you can then delete them once you have isolated them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;0.9em&amp;quot;&amp;gt;This query will locate the trash items of the avatar in question: (replace 00000000-0000-0000-0000-000000000000 with Trash folder UUID obtained in the last query)&amp;lt;/font&amp;gt; &lt;br /&gt;
 &amp;lt;nowiki&amp;gt;SELECT * FROM `inventoryitems` WHERE `parentFolderID` LIKE '00000000-0000-0000-0000-000000000000' LIMIT 0 , 9999;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE:&amp;lt;/font&amp;gt;''' These steps will not remove the associated assets from the assets table, just the items in the inventory '''inventoryitems''' table.&lt;br /&gt;
&lt;br /&gt;
===How do I isolate and resolve duplicate inventory folder entries in a MySQL grid database?===&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE:&amp;lt;/font&amp;gt; BACK UP YOUR DATABASE!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1.''' It's first a good idea to search for the affected avatars UUID in the '''inventoryFolders''' table to see the duplicate entries. When you see this, you'll see the problem of duplicate entries. The key here will be to find out which is being used.&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
'''2.''' Upload a file inworld and name it something unique. This will isolate the UUID of your root folder that is being used (even though there are dups only one is being used)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3.''' Search the '''inventoryitems''' table for your uniquely named item and locate it's '''parentFolderID''' &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;0.9em&amp;quot;&amp;gt;This query will isolate the '''parentFolderID''' based on your search for the unique item (replace '''unique_name''' with your unique item name)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;SELECT `parentFolderID` FROM `inventoryitems` WHERE `inventoryName` LIKE 'unique_name' LIMIT 0 , 30;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''4.''' Check the '''inventoryfolders''' table against the '''parentFolderID''' UUID obtained in the last search. That is your root folder that is being used.. you can delete all duplicate entries that do not match that parentFolderID. In the end, you should only have one of each type (Trash, etc)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;0.9em&amp;quot;&amp;gt;This query will return all values that are NOT the parentID obtained in the last search. (replace 00000000-0000-0000-0000-000000000000 with the parentID located in step 3)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;SELECT * FROM `inventoryfolders` WHERE `folderID` NOT LIKE '00000000-0000-0000-0000-000000000000' LIMIT 0 , 30;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In World Questions==&lt;br /&gt;
=== Does in world scripting work yet? ===&lt;br /&gt;
Not fully implemented, but there is a lot of work going on here.  Please see [[ScriptEngines]], [[LSL Status]] and [[OSSL Status]] for the latest info.&lt;br /&gt;
&lt;br /&gt;
===Why do I walk through objects?===&lt;br /&gt;
Basicphysics doesn't support collisions between objects (just between you and the ground).  There is active work on other [[PhysicsEngines | physics engines]] for OpenSim, the one that does most of the job and is most stable is the ODE (Open Dynamics Engine), which can be configured for use in OpenSim.ini.&lt;br /&gt;
&lt;br /&gt;
===Can I customize my avatar?===&lt;br /&gt;
Yes.  In order to do this:&lt;br /&gt;
* Click the Inventory Button&lt;br /&gt;
* Create -&amp;gt; New Clothes -&amp;gt; Shirt, Pants, etc&lt;br /&gt;
* Create -&amp;gt; New Body Parts -&amp;gt; Hair, Shape, etc&lt;br /&gt;
* Edit those from your inventory&lt;br /&gt;
* Wear them&lt;br /&gt;
&lt;br /&gt;
Your avatar doesn't always face a nice direction for doing this, so you'll need to use the camera operations to see your face for some of the modifications.  This is a known issue, will be fixed in the future. Also, you'll need to rewear you parts once you first join the environment.  Right now default appearance is always &amp;quot;Ruth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Why do I look like I gas cloud right after I did the the previous steps?===&lt;br /&gt;
Second Life eliminated Ruth from their client. The Ruth we see in OpenSim is our own attempt of a yoga teacher and not truly Second Life's Ruth. When you create a shirt, pants, skin and shape and wear them without changing any parameters, the Second Life Viewer understands you are not Ruth. Since Ruth is no more, you become a cloud of gas. To fix it, either change a parameter of one of them before wearing all 4, or, if you already are a gas cloud, right click one of these items in your inventory and click edit. That should bring up the edit appearance menus. Just move any sliders and voilá.&lt;br /&gt;
&lt;br /&gt;
===Why don't my terrain settings and prims stay through restarts?===&lt;br /&gt;
You haven't set it up to use a database.  See [[OpenSim_Database_support|OpenSim Database support]] for info on how to set it up to use a database. (SqLite is the easiest of these to set up and should probably be used by anyone unfamiliar with any of the options).&lt;br /&gt;
&lt;br /&gt;
===I used XEngine, but my recent update caused DotNetEngine to come on again===&lt;br /&gt;
There were some changes and you will need to change or create the line DefaultScriptEngine = &amp;quot;XEngine&amp;quot; in the startup section to get XEngine back. See [[ScriptEngines]]&lt;br /&gt;
&lt;br /&gt;
===Why doesn't my world map update when I edit the terrain?===&lt;br /&gt;
There are three approaches depending on just how adventurous you want to be.  From the least to the most adventurous:&lt;br /&gt;
* Wait two days.  You will need to restart your sim at the end of the two days to get the updates.&lt;br /&gt;
* Exit the .xml file for the region.  Change the value in the &amp;quot;lastmap_refresh&amp;quot; attribute to &amp;quot;0&amp;quot;.  You will need to restart the sim.&lt;br /&gt;
* Not for the faint of heart!  Edit the &amp;quot;WorldMapModule.cs&amp;quot; file and change the &amp;quot;LazySaveGeneratedMaptile&amp;quot; method to change the &amp;quot;RefreshSeconds&amp;quot; value to something less than two days.  Be sure to read the comments and understand why things are the way they are.&lt;br /&gt;
&lt;br /&gt;
Once your terrain stabilizes, this won't be much of a problem, but it is nice to see the updates while you're furiously developing something.&lt;br /&gt;
&lt;br /&gt;
===Why are my knees bent when I stand idle?===&lt;br /&gt;
This seems to be a result of the ODE Physics Engine on 64 bit systems.  A fix is to edit OpenSim.ini and change the following line:&lt;br /&gt;
* av_capsule_standup_tensor_linux = 550000&lt;br /&gt;
to&lt;br /&gt;
* av_capsule_standup_tensor_linux = 1700000&lt;br /&gt;
&lt;br /&gt;
Note that this line of code is under the [ODEPhysicsSettings] section of the OpenSim.ini file.&lt;br /&gt;
&lt;br /&gt;
===when I create a new skin and shape, the thing goes bonkers creating new assets constantly===&lt;br /&gt;
you have not configured an asset cache&lt;br /&gt;
&lt;br /&gt;
you need to configure either the cenome cache or the flotsam cache&lt;br /&gt;
&lt;br /&gt;
without an asset cache, temporary assets can't be held which means they are continously rerequested&lt;br /&gt;
&lt;br /&gt;
copy either config-include/CenomeMemoryAssetCache.ini.example, or the relevant flotsam file, to .ini edit and set it up for your needs then check GridCommon.ini or StandaloneCommon.ini uncomment the line for that cache&lt;br /&gt;
&lt;br /&gt;
(standalone defaults to cenome grid to flotsam)&lt;br /&gt;
&lt;br /&gt;
==Grid Mode==&lt;br /&gt;
=== After the shiny new grid is running, what is next? ===&lt;br /&gt;
* Make sure one can stop/restart UGA &amp;amp;S (sims). Check out any ordering issues of stop/restart UGA w/o stop/restart sim(s).&lt;br /&gt;
* Make sure one can add/delete both a region and a user from the database.&lt;br /&gt;
* Make sure it runs overnight and check it each morning by logging into 1 or 2 key sims.&lt;br /&gt;
* '&amp;lt;tt&amp;gt;tail -f userserver.log&amp;lt;/tt&amp;gt;' and watch/understand the login process.&lt;br /&gt;
* Make sure when you logoff your system, you can log back on and get control of the UGAS consoles.&lt;br /&gt;
&lt;br /&gt;
==Region Statistics on a Web Page==&lt;br /&gt;
===Information about your regions.===&lt;br /&gt;
Region statistics such as region name, avatar name, avatar position&amp;lt;x,y,z&amp;gt;, number of prims, and a lot of other information can be obtained on a web page by:&lt;br /&gt;
* Adding the following to the bottom of the [[Technical Reference/terms/OpenSim.ini | OpenSim.ini ]] file&lt;br /&gt;
  [WebStats]&lt;br /&gt;
  enabled=true&lt;br /&gt;
* Using a web browser and typing in the &amp;quot;Login URI&amp;quot; + &amp;quot;/SStats/&amp;quot; of your standalone server.  &lt;br /&gt;
  For example- &amp;lt;nowiki&amp;gt;http://127.0.0.1:9000/SStats/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
The resulting web page is continually updated using AJAX, so there is no need to refresh the page to obtain current information. One possible use for this web page information would be to see who is logged on to the region in real time - without actually logging in.&amp;lt;br&amp;gt;&lt;br /&gt;
This web page provides region information similar to the kind generated by using various server console commands to obtain region statistics. See [[Technical_Reference/Server_Commands | Server_Commands]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
=== You guys like April 1st, eh?  Looks like the joke is on us... ===&lt;br /&gt;
Yes, every year we've had a piece of non destructive code in the unstable, unreleased, upstream subversion tree.  The source tree that is only designed for testers and developers.  In each case it has shown something that is possible in OpenSim that most people might not have realized.  In 2008 this was an avatar created entirely from a Region Module (no user), in 2009 it was making all users a giant (and I mean giant) stick bug avatar.  There will be more in the future, don't worry.  The developers seem to have a sense of humor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/FAQ</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/FAQ"/>
				<updated>2010-04-01T22:53:20Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Summary of an issue with my database and how I solved it as per Mantis 4640&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
==About OpenSim==&lt;br /&gt;
===What is OpenSim?===&lt;br /&gt;
OpenSim is a platform for operating a virtual world, and supports multiple independent regions connecting to a single centralized grid.  This is somewhat similar to the web, where anyone can run their own web server, tied together through the internet.  It can also be used to create a private grid, analogous to a private intranet.&lt;br /&gt;
&lt;br /&gt;
===What is a region?===&lt;br /&gt;
A region is what you see when you log into OpenSim.  It is the physical place (well, virtual physical space) where avatars move and interact.  It is a square patch of land which may contain an island, mountains, a plain, buildings, etc., or just an ocean.&lt;br /&gt;
&lt;br /&gt;
===What is the grid?===&lt;br /&gt;
The grid is the level that organizes the regions and their positions in the world, and handles things that need to exist across regions, such as a user's inventory.  You can think of it as similar to the world map.&lt;br /&gt;
&lt;br /&gt;
===What does ... mean?===&lt;br /&gt;
See [[Technical_Reference | OpenSim:Technical Reference]] for definitions of some terms commonly used in OpenSim.&lt;br /&gt;
&lt;br /&gt;
==Configuring OpenSim==&lt;br /&gt;
First, read [[OpenSim Configuration]].&lt;br /&gt;
===Where can I get a new UUID for my sim config?===&lt;br /&gt;
* See [[OpenSim Configuration]]&lt;br /&gt;
&lt;br /&gt;
===Can I run multiple regions with OpenSim?===&lt;br /&gt;
* See [[OpenSim Configuration]]&lt;br /&gt;
&lt;br /&gt;
===What databases can be used with OpenSim?===&lt;br /&gt;
* See [[OpenSim Configuration]]&lt;br /&gt;
&lt;br /&gt;
==Running OpenSim==&lt;br /&gt;
&lt;br /&gt;
===I get a bunch of ERROR: There was an error while scanning assembly:... &amp;lt;br&amp;gt;&lt;br /&gt;
errors on startup, but OpenSim appears to run normally.  Is this a problem?===&lt;br /&gt;
No.  These errors are being put out by the third party plugin scanning code.  As we have it scanning the entire bin/ directory, it picks up dlls which don't have the correct information to be scanned, and so puts out this error.  Don't worry about it :)&lt;br /&gt;
&lt;br /&gt;
For the record, the current set of errors are&lt;br /&gt;
&lt;br /&gt;
ERROR: There was an error while scanning assembly: /home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/PhysX-wrapper.dll (Could not load file or assembly '/home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/PhysX-wrapper.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.)&lt;br /&gt;
&lt;br /&gt;
ERROR: There was an error while scanning assembly: /home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/ode-debug.dll (Could not load file or assembly '/home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/ode-debug.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.)&lt;br /&gt;
&lt;br /&gt;
ERROR: There was an error while scanning assembly: /home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/ode.dll (Could not load file or assembly '/home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/ode.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.)&lt;br /&gt;
&lt;br /&gt;
ERROR: There was an error while scanning assembly: /home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/openjpeg-libsl.dll (Could not load file or assembly '/home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/openjpeg-libsl.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.)&lt;br /&gt;
&lt;br /&gt;
ERROR: There was an error while scanning assembly: /home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/sqlite3.dll (Could not load file or assembly '/home/caseyj/jc/it/v/virtual-worlds/second-life/servers/opensim/src/opensim-svn-minim/bin/sqlite3.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.)&lt;br /&gt;
&lt;br /&gt;
===Errors about modules not found and RegionBanListItem could not be loaded===&lt;br /&gt;
&lt;br /&gt;
This is caused if you upgrade from trunk through svn and copy new files in the same directory.&lt;br /&gt;
To solve these errors during the startup of opensim.exe remove the following files from your bin folder:&lt;br /&gt;
&lt;br /&gt;
OpenSIm.DataStore.MSSQL.dll&lt;br /&gt;
&lt;br /&gt;
OpenSIm.DataStore.MSSQL.dll.mdm&lt;br /&gt;
&lt;br /&gt;
===Errors from incomplete data migrations===&lt;br /&gt;
&lt;br /&gt;
This can happen during version upgrades if for some reason a database migration fails when there is a change in the way OpenSim stores data.&lt;br /&gt;
&lt;br /&gt;
You may see errors on the OpenSim console like:&lt;br /&gt;
&lt;br /&gt;
[LLOGIN SERVICE]: Exception processing login for [username]: MySql.Data.MySqlClient.MySqlException: Table 'opensim.UserAccounts' doesn't exist&lt;br /&gt;
  at MySql.Data.MySqlClient.MySqlStream.OpenPacket () [0x00000] &lt;br /&gt;
  at MySql.Data.MySqlClient.NativeDriver.ReadResult (System.UInt64&amp;amp; affectedRows, System.Int64&amp;amp; lastInsertId) [0x00000] &lt;br /&gt;
  at MySql.Data.MySqlClient.MySqlDataReader.GetResultSet () [0x00000] &lt;br /&gt;
  at MySql.Data.MySqlClient.MySqlDataReader.NextResult () [0x00000]    at MySql.Data.MySqlClient.MySqlStream.OpenPacket () [0x00000] &lt;br /&gt;
  at MySql.Data.MySqlClient.NativeDriver.ReadResult (System.UInt64&amp;amp; affectedRows, System.Int64&amp;amp; lastInsertId) [0x00000] &lt;br /&gt;
  at MySql.Data.MySqlClient.MySqlDataReader.GetResultSet () [0x00000] &lt;br /&gt;
  at MySql.Data.MySqlClient.MySqlDataReader.NextResult () [0x00000] &lt;br /&gt;
&lt;br /&gt;
In this case the 'users' table had not been migrated to the 'UserAccounts' table which OpenSim was expecting, also resulting in the viewerside error:&lt;br /&gt;
&lt;br /&gt;
Login Failed&lt;br /&gt;
Error generating Login Response&lt;br /&gt;
&lt;br /&gt;
I solved by fixing the filesystem permissions that were causing the migration to fail (on my Linux box '/var/lib/mysql/...' had got itself messed up), then dropping the 'migration' table and running the server again (from the [non-critical] migration warnings encountered there was probably a more precise way to do this, but I was fully backed up so I did it quick-and-dirty). Other than loosing terrain data refs. and current shape/clothing/attachment data (easily restored in-sim) all was now good for me.&lt;br /&gt;
&lt;br /&gt;
==OpenSim in the Wild==&lt;br /&gt;
===Are there test servers running OpenSim I can connect to?===&lt;br /&gt;
Yes.  Check out our [[Grid List]]! There are often many private servers up for testing. Hang out on the IRC channel (Freenode #opensim), and troll for URI's.&lt;br /&gt;
=== Can I teleport from the Linden Lab Second Life grid to my Sim? (updated!)===&lt;br /&gt;
Yes and No, Since the new public beta, launched on july 31th 2008 by Linden Lab, it is now possible to connect opensim servers/regions with the Second life grid, however this is not intended for regular users. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE:&amp;lt;/font&amp;gt; currently it &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;ONLY&amp;lt;/font&amp;gt; works with the preview/beta grid of second life, not the main grid.)&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
It's in an early development stage and thus geared towards developers of virtual world/techniques, and is all but easy to setup. &amp;lt;br&amp;gt;Furthermore, when an avatar is hopping from an SL region to an Opensim region, the avatar will be &amp;quot;ruthed&amp;quot;, meaning it will be the default Secondlife avatar. &amp;lt;br&amp;gt;NO assets (incl, shapes, skins, clothing etc) are tranfered during teleport, hence you wont have access to them, on the other grid. The beta test, is currently focussing on Teleportation between grids mainly. In the future, it should be possible to teleport WITH asset tranfers. But that wont be happening any time soon. &amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;If you want to try it out, read this page for more info on how to get started (with all the risks involved, don't say i didn't warn you):&amp;lt;br&amp;gt;[http://blog.secondlife.com/2008/07/31/open-grid-public-beta-begins-today/ http://blog.secondlife.com/2008/07/31/open-grid-public-beta-begins-today/]&amp;lt;Br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
For normal operation, stick to the regular versions of opensim.&lt;br /&gt;
&lt;br /&gt;
==MySQL==&lt;br /&gt;
===How do I isolate and delete a user's Trash items in a MySQL grid database?===&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE:&amp;lt;/font&amp;gt; BACK UP YOUR DATABASE!&lt;br /&gt;
&lt;br /&gt;
CAUTION: The Linux default directory for the MySQL database is /var/lib/mysql Many backup tools (e.g. backupPC) do NOT back up /var/*! Make certain that the database and not just the MySQL code (/usr/bin/mysql) is included in your nightly backups! The actual paths will be different for different operating systems and databases, but the problem is the same.&lt;br /&gt;
&lt;br /&gt;
'''1.''' Locate the avatars UUID you wish to find the trash items of, in the '''users''' table&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;0.9em&amp;quot;&amp;gt;This query will locate a specified users UUID: (replace User/Test with username/lastname)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;SELECT `UUID` FROM `users` WHERE `username` LIKE 'User' AND `lastname` LIKE 'Test' LIMIT 0 , 30;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''2.''' Use the avatars UUID to search the field_name '''AgentID''' in the '''inventoryFolders''' table, using '''Trash''' as the '''folderName''' to isolate the users Trash '''folderID'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;0.9em&amp;quot;&amp;gt;This query will locate the users Trash folder entry: (replace 00000000-0000-0000-0000-000000000000 with UUID of user)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;SELECT `folderID` FROM `inventoryfolders` WHERE `agentID` LIKE '00000000-0000-0000-0000-000000000000' AND `folderName` LIKE 'Trash'&lt;br /&gt;
LIMIT 0 , 30;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''3.''' Use the '''folderID''' UUID obtained in the last query to find all of the trash items in the '''inventoryitems''' table, you can then delete them once you have isolated them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;0.9em&amp;quot;&amp;gt;This query will locate the trash items of the avatar in question: (replace 00000000-0000-0000-0000-000000000000 with Trash folder UUID obtained in the last query)&amp;lt;/font&amp;gt; &lt;br /&gt;
 &amp;lt;nowiki&amp;gt;SELECT * FROM `inventoryitems` WHERE `parentFolderID` LIKE '00000000-0000-0000-0000-000000000000' LIMIT 0 , 9999;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE:&amp;lt;/font&amp;gt;''' These steps will not remove the associated assets from the assets table, just the items in the inventory '''inventoryitems''' table.&lt;br /&gt;
&lt;br /&gt;
===How do I isolate and resolve duplicate inventory folder entries in a MySQL grid database?===&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE:&amp;lt;/font&amp;gt; BACK UP YOUR DATABASE!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1.''' It's first a good idea to search for the affected avatars UUID in the '''inventoryFolders''' table to see the duplicate entries. When you see this, you'll see the problem of duplicate entries. The key here will be to find out which is being used.&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
'''2.''' Upload a file inworld and name it something unique. This will isolate the UUID of your root folder that is being used (even though there are dups only one is being used)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3.''' Search the '''inventoryitems''' table for your uniquely named item and locate it's '''parentFolderID''' &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;0.9em&amp;quot;&amp;gt;This query will isolate the '''parentFolderID''' based on your search for the unique item (replace '''unique_name''' with your unique item name)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;SELECT `parentFolderID` FROM `inventoryitems` WHERE `inventoryName` LIKE 'unique_name' LIMIT 0 , 30;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''4.''' Check the '''inventoryfolders''' table against the '''parentFolderID''' UUID obtained in the last search. That is your root folder that is being used.. you can delete all duplicate entries that do not match that parentFolderID. In the end, you should only have one of each type (Trash, etc)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;0.9em&amp;quot;&amp;gt;This query will return all values that are NOT the parentID obtained in the last search. (replace 00000000-0000-0000-0000-000000000000 with the parentID located in step 3)&amp;lt;/font&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;SELECT * FROM `inventoryfolders` WHERE `folderID` NOT LIKE '00000000-0000-0000-0000-000000000000' LIMIT 0 , 30;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In World Questions==&lt;br /&gt;
=== Does in world scripting work yet? ===&lt;br /&gt;
Not fully implemented, but there is a lot of work going on here.  Please see [[ScriptEngines]], [[LSL Status]] and [[OSSL Status]] for the latest info.&lt;br /&gt;
&lt;br /&gt;
===Why do I walk through objects?===&lt;br /&gt;
Basicphysics doesn't support collisions between objects (just between you and the ground).  There is active work on other [[PhysicsEngines | physics engines]] for OpenSim, the one that does most of the job and is most stable is the ODE (Open Dynamics Engine), which can be configured for use in OpenSim.ini.&lt;br /&gt;
&lt;br /&gt;
===Can I customize my avatar?===&lt;br /&gt;
Yes.  In order to do this:&lt;br /&gt;
* Click the Inventory Button&lt;br /&gt;
* Create -&amp;gt; New Clothes -&amp;gt; Shirt, Pants, etc&lt;br /&gt;
* Create -&amp;gt; New Body Parts -&amp;gt; Hair, Shape, etc&lt;br /&gt;
* Edit those from your inventory&lt;br /&gt;
* Wear them&lt;br /&gt;
&lt;br /&gt;
Your avatar doesn't always face a nice direction for doing this, so you'll need to use the camera operations to see your face for some of the modifications.  This is a known issue, will be fixed in the future. Also, you'll need to rewear you parts once you first join the environment.  Right now default appearance is always &amp;quot;Ruth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Why do I look like I gas cloud right after I did the the previous steps?===&lt;br /&gt;
Second Life eliminated Ruth from their client. The Ruth we see in OpenSim is our own attempt of a yoga teacher and not truly Second Life's Ruth. When you create a shirt, pants, skin and shape and wear them without changing any parameters, the Second Life Viewer understands you are not Ruth. Since Ruth is no more, you become a cloud of gas. To fix it, either change a parameter of one of them before wearing all 4, or, if you already are a gas cloud, right click one of these items in your inventory and click edit. That should bring up the edit appearance menus. Just move any sliders and voilá.&lt;br /&gt;
&lt;br /&gt;
===Why don't my terrain settings and prims stay through restarts?===&lt;br /&gt;
You haven't set it up to use a database.  See [[OpenSim_Database_support|OpenSim Database support]] for info on how to set it up to use a database. (SqLite is the easiest of these to set up and should probably be used by anyone unfamiliar with any of the options).&lt;br /&gt;
&lt;br /&gt;
===I used XEngine, but my recent update caused DotNetEngine to come on again===&lt;br /&gt;
There were some changes and you will need to change or create the line DefaultScriptEngine = &amp;quot;XEngine&amp;quot; in the startup section to get XEngine back. See [[ScriptEngines]]&lt;br /&gt;
&lt;br /&gt;
===Why doesn't my world map update when I edit the terrain?===&lt;br /&gt;
There are three approaches depending on just how adventurous you want to be.  From the least to the most adventurous:&lt;br /&gt;
* Wait two days.  You will need to restart your sim at the end of the two days to get the updates.&lt;br /&gt;
* Exit the .xml file for the region.  Change the value in the &amp;quot;lastmap_refresh&amp;quot; attribute to &amp;quot;0&amp;quot;.  You will need to restart the sim.&lt;br /&gt;
* Not for the faint of heart!  Edit the &amp;quot;WorldMapModule.cs&amp;quot; file and change the &amp;quot;LazySaveGeneratedMaptile&amp;quot; method to change the &amp;quot;RefreshSeconds&amp;quot; value to something less than two days.  Be sure to read the comments and understand why things are the way they are.&lt;br /&gt;
&lt;br /&gt;
Once your terrain stabilizes, this won't be much of a problem, but it is nice to see the updates while you're furiously developing something.&lt;br /&gt;
&lt;br /&gt;
===Why are my knees bent when I stand idle?===&lt;br /&gt;
This seems to be a result of the ODE Physics Engine on 64 bit systems.  A fix is to edit OpenSim.ini and change the following line:&lt;br /&gt;
* av_capsule_standup_tensor_linux = 550000&lt;br /&gt;
to&lt;br /&gt;
* av_capsule_standup_tensor_linux = 1700000&lt;br /&gt;
&lt;br /&gt;
Note that this line of code is under the [ODEPhysicsSettings] section of the OpenSim.ini file.&lt;br /&gt;
&lt;br /&gt;
===when I create a new skin and shape, the thing goes bonkers creating new assets constantly===&lt;br /&gt;
you have not configured an asset cache&lt;br /&gt;
&lt;br /&gt;
you need to configure either the cenome cache or the flotsam cache&lt;br /&gt;
&lt;br /&gt;
without an asset cache, temporary assets can't be held which means they are continously rerequested&lt;br /&gt;
&lt;br /&gt;
copy either config-include/CenomeMemoryAssetCache.ini.example, or the relevant flotsam file, to .ini edit and set it up for your needs then check GridCommon.ini or StandaloneCommon.ini uncomment the line for that cache&lt;br /&gt;
&lt;br /&gt;
(standalone defaults to cenome grid to flotsam)&lt;br /&gt;
&lt;br /&gt;
==Grid Mode==&lt;br /&gt;
=== After the shiny new grid is running, what is next? ===&lt;br /&gt;
* Make sure one can stop/restart UGA &amp;amp;S (sims). Check out any ordering issues of stop/restart UGA w/o stop/restart sim(s).&lt;br /&gt;
* Make sure one can add/delete both a region and a user from the database.&lt;br /&gt;
* Make sure it runs overnight and check it each morning by logging into 1 or 2 key sims.&lt;br /&gt;
* '&amp;lt;tt&amp;gt;tail -f userserver.log&amp;lt;/tt&amp;gt;' and watch/understand the login process.&lt;br /&gt;
* Make sure when you logoff your system, you can log back on and get control of the UGAS consoles.&lt;br /&gt;
&lt;br /&gt;
==Region Statistics on a Web Page==&lt;br /&gt;
===Information about your regions.===&lt;br /&gt;
Region statistics such as region name, avatar name, avatar position&amp;lt;x,y,z&amp;gt;, number of prims, and a lot of other information can be obtained on a web page by:&lt;br /&gt;
* Adding the following to the bottom of the [[Technical Reference/terms/OpenSim.ini | OpenSim.ini ]] file&lt;br /&gt;
  [WebStats]&lt;br /&gt;
  enabled=true&lt;br /&gt;
* Using a web browser and typing in the &amp;quot;Login URI&amp;quot; + &amp;quot;/SStats/&amp;quot; of your standalone server.  &lt;br /&gt;
  For example- &amp;lt;nowiki&amp;gt;http://127.0.0.1:9000/SStats/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
The resulting web page is continually updated using AJAX, so there is no need to refresh the page to obtain current information. One possible use for this web page information would be to see who is logged on to the region in real time - without actually logging in.&amp;lt;br&amp;gt;&lt;br /&gt;
This web page provides region information similar to the kind generated by using various server console commands to obtain region statistics. See [[Technical_Reference/Server_Commands | Server_Commands]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
=== You guys like April 1st, eh?  Looks like the joke is on us... ===&lt;br /&gt;
Yes, every year we've had a piece of non destructive code in the unstable, unreleased, upstream subversion tree.  The source tree that is only designed for testers and developers.  In each case it has shown something that is possible in OpenSim that most people might not have realized.  In 2008 this was an avatar created entirely from a Region Module (no user), in 2009 it was making all users a giant (and I mean giant) stick bug avatar.  There will be more in the future, don't worry.  The developers seem to have a sense of humor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Screenshots</id>
		<title>Screenshots</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Screenshots"/>
				<updated>2009-11-08T05:09:09Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: remove dead link to my old web site. Update link to my new site&lt;/p&gt;
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===Balthazar===&lt;br /&gt;
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|[[Image:thursday_003.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
===Darb===&lt;br /&gt;
Simulator, meet Geographic Info Systems  (simgis.org)&lt;br /&gt;
Four shots from a 49-sim model of Mount Tamalpais in Marin County, CA&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Phoenix_lake_20071029.jpg|thumbnail]]&lt;br /&gt;
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Shots from an 81-sim 1:4 scale model around Berkeley, CA&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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Shots of a 40-region 1.024:1 scale model of UC Berkeley&lt;br /&gt;
&lt;br /&gt;
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|[[Image:OB40_greek_theater_vu_ely.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:OB40_sather_tower_vu_ely.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:OB40_I_house_vu_nely.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:OB40_Hearst_vu_ely.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
===NixNerd===&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot; &lt;br /&gt;
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|[[Image:OpenSim_000.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:OpenSim_001.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:OpenSim_002.jpg|thumbnail]]&lt;br /&gt;
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{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot; &lt;br /&gt;
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|[[Image:OpenSim_003.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:OpenSim_004.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:OpenSim_005.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:OpenSim_006.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot; &lt;br /&gt;
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|[[Image:OpenSim_007.jpg|thumbnail]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CentralGrid===&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
|[[Image:2cg_home_003_001.jpg|thumbnail|Central Grid Orientation]]&lt;br /&gt;
|[[Image:2cg_home_003_014.jpg|thumbnail|Central Grid Business]]&lt;br /&gt;
|[[Image:BullRun_CentralGrid.jpg|thumbnail|BullRun - Art Gallery inside CentralGrid]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===United Grid - Sid Green===&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:United_Grid_Tramway_1.png|thumbnail|United Grid Tramway, January 2008]]&lt;br /&gt;
&lt;br /&gt;
|[[Image:United_Grid_Unnamed_Bridge_1.png|thumbnail|Unnamed Bridge, January 2008]]&lt;br /&gt;
&lt;br /&gt;
|[[Image:United_Grid_Spiral_Staircase_1.png|thumbnail|Spiral Staircase, December 2008]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
===Phrearch Miles===&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|[[Image:Phrearch_Miles_localsim_2.jpg|thumbnail]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sean Dague===&lt;br /&gt;
[[Image:dynamictexture.png]]&lt;br /&gt;
&lt;br /&gt;
===Sun Payne - http://www.opensimulator.fr===&lt;br /&gt;
&lt;br /&gt;
Pictures taken on the opengrid maintened by opensimulator.fr&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Islands.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Sun linden.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:New Ruth.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Ruth on mountain.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Mountains island.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Heart island.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Man island.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Maze island.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Shirt island.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Opensimulator island.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
===AIAI Grid - http://vue.ed.ac.uk/openvue/===&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:AIAI-2008-03-04-Opensim-AIAI-Sunset.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:AIAI-2008-03-08-Terrain-Scotland.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:AIAI-2008-02-25-Iroom.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:AIAI-2008-02-05-Media-Streaming.jpg|thumbnail]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grumly===&lt;br /&gt;
&lt;br /&gt;
Lego(tm) building :-)&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Lego1.png|thumbnail]]&lt;br /&gt;
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|[[Image:Lego2.png|thumbnail]]&lt;br /&gt;
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|[[Image:Lego3.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
Draw on prims using an Browser Silverlight applet&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[Image:SilverlightDrawOnPrim.png|thumbnail]]&lt;br /&gt;
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|[[Image:DrawOnPrim1.png|thumbnail]]&lt;br /&gt;
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|[[Image:DrawOnPrim2.png|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===WorldSimTerra ex-OpenSimPT - http://www.worldsimterra.com===&lt;br /&gt;
&lt;br /&gt;
Pictures taken on the opengrid maintained by WorldSimTerra.com&amp;lt;br&amp;gt;&lt;br /&gt;
Portuguese Translation: &amp;quot;Imagens obtidas no opengrid mantido por WorldSimTerra.com&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:OSPTG001.png|400px|center]] &amp;lt;center&amp;gt;Lusitania Center on worldSimTerra-Grid&amp;lt;br&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:OSPTG002.png|thumbnail]]&lt;br /&gt;
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|[[Image:OSPTG003.png|thumbnail]]&lt;br /&gt;
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|[[Image:OSPTG004.png|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:OSPTG005.png|thumbnail]]&lt;br /&gt;
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|[[Image:OSPTG006.png|thumbnail]]&lt;br /&gt;
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|[[Image:OSPTG007.png|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:OSPTG008.png|thumbnail]]&lt;br /&gt;
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|[[Image:OSPTG009.png|thumbnail]]&lt;br /&gt;
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|[[Image:OSPTG010.png|thumbnail]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===TalentRaspel Grid===&lt;br /&gt;
&lt;br /&gt;
[http://www.vr-talentraspel.eu/index.php?page=home&amp;amp;btn=1 www.vr-talentraspel.eu]&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:trgrid_07.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:trgrid_02.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:trgrid_06.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:trgrid_01.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:screen002.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:screen003.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:screen001.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:screen004.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:screen005.jpg|thumbnail]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tracy Welles ===&lt;br /&gt;
[http://www.sims3d.com www.sims3d.com]&amp;lt;br /&amp;gt;&lt;br /&gt;
SL - Tracy Welles&amp;lt;br /&amp;gt;&lt;br /&gt;
OpenSimulator User: rjs&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Welles_Grid_Bora_2.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Welles_Grid_Bora.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Welles_Grid_volcano.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Welles_Designs.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Welles_Grid_Testing.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Jockodomo.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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|[[Image:Display.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Executive-secretary.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Living.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Table.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Particles.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Buildpad.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:wd1.png|thumbnail]]&lt;br /&gt;
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|[[Image:wd2.png|thumbnail]]&lt;br /&gt;
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|[[Image:wd3.png|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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|[[Image:wd4.png|thumbnail]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== VirtualSims.Net ===&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;10%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|[[Image:Central_Park_Construction.jpg|thumbnail]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Future Life Grid ===&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;10%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|[[Image:Nova_Fortunis.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Nova_Fortunis_2.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Nova_Fortunis_3.jpg|thumbnail]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fritz t. Cat ===&lt;br /&gt;
{|width=&amp;quot;10%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|[[Image:Pearl-Point_004.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Pearl_Point_w._wrecked_ship_001.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Pearl_Point_w._wrecked_ship_005.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Pearl_Lighthouse_at_night_001.jpg|thumbnail]]&lt;br /&gt;
|}&lt;br /&gt;
{|width=&amp;quot;10%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|[[Image:Argand lamp (OLG)_002.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Lighthouse clockwork.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Lighthouse_clockwork_close_up_and_with_photo.jpg|thumbnail]]&lt;br /&gt;
|}&lt;br /&gt;
{|width=&amp;quot;10%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|[[Image:My_version_of_Simpy's_boat,_Pearl-Cove_001.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Pearl_Cove_001.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Pearl_Point_w._wrecked_ship_003.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Nudibrancs 005.jpg|thumbnail]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Architecture Islands ===&lt;br /&gt;
{|width=&amp;quot;10%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|[[Image:ArchitectureIsland1.jpg|thumbnail]]&lt;br /&gt;
|[[Image:ArchitectureIsland2.jpg|thumbnail]]&lt;br /&gt;
|[[Image:ArchitectureIsland3.jpg|thumbnail]]&lt;br /&gt;
|[[Image:ArchitectureIsland4.jpg|thumbnail]]&lt;br /&gt;
|[[Image:ArchitectureIsland5.jpg|thumbnail]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===On-line TV===&lt;br /&gt;
&lt;br /&gt;
[http://www.livestream.com/worldsimterra Broadcast from WorldSimTerra TV... real opensim TV-live]&lt;br /&gt;
&lt;br /&gt;
===Megaprims===&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=ouEcKEhz1AA&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=EqcdH4ub6rQ&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Q9cElvejrxo Flight Into Terrain Megaprims in Berkeley]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=srwRPgjFjnQ OpenSim versus Google Earth, a random walk through 40 regions]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other videos===&lt;br /&gt;
&lt;br /&gt;
Jeff1564 &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=AwYQL7nMENQ &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nebadon2025&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.nebadon2025.com/opensim &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FrancoGrid&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=ixHcmLFSWvM&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sun&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.wegame.com/user/opensimulator/ Opensimulator album] on Wegame&amp;lt;br&amp;gt;&lt;br /&gt;
[http://fr.youtube.com/user/opengrid2008 Opengrid album] on Youtube&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DarbDabney&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.youtube.com/watch?v=1gtjPZGOWOw Ruth versus Rover, r5234 with ODE]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=86IVMafq3ik UC Berkeley Greek Theater 1.024:1 scale]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=uBlbB72cpUQ UC Berkeley LBNL to Wurster Hall 1.024:1 scale]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=cealA1QL59s UC Berkeley Easterly campus flight 1.024:1 scale]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Archimedix&amp;lt;br&amp;gt;&lt;br /&gt;
[http://video.google.com/videoplay?docid=2679558764935410864&amp;amp;q=opensim&amp;amp;ei=4OYqSM_vCI6K2QKbypTeCQ Import Terrain from main grid]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''WorldSimTerra-Grid''' [http://www.worldsimterra.com website]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=YrmFaR-GUzA 24 hours with shadows on WorldSimTerra]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0II89LgCXb0 Some images of WorldSimTerra-Grid]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=zt3vbGoE0fM WorldSimTerra Server Test 090405]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TalentRaspel Grid''' [http://www.vr-talentraspel.eu/index.php?page=home&amp;amp;btn=1 website]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://de.youtube.com/watch?v=DQROyxP9md0 Demo: A flight through the TalentRaspel Grid]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://de.youtube.com/watch?v=EDGtnNrsC4c Demo: Another flight through the TalentRaspel Grid]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://de.youtube.com/watch?v=abTlpr-5TOc Tutorial video &amp;quot;User registration and client installation&amp;quot; (in german)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://de.youtube.com/watch?v=rAtTpiNQ5rI Tutorial video &amp;quot;First steps after login&amp;quot; (in german)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://de.youtube.com/watch?v=PyS9CAyTxJo Tutorial video &amp;quot;How to persist your avatars appearance&amp;quot; (in german)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Architecture in OpenSim''' [http://www.archvirtual.com website]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=FfMouJFcp8c Architecture Islands Grid demo]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.youtube.com/watch?v=tvqorbFsJ_w Design/Build Demo in OpenSim on the Architecture Islands Grid]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OpenSimulator 2nd birthday event videos ===&lt;br /&gt;
&lt;br /&gt;
[http://de.youtube.com/watch?v=Tds180ahpEg Report about OpenSimulator 2nd birthday event Part 1 (german language)]&lt;br /&gt;
&lt;br /&gt;
[http://de.youtube.com/watch?v=4_nEJvDY5lo Report about OpenSimulator 2nd birthday event Part 2 (german language)]&lt;br /&gt;
&lt;br /&gt;
[http://de.youtube.com/watch?v=c_5aFexT7lk Report about OpenSimulator 2nd birthday event Part 3 (german language)]&lt;br /&gt;
&lt;br /&gt;
=== Information videos about virtual worlds ===&lt;br /&gt;
&lt;br /&gt;
[http://de.youtube.com/watch?v=bpCQy8riYsA Part 1: A Review (german language)]&lt;br /&gt;
&lt;br /&gt;
[http://de.youtube.com/watch?v=hjRBtjtrauc Part 2: 3D-Engines (german language)]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
===LaeMi's sim on her home Linux box===&lt;br /&gt;
http://home.exetel.com.au/impact/impact.shtml&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
===Flickr OpenSim group===&lt;br /&gt;
http://www.flickr.com/groups/opensim/&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
&amp;lt;cleanpage title=hide cats=hide /&amp;gt;&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/User:LaeMi</id>
		<title>User:LaeMi</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/User:LaeMi"/>
				<updated>2009-10-10T10:24:02Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: update web address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LaeMi's web site is [http://home.exetel.com.au/impact/ here].&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Screenshots</id>
		<title>Screenshots</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Screenshots"/>
				<updated>2009-10-10T10:21:43Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: changed weblink as my home site is on the move between ISPs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Quicklinks}}&lt;br /&gt;
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===Balthazar===&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:thursday_003.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
===Darb===&lt;br /&gt;
Simulator, meet Geographic Info Systems  (simgis.org)&lt;br /&gt;
Four shots from a 49-sim model of Mount Tamalpais in Marin County, CA&lt;br /&gt;
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Shots from an 81-sim 1:4 scale model around Berkeley, CA&lt;br /&gt;
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Shots of a 40-region 1.024:1 scale model of UC Berkeley&lt;br /&gt;
&lt;br /&gt;
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===NixNerd===&lt;br /&gt;
&lt;br /&gt;
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|[[Image:OpenSim_002.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:OpenSim_007.jpg|thumbnail]]&lt;br /&gt;
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&lt;br /&gt;
===CentralGrid===&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
|[[Image:2cg_home_003_001.jpg|thumbnail|Central Grid Orientation]]&lt;br /&gt;
|[[Image:2cg_home_003_014.jpg|thumbnail|Central Grid Business]]&lt;br /&gt;
|[[Image:BullRun_CentralGrid.jpg|thumbnail|BullRun - Art Gallery inside CentralGrid]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===United Grid - Sid Green===&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:United_Grid_Tramway_1.png|thumbnail|United Grid Tramway, January 2008]]&lt;br /&gt;
&lt;br /&gt;
|[[Image:United_Grid_Unnamed_Bridge_1.png|thumbnail|Unnamed Bridge, January 2008]]&lt;br /&gt;
&lt;br /&gt;
|[[Image:United_Grid_Spiral_Staircase_1.png|thumbnail|Spiral Staircase, December 2008]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phrearch Miles===&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|[[Image:Phrearch_Miles_localsim_2.jpg|thumbnail]]&lt;br /&gt;
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&lt;br /&gt;
===Sean Dague===&lt;br /&gt;
[[Image:dynamictexture.png]]&lt;br /&gt;
&lt;br /&gt;
===Sun Payne - http://www.opensimulator.fr===&lt;br /&gt;
&lt;br /&gt;
Pictures taken on the opengrid maintened by opensimulator.fr&lt;br /&gt;
&lt;br /&gt;
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===AIAI Grid - http://vue.ed.ac.uk/openvue/===&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
===Grumly===&lt;br /&gt;
&lt;br /&gt;
Lego(tm) building :-)&lt;br /&gt;
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Draw on prims using an Browser Silverlight applet&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[Image:SilverlightDrawOnPrim.png|thumbnail]]&lt;br /&gt;
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|[[Image:DrawOnPrim1.png|thumbnail]]&lt;br /&gt;
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|[[Image:DrawOnPrim2.png|thumbnail]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===WorldSimTerra ex-OpenSimPT - http://www.worldsimterra.com===&lt;br /&gt;
&lt;br /&gt;
Pictures taken on the opengrid maintained by WorldSimTerra.com&amp;lt;br&amp;gt;&lt;br /&gt;
Portuguese Translation: &amp;quot;Imagens obtidas no opengrid mantido por WorldSimTerra.com&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:OSPTG001.png|400px|center]] &amp;lt;center&amp;gt;Lusitania Center on worldSimTerra-Grid&amp;lt;br&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:OSPTG002.png|thumbnail]]&lt;br /&gt;
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|[[Image:OSPTG003.png|thumbnail]]&lt;br /&gt;
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|[[Image:OSPTG004.png|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[Image:OSPTG005.png|thumbnail]]&lt;br /&gt;
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|[[Image:OSPTG006.png|thumbnail]]&lt;br /&gt;
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|[[Image:OSPTG007.png|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:OSPTG008.png|thumbnail]]&lt;br /&gt;
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|[[Image:OSPTG009.png|thumbnail]]&lt;br /&gt;
&lt;br /&gt;
|[[Image:OSPTG010.png|thumbnail]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===TalentRaspel Grid===&lt;br /&gt;
&lt;br /&gt;
[http://www.vr-talentraspel.eu/index.php?page=home&amp;amp;btn=1 www.vr-talentraspel.eu]&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:trgrid_07.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:trgrid_02.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:trgrid_06.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:trgrid_01.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:screen002.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:screen003.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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|[[Image:screen004.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:screen005.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== Tracy Welles ===&lt;br /&gt;
[http://www.sims3d.com www.sims3d.com]&amp;lt;br /&amp;gt;&lt;br /&gt;
SL - Tracy Welles&amp;lt;br /&amp;gt;&lt;br /&gt;
OpenSimulator User: rjs&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Welles_Grid_Bora_2.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Welles_Grid_Bora.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Welles_Grid_volcano.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Welles_Designs.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Welles_Grid_Testing.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Jockodomo.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Display.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Executive-secretary.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Living.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:Table.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Particles.jpg|thumbnail]]&lt;br /&gt;
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|[[Image:Buildpad.jpg|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:wd1.png|thumbnail]]&lt;br /&gt;
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|[[Image:wd2.png|thumbnail]]&lt;br /&gt;
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|[[Image:wd3.png|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
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{|style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
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|[[Image:wd4.png|thumbnail]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== VirtualSims.Net ===&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;10%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|[[Image:Central_Park_Construction.jpg|thumbnail]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Future Life Grid ===&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;10%&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|[[Image:Nova_Fortunis.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Nova_Fortunis_2.jpg|thumbnail]]&lt;br /&gt;
|[[Image:Nova_Fortunis_3.jpg|thumbnail]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===On-line TV===&lt;br /&gt;
&lt;br /&gt;
[http://www.worldsimterra.com/en/videos-fotos/videos-opensim-second-life/worldsimterra-tv-.-real-virtualities-tv-live.html Rebroadcast from WorldSimTerra TV... real opensim TV-live]&lt;br /&gt;
&lt;br /&gt;
===Megaprims===&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=ouEcKEhz1AA&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=EqcdH4ub6rQ&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Q9cElvejrxo Flight Into Terrain Megaprims in Berkeley]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=srwRPgjFjnQ OpenSim versus Google Earth, a random walk through 40 regions]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other videos===&lt;br /&gt;
&lt;br /&gt;
Jeff1564 &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=AwYQL7nMENQ &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nebadon2025&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.nebadon2025.com/opensim &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FrancoGrid&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=ixHcmLFSWvM&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sun&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.wegame.com/user/opensimulator/ Opensimulator album] on Wegame&amp;lt;br&amp;gt;&lt;br /&gt;
[http://fr.youtube.com/user/opengrid2008 Opengrid album] on Youtube&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DarbDabney&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.youtube.com/watch?v=1gtjPZGOWOw Ruth versus Rover, r5234 with ODE]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=86IVMafq3ik UC Berkeley Greek Theater 1.024:1 scale]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=uBlbB72cpUQ UC Berkeley LBNL to Wurster Hall 1.024:1 scale]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=cealA1QL59s UC Berkeley Easterly campus flight 1.024:1 scale]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Archimedix&amp;lt;br&amp;gt;&lt;br /&gt;
[http://video.google.com/videoplay?docid=2679558764935410864&amp;amp;q=opensim&amp;amp;ei=4OYqSM_vCI6K2QKbypTeCQ Import Terrain from main grid]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''WorldSimTerra-Grid''' [http://www.worldsimterra.com website]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=YrmFaR-GUzA 24 hours with shadows on WorldSimTerra]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0II89LgCXb0 Some images of WorldSimTerra-Grid]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=zt3vbGoE0fM WorldSimTerra Server Test 090405]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TalentRaspel Grid''' [http://www.vr-talentraspel.eu/index.php?page=home&amp;amp;btn=1 website]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://de.youtube.com/watch?v=DQROyxP9md0 Demo: A flight through the TalentRaspel Grid]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://de.youtube.com/watch?v=EDGtnNrsC4c Demo: Another flight through the TalentRaspel Grid]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://de.youtube.com/watch?v=abTlpr-5TOc Tutorial video &amp;quot;User registration and client installation&amp;quot; (in german)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://de.youtube.com/watch?v=rAtTpiNQ5rI Tutorial video &amp;quot;First steps after login&amp;quot; (in german)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://de.youtube.com/watch?v=PyS9CAyTxJo Tutorial video &amp;quot;How to persist your avatars appearance&amp;quot; (in german)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OpenSimulator 2nd birthday event videos ===&lt;br /&gt;
&lt;br /&gt;
[http://de.youtube.com/watch?v=Tds180ahpEg Report about OpenSimulator 2nd birthday event Part 1 (german language)]&lt;br /&gt;
&lt;br /&gt;
[http://de.youtube.com/watch?v=4_nEJvDY5lo Report about OpenSimulator 2nd birthday event Part 2 (german language)]&lt;br /&gt;
&lt;br /&gt;
[http://de.youtube.com/watch?v=c_5aFexT7lk Report about OpenSimulator 2nd birthday event Part 3 (german language)]&lt;br /&gt;
&lt;br /&gt;
=== Information videos about virtual worlds ===&lt;br /&gt;
&lt;br /&gt;
[http://de.youtube.com/watch?v=bpCQy8riYsA Part 1: A Review (german language)]&lt;br /&gt;
&lt;br /&gt;
[http://de.youtube.com/watch?v=hjRBtjtrauc Part 2: 3D-Engines (german language)]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
===LaeMi's sim on her home Linux box===&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact/ - old site (likely to disappear soon)&lt;br /&gt;
&lt;br /&gt;
http://home.exetel.com.au/impact/appendix.shtml - replacement site (under construction)&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
&lt;br /&gt;
===Flickr OpenSim group===&lt;br /&gt;
http://www.flickr.com/groups/opensim/&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
&amp;lt;cleanpage title=hide cats=hide /&amp;gt;&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2009-08-08T21:53:56Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Suggestion removed by proposor as current development (arbitrary-sized regions) nullifies the need in her case (if someone still desires this, reinstatement and taking over ownership OK)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
I like the idea of a 3D Grid structure, along with that, the ability to turn off gravity, water and the terrain textures. It would be nice to set the region's background image to a starscape or something other than the default background.&lt;br /&gt;
&lt;br /&gt;
User defined gravity fields. This would be useful in a grid environment that was space themed, certain areas could have defined gravity fields. The possibilities for this could be very interesting.&lt;br /&gt;
&lt;br /&gt;
== 3D Security ==&lt;br /&gt;
&lt;br /&gt;
At the end of the day, this technology is a new form of computer user interface, and mobile agent application server. We need to move away from the concept of land, in a 3D environment we could assign access rights to 3D volumes, call them security regions. These security regions would have permissions granted by access lists, ability to assign different rights to different users or groups. (if we did 3D grid structures this would be a must)&lt;br /&gt;
&lt;br /&gt;
One security feature, is the ability to &amp;quot;hide&amp;quot; objects within a security region from users that don't have access rights. Much like barriers in SL, these 3D security regions would just not show up in the viewer, and the user would not have rights to enter the area. It would interesting if you could do this on a primative level, an object that is only viewable by people/objects with the proper permissions. (The engine could detect collision based on bounding box)&lt;br /&gt;
&lt;br /&gt;
== Portal Primatives ==&lt;br /&gt;
&lt;br /&gt;
I propose a &amp;quot;hyperlink&amp;quot; prim that would be configured with an URL to a destination region/grid. The prim would be like a phantom prim, and when looked at, the user would see the destination, a doorway, like a region boundry, when the avatar passes through the object, the avatar is handed off to the destination region. This would be very cool feature, a user/company could &amp;quot;rent&amp;quot; space on a popular grid a store front, in the back of the store is a &amp;quot;doorway&amp;quot; to the user/company's private region/grid server.&lt;br /&gt;
&lt;br /&gt;
(Croquet is an excellent referral to this concept, since the developers devised Portal &amp;quot;primitives&amp;quot; that allow travel not only between different worlds, but to your own one aswell. Also, once your in your own world, you can create yet another Portal to a new world that you created and so on.) -Darakon Kayvon&lt;br /&gt;
&lt;br /&gt;
== Governance System ==&lt;br /&gt;
The online world would have to provide a means for communities to develop legal and political systems of governance. I can think of voting systems as a start.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Ability to map standalone grid edges to other grid-edges==&lt;br /&gt;
&lt;br /&gt;
The ability to have edges of a standalone region be mapped to other grids or other standalone regions. I'm thinking hyper-space, one-way doors to other places. It would be interesting for standalone private regions that have doors to other places like opengrid or osgrid or something like that.&lt;br /&gt;
&lt;br /&gt;
==The ability to set region bounderies==&lt;br /&gt;
&lt;br /&gt;
Useful in adding a max ceiling to a region. If it was possible, ability to create a &amp;quot;region box&amp;quot; with as stated earlier, an arbitrary origin. Thinking a little further, a &amp;quot;region sphere&amp;quot; would be interesting.&lt;br /&gt;
&lt;br /&gt;
==Grid to Grid Travel==&lt;br /&gt;
&lt;br /&gt;
Going to each grid seems to require setting up an account there. Someone may specialize in 'passport authentication' allowing an avatar to hop from grid to grid (possibly with just a wallet and a small 'suitcase' inventory) as one would go from country to country in rl. Grids get control of who and how may pass through their grid.&lt;br /&gt;
&lt;br /&gt;
LaeMi adds - I am waiting eagerly for integration of realExtend's avatar server which should cover this - the graphics enhancements of rex are of less interest to me as I am not a 3D designer and so have limited use for meshes, but rex has a good number of other very useful features like this too. (Rex integration is being worked on right now AFAIK).&lt;br /&gt;
&lt;br /&gt;
==Universal Location Addressing==&lt;br /&gt;
&lt;br /&gt;
As part of grid to grid travel, a common standard for a universal location address / coordinate will need to be defined and supported. &lt;br /&gt;
&lt;br /&gt;
Proposal: opensim://sim.grid.domain.tld:x.y.z/named_location/?param=value (alternatively, could be osa:// or osl://, or sim://).&lt;br /&gt;
&lt;br /&gt;
Examples of use: &lt;br /&gt;
* opensim://sim25.mygrid.mycompany.mycountry/&lt;br /&gt;
* opensim://shoppingcenter.gridprovider.mycountry/myshop/&lt;br /&gt;
* opensim://mysim.mygrid.mycompany.mycountry:100.75.80/&lt;br /&gt;
* opensim://closedgrid.myworld.business/entrance_hall/?userid=xxx&amp;amp;password=yyy&lt;br /&gt;
&lt;br /&gt;
To avoid confusion, Opensim TLDs will need to be different from existing Internet TLDs.&lt;br /&gt;
A naming registrar (NIC) will need to be established that ensures uniqueness and proper handling of registrations. - Ezekiel&lt;br /&gt;
&lt;br /&gt;
Proposal: &amp;lt;sim|grid&amp;gt;://&amp;lt;FQDN&amp;gt;[[:&amp;lt;[zonename,]x,y,z&amp;gt;] | [/&amp;lt;symbolic destination&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* sim://www.mydomain.com&lt;br /&gt;
* sim://www.mydomain.com:0,0,0&lt;br /&gt;
* sim://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com&lt;br /&gt;
* grid://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com:Zone1,0,0,0&lt;br /&gt;
&lt;br /&gt;
The client can then get the required information regarding port numbers, protocols, and so on from SVR records embedded in the FQDN DNS Zone. This way clients are immune to changes in the physical hosting of the simulators. The data encoded in the SVR record could also give clues as to the protocol versions, abilities and restrictions of the destination. -Kelannim&lt;br /&gt;
&lt;br /&gt;
==Scriptable 'bodyparts' (Shape, Hair, Eyes etc)==&lt;br /&gt;
&lt;br /&gt;
This relates to Shapes, Hair, Eyes etc which are not prims but 'bodyparts', and are not manipulatable via LSL.&lt;br /&gt;
&lt;br /&gt;
Two script commands could be implemented, one to write say a vector to 'bodypart' parameters (the numbers one edits in 'Appearance...'), and another to read them. It would be interesting to be able to create 'bodyparts' from scripts, using data derived externally or calculated in a script, perhaps from other 'bodyparts' data....&lt;br /&gt;
&lt;br /&gt;
Further, with an extension to the permission system (notifying user that a script wants to modify a Shape/Hair/Eyes/whatever of theirs), perhaps editing of existing 'bodypart's could also be available.&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;br /&gt;
&lt;br /&gt;
==Client Side Weather System==&lt;br /&gt;
A client side based weather system would be a breath of fresh air to those who enjoy more realism (Graphically). An overall Grid Weather System could also be created, so that different parts of the grid will be experiencing different forms of weather e.g 4+ Regions more to the north of the Grid would be in the midst of a blizzard whilst several sims further to the south are enjoying clear blue skys, but with an onset of rain on the way.&lt;br /&gt;
A Server could be set up in order to simulate the overall GWS (Grid Weather System) and would shout to each region to simulate a specified weather type.&lt;br /&gt;
All the Client has to do is pick up on the Information being sent to the region from the GWS and simulate it on-screen for it's users. &lt;br /&gt;
Obviously this feature can be turned on and off at will, but it would be nice to not have to set up a particle weather system that cause's more lag than necessary. - Darakon Kayvon&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strong Identities==&lt;br /&gt;
&lt;br /&gt;
Basically objects and users would have strong identities created using public key cryptography. A creator or user would create a public/private key pair and register it with a key server, along with a signed hash of their character name/UUID/whatever. This creates a strong identity associated with the user.&lt;br /&gt;
&lt;br /&gt;
This creator key could be used to generate certificates associated with their objects (signing the UUID and a hash of the geometry of the object along with their key identity) and register along with the geometry hash in a database. They could also create 'ownership' certificates which would be a signature against a player's identity and the object hash.&lt;br /&gt;
&lt;br /&gt;
One of the uses of this is to allow a sort of voluntary property enforcement. The way it would work is that when an object is transferred using an intergrid (HyperGrid) connection, the transferor would also send any certificates associated with the object. These certificates, if the receiving server wishes, could communicate ownership or copy/mod/no-transfer rights based on the certificate and checking against the public key servers and object registries; it may also simply communicate a sort of certificate status to the other clients such that it could be verified that these objects are indeed created or authorized copies owned by the client. This would of course be completely voluntary within the grid, but it could allow commercial grids to manage intergrid object moves strictly if they want to. It could also exist simply to increase the 'cachet of ownership' such that you can show that you indeed purchase this from the creator.&lt;br /&gt;
&lt;br /&gt;
Some notes:&lt;br /&gt;
* It would be trivially easy for malicious clients to modify the object slightly in order to generate a new hash and register it with the object server. The point boils down to really more supporting the social movement of supporting artists you like and being able to show thus. Artists could publish their object UUIDs along with their owners so that they could be reverified orthogonally.&lt;br /&gt;
* It would be trivially easy for malicious clients to submit erroneous hashes for objects. This could be solved by transferring the object parameters (all of the prims, locations, and parameters, the object description) to the object registry and having it do the hashing.&lt;br /&gt;
* The creator keypair could be used for intergrid authentication also. Since it is a proper strong encryption keypair which is tightly associated to an avatar identity it could allow authenticated intergrid connections. It could also be used to encipher the communication between the client and the grid and authenticate messages back and forth. &lt;br /&gt;
* Strong identities for objects could include a keypair which allows real-world integration such as bank transactions and whatnot to have a physical metaphor.&lt;br /&gt;
* The point of the object certificates really isn't DRM (although in a limited sense it can be used for thus), but (partially) a way to show other players that an object was payed for and is original, that you willingly supported a creator voluntarily with your patronage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:NickRusnov|NickRusnov]] 21:45, 28 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extend the form of the Sphere to a Superquadric Ellipsoid + Geodesic==&lt;br /&gt;
&lt;br /&gt;
On the end of present sphere data definition add the fields...&lt;br /&gt;
*'''Sharpness''' - default to zero, meaning a regular sphere/ovoid and the sphere rendering path is to be used as per usual client-side (and the 'sides' field ignored).&lt;br /&gt;
*'''Sides''' - can be set to any valid geodesic shape (client-side renderer can clip this value if too high). Negative value indicates to use the geodesic's dual.&lt;br /&gt;
&lt;br /&gt;
Client-side (eg HipoViewer) would then need to be altered to allow editing and rendering of these shapes. (Detecting full sharpness and full roundness and passing these to appropriate optimised renderers for these shapes likely a good idea).&lt;br /&gt;
&lt;br /&gt;
Adding same values to the end of the Cylinder shape to make an extruded Superellipse would be nice too (and with full sharpness, arbitrary regular shape extrusions such as pentagonal/hexagonal/octagonal prism).&lt;br /&gt;
&lt;br /&gt;
Then finish the set with a Superellipse-extended torus.&lt;br /&gt;
&lt;br /&gt;
Texturing as per sphere/cylinder/torus, so this does not - even if maxed out to be sharp-edged - replace a real box which can have one texture per face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Simple Underwater Avatar Physics==&lt;br /&gt;
&lt;br /&gt;
Simulator physics '''option''' for:&lt;br /&gt;
&lt;br /&gt;
When Avatar_position+(Avatar_Height/2) (ie. their head) is below simulator water level, they are put into fly mode. When they are more than Avatar_position+(Avatar_Height/3) (approx shoulder level) below simulator water level, they get a low positive gravity value (buoyancy) applied to them (use the page-down key to swim down against it). 'Swim' into waist-shallow water and Page_Down into land to stand again. No special client-side swim animations, etc. - they would be nice, but fly mode animations are good enough for a start and don't require client-side changes.&lt;br /&gt;
&lt;br /&gt;
(Yes, it can theoretically be done with scripted attachments, but I prefer the efficiency of the physics engine doing it directly).&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2009-08-08T21:48:37Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Cleanup: Remove item &amp;quot;Arbitrary Region SIze&amp;quot; as it is under development right now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
I like the idea of a 3D Grid structure, along with that, the ability to turn off gravity, water and the terrain textures. It would be nice to set the region's background image to a starscape or something other than the default background.&lt;br /&gt;
&lt;br /&gt;
User defined gravity fields. This would be useful in a grid environment that was space themed, certain areas could have defined gravity fields. The possibilities for this could be very interesting.&lt;br /&gt;
&lt;br /&gt;
== 3D Security ==&lt;br /&gt;
&lt;br /&gt;
At the end of the day, this technology is a new form of computer user interface, and mobile agent application server. We need to move away from the concept of land, in a 3D environment we could assign access rights to 3D volumes, call them security regions. These security regions would have permissions granted by access lists, ability to assign different rights to different users or groups. (if we did 3D grid structures this would be a must)&lt;br /&gt;
&lt;br /&gt;
One security feature, is the ability to &amp;quot;hide&amp;quot; objects within a security region from users that don't have access rights. Much like barriers in SL, these 3D security regions would just not show up in the viewer, and the user would not have rights to enter the area. It would interesting if you could do this on a primative level, an object that is only viewable by people/objects with the proper permissions. (The engine could detect collision based on bounding box)&lt;br /&gt;
&lt;br /&gt;
== Portal Primatives ==&lt;br /&gt;
&lt;br /&gt;
I propose a &amp;quot;hyperlink&amp;quot; prim that would be configured with an URL to a destination region/grid. The prim would be like a phantom prim, and when looked at, the user would see the destination, a doorway, like a region boundry, when the avatar passes through the object, the avatar is handed off to the destination region. This would be very cool feature, a user/company could &amp;quot;rent&amp;quot; space on a popular grid a store front, in the back of the store is a &amp;quot;doorway&amp;quot; to the user/company's private region/grid server.&lt;br /&gt;
&lt;br /&gt;
(Croquet is an excellent referral to this concept, since the developers devised Portal &amp;quot;primitives&amp;quot; that allow travel not only between different worlds, but to your own one aswell. Also, once your in your own world, you can create yet another Portal to a new world that you created and so on.) -Darakon Kayvon&lt;br /&gt;
&lt;br /&gt;
== Governance System ==&lt;br /&gt;
The online world would have to provide a means for communities to develop legal and political systems of governance. I can think of voting systems as a start.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Ability to map standalone grid edges to other grid-edges==&lt;br /&gt;
&lt;br /&gt;
The ability to have edges of a standalone region be mapped to other grids or other standalone regions. I'm thinking hyper-space, one-way doors to other places. It would be interesting for standalone private regions that have doors to other places like opengrid or osgrid or something like that.&lt;br /&gt;
&lt;br /&gt;
==The ability to set region bounderies==&lt;br /&gt;
&lt;br /&gt;
Useful in adding a max ceiling to a region. If it was possible, ability to create a &amp;quot;region box&amp;quot; with as stated earlier, an arbitrary origin. Thinking a little further, a &amp;quot;region sphere&amp;quot; would be interesting.&lt;br /&gt;
&lt;br /&gt;
==Grid to Grid Travel==&lt;br /&gt;
&lt;br /&gt;
Going to each grid seems to require setting up an account there. Someone may specialize in 'passport authentication' allowing an avatar to hop from grid to grid (possibly with just a wallet and a small 'suitcase' inventory) as one would go from country to country in rl. Grids get control of who and how may pass through their grid.&lt;br /&gt;
&lt;br /&gt;
LaeMi adds - I am waiting eagerly for integration of realExtend's avatar server which should cover this - the graphics enhancements of rex are of less interest to me as I am not a 3D designer and so have limited use for meshes, but rex has a good number of other very useful features like this too. (Rex integration is being worked on right now AFAIK).&lt;br /&gt;
&lt;br /&gt;
==Universal Location Addressing==&lt;br /&gt;
&lt;br /&gt;
As part of grid to grid travel, a common standard for a universal location address / coordinate will need to be defined and supported. &lt;br /&gt;
&lt;br /&gt;
Proposal: opensim://sim.grid.domain.tld:x.y.z/named_location/?param=value (alternatively, could be osa:// or osl://, or sim://).&lt;br /&gt;
&lt;br /&gt;
Examples of use: &lt;br /&gt;
* opensim://sim25.mygrid.mycompany.mycountry/&lt;br /&gt;
* opensim://shoppingcenter.gridprovider.mycountry/myshop/&lt;br /&gt;
* opensim://mysim.mygrid.mycompany.mycountry:100.75.80/&lt;br /&gt;
* opensim://closedgrid.myworld.business/entrance_hall/?userid=xxx&amp;amp;password=yyy&lt;br /&gt;
&lt;br /&gt;
To avoid confusion, Opensim TLDs will need to be different from existing Internet TLDs.&lt;br /&gt;
A naming registrar (NIC) will need to be established that ensures uniqueness and proper handling of registrations. - Ezekiel&lt;br /&gt;
&lt;br /&gt;
Proposal: &amp;lt;sim|grid&amp;gt;://&amp;lt;FQDN&amp;gt;[[:&amp;lt;[zonename,]x,y,z&amp;gt;] | [/&amp;lt;symbolic destination&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* sim://www.mydomain.com&lt;br /&gt;
* sim://www.mydomain.com:0,0,0&lt;br /&gt;
* sim://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com&lt;br /&gt;
* grid://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com:Zone1,0,0,0&lt;br /&gt;
&lt;br /&gt;
The client can then get the required information regarding port numbers, protocols, and so on from SVR records embedded in the FQDN DNS Zone. This way clients are immune to changes in the physical hosting of the simulators. The data encoded in the SVR record could also give clues as to the protocol versions, abilities and restrictions of the destination. -Kelannim&lt;br /&gt;
&lt;br /&gt;
==Macro-level (Grid-wide) location Coordinates==&lt;br /&gt;
&lt;br /&gt;
A set of OS-functions that work just like llSetPos, llGetPos, etc. but use 32-bit coordinates. The low-order 8 bits get used as intra-sim coordiantes as per usual, the high-order 24 bits determine which sim on the grid is being referred to. Some extra commands like osCoord2Key to get the key of the region containing the coordinates, osCoord2Name, etc. are possibilities.&lt;br /&gt;
&lt;br /&gt;
*Minor modification, have the int read as 16bits=region_coords, 8bits=sim_coords, 8bits=sim_sub-coords. To paraphrase Mr. Gates, 64k sims in each direction should be enough for anyone ;-P&lt;br /&gt;
&lt;br /&gt;
==Scriptable 'bodyparts' (Shape, Hair, Eyes etc)==&lt;br /&gt;
&lt;br /&gt;
This relates to Shapes, Hair, Eyes etc which are not prims but 'bodyparts', and are not manipulatable via LSL.&lt;br /&gt;
&lt;br /&gt;
Two script commands could be implemented, one to write say a vector to 'bodypart' parameters (the numbers one edits in 'Appearance...'), and another to read them. It would be interesting to be able to create 'bodyparts' from scripts, using data derived externally or calculated in a script, perhaps from other 'bodyparts' data....&lt;br /&gt;
&lt;br /&gt;
Further, with an extension to the permission system (notifying user that a script wants to modify a Shape/Hair/Eyes/whatever of theirs), perhaps editing of existing 'bodypart's could also be available.&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;br /&gt;
&lt;br /&gt;
==Client Side Weather System==&lt;br /&gt;
A client side based weather system would be a breath of fresh air to those who enjoy more realism (Graphically). An overall Grid Weather System could also be created, so that different parts of the grid will be experiencing different forms of weather e.g 4+ Regions more to the north of the Grid would be in the midst of a blizzard whilst several sims further to the south are enjoying clear blue skys, but with an onset of rain on the way.&lt;br /&gt;
A Server could be set up in order to simulate the overall GWS (Grid Weather System) and would shout to each region to simulate a specified weather type.&lt;br /&gt;
All the Client has to do is pick up on the Information being sent to the region from the GWS and simulate it on-screen for it's users. &lt;br /&gt;
Obviously this feature can be turned on and off at will, but it would be nice to not have to set up a particle weather system that cause's more lag than necessary. - Darakon Kayvon&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strong Identities==&lt;br /&gt;
&lt;br /&gt;
Basically objects and users would have strong identities created using public key cryptography. A creator or user would create a public/private key pair and register it with a key server, along with a signed hash of their character name/UUID/whatever. This creates a strong identity associated with the user.&lt;br /&gt;
&lt;br /&gt;
This creator key could be used to generate certificates associated with their objects (signing the UUID and a hash of the geometry of the object along with their key identity) and register along with the geometry hash in a database. They could also create 'ownership' certificates which would be a signature against a player's identity and the object hash.&lt;br /&gt;
&lt;br /&gt;
One of the uses of this is to allow a sort of voluntary property enforcement. The way it would work is that when an object is transferred using an intergrid (HyperGrid) connection, the transferor would also send any certificates associated with the object. These certificates, if the receiving server wishes, could communicate ownership or copy/mod/no-transfer rights based on the certificate and checking against the public key servers and object registries; it may also simply communicate a sort of certificate status to the other clients such that it could be verified that these objects are indeed created or authorized copies owned by the client. This would of course be completely voluntary within the grid, but it could allow commercial grids to manage intergrid object moves strictly if they want to. It could also exist simply to increase the 'cachet of ownership' such that you can show that you indeed purchase this from the creator.&lt;br /&gt;
&lt;br /&gt;
Some notes:&lt;br /&gt;
* It would be trivially easy for malicious clients to modify the object slightly in order to generate a new hash and register it with the object server. The point boils down to really more supporting the social movement of supporting artists you like and being able to show thus. Artists could publish their object UUIDs along with their owners so that they could be reverified orthogonally.&lt;br /&gt;
* It would be trivially easy for malicious clients to submit erroneous hashes for objects. This could be solved by transferring the object parameters (all of the prims, locations, and parameters, the object description) to the object registry and having it do the hashing.&lt;br /&gt;
* The creator keypair could be used for intergrid authentication also. Since it is a proper strong encryption keypair which is tightly associated to an avatar identity it could allow authenticated intergrid connections. It could also be used to encipher the communication between the client and the grid and authenticate messages back and forth. &lt;br /&gt;
* Strong identities for objects could include a keypair which allows real-world integration such as bank transactions and whatnot to have a physical metaphor.&lt;br /&gt;
* The point of the object certificates really isn't DRM (although in a limited sense it can be used for thus), but (partially) a way to show other players that an object was payed for and is original, that you willingly supported a creator voluntarily with your patronage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:NickRusnov|NickRusnov]] 21:45, 28 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extend the form of the Sphere to a Superquadric Ellipsoid + Geodesic==&lt;br /&gt;
&lt;br /&gt;
On the end of present sphere data definition add the fields...&lt;br /&gt;
*'''Sharpness''' - default to zero, meaning a regular sphere/ovoid and the sphere rendering path is to be used as per usual client-side (and the 'sides' field ignored).&lt;br /&gt;
*'''Sides''' - can be set to any valid geodesic shape (client-side renderer can clip this value if too high). Negative value indicates to use the geodesic's dual.&lt;br /&gt;
&lt;br /&gt;
Client-side (eg HipoViewer) would then need to be altered to allow editing and rendering of these shapes. (Detecting full sharpness and full roundness and passing these to appropriate optimised renderers for these shapes likely a good idea).&lt;br /&gt;
&lt;br /&gt;
Adding same values to the end of the Cylinder shape to make an extruded Superellipse would be nice too (and with full sharpness, arbitrary regular shape extrusions such as pentagonal/hexagonal/octagonal prism).&lt;br /&gt;
&lt;br /&gt;
Then finish the set with a Superellipse-extended torus.&lt;br /&gt;
&lt;br /&gt;
Texturing as per sphere/cylinder/torus, so this does not - even if maxed out to be sharp-edged - replace a real box which can have one texture per face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Simple Underwater Avatar Physics==&lt;br /&gt;
&lt;br /&gt;
Simulator physics '''option''' for:&lt;br /&gt;
&lt;br /&gt;
When Avatar_position+(Avatar_Height/2) (ie. their head) is below simulator water level, they are put into fly mode. When they are more than Avatar_position+(Avatar_Height/3) (approx shoulder level) below simulator water level, they get a low positive gravity value (buoyancy) applied to them (use the page-down key to swim down against it). 'Swim' into waist-shallow water and Page_Down into land to stand again. No special client-side swim animations, etc. - they would be nice, but fly mode animations are good enough for a start and don't require client-side changes.&lt;br /&gt;
&lt;br /&gt;
(Yes, it can theoretically be done with scripted attachments, but I prefer the efficiency of the physics engine doing it directly).&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/User:LaeMi</id>
		<title>User:LaeMi</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/User:LaeMi"/>
				<updated>2009-01-24T22:25:46Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: New page: LaeMi's web site is [http://members.optusnet.com.au/~laemi here].&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LaeMi's web site is [http://members.optusnet.com.au/~laemi here].&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/User_talk:LaeMi</id>
		<title>User talk:LaeMi</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/User_talk:LaeMi"/>
				<updated>2009-01-24T22:21:35Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: LaeMi's thoughts on OpenSim over 2008&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New User's Thoughts==&lt;br /&gt;
&lt;br /&gt;
2007-Dec-31&lt;br /&gt;
&lt;br /&gt;
I have been playing with OpenSim (nightly builds) for a few weeks now and have a few impressions I would like to share. I have been aware of the OpenSim project for several months, but have shied away from it. Why? Because while I greatly enjoy the client-side experience of SecondLife (particularly the non-3D-artist-friendly build system and the non-programmer-friendly scripting system -- HyperCard refugee from way back ;-) ) there is much about the SL backend's behaviour and assumptions that downright urks me! I have been playing with OpenCroquet and VOS and a number of other virtual worlds systems in various stages of development but always come back to SL for the client-side build tools.&lt;br /&gt;
&lt;br /&gt;
Like many (I am sure) I was assuming that OpenSim was a &amp;quot;Second Life wannabe world simulator&amp;quot; and the SL grid-side system was not what I wanted. Of course now I know better, and not just because you say so in your OpenSim Core Values section. While I am not programming expert, the server-side arrangement of OpenSim's parts is just ringing all sorts bells with the SysAdmin in me. The fact that I can run a speedy little simulator on a single-core 1.6GHz K6 CPU '''AND''' the SL client at the same time is pretty impressive too :-D&lt;br /&gt;
&lt;br /&gt;
So while there is a lot yet to do, I am VERY impressed with the work-so-far of all the programmers and testers that have pushed OpenSim so far already.&lt;br /&gt;
&lt;br /&gt;
Regards and thanks to you all,&lt;br /&gt;
&lt;br /&gt;
have a fun and productive virtual 2008 ;-)&lt;br /&gt;
&lt;br /&gt;
LaeMi.&lt;br /&gt;
&lt;br /&gt;
==2008 Thoughts==&lt;br /&gt;
&lt;br /&gt;
Well I have been playing with OpenSim for a year now. My old single-core K6 PC has given way (rather gracelessly -- blew a southbridge) to a Quad-core2 which will hopefully see me out for another 4 years. My private sim, [http://members.optusnet.com.au/~laemi/impact/index.html Impact], has been through more landscape redesigns than you can poke a [http://www.gimp.org GIMP] at. Running the [http://opensim-viewer.sourceforge.net/ HipoViewer] now too, to take advantage of OpenSim's improvements on SL. This week I migrated my databases from SQLite to mySQL and am enjoying the wonders of avatar persistence!&lt;br /&gt;
&lt;br /&gt;
All I can really say for 2008, is '''great work''' OpenSim team!&lt;br /&gt;
&lt;br /&gt;
Looking forward to what the future OpenSim brings, LaeMi.&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2009-01-24T05:20:52Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Feature suggestion for different avatar physics behaviour when below sea level.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
I like the idea of a 3D Grid structure, along with that, the ability to turn off gravity, water and the terrain textures. It would be nice to set the region's background image to a starscape or something other than the default background.&lt;br /&gt;
&lt;br /&gt;
User defined gravity fields. This would be useful in a grid environment that was space themed, certain areas could have defined gravity fields. The possibilities for this could be very interesting.&lt;br /&gt;
&lt;br /&gt;
== 3D Security ==&lt;br /&gt;
&lt;br /&gt;
At the end of the day, this technology is a new form of computer user interface, and mobile agent application server. We need to move away from the concept of land, in a 3D environment we could assign access rights to 3D volumes, call them security regions. These security regions would have permissions granted by access lists, ability to assign different rights to different users or groups. (if we did 3D grid structures this would be a must)&lt;br /&gt;
&lt;br /&gt;
One security feature, is the ability to &amp;quot;hide&amp;quot; objects within a security region from users that don't have access rights. Much like barriers in SL, these 3D security regions would just not show up in the viewer, and the user would not have rights to enter the area. It would interesting if you could do this on a primative level, an object that is only viewable by people/objects with the proper permissions. (The engine could detect collision based on bounding box)&lt;br /&gt;
&lt;br /&gt;
== Portal Primatives ==&lt;br /&gt;
&lt;br /&gt;
I propose a &amp;quot;hyperlink&amp;quot; prim that would be configured with an URL to a destination region/grid. The prim would be like a phantom prim, and when looked at, the user would see the destination, a doorway, like a region boundry, when the avatar passes through the object, the avatar is handed off to the destination region. This would be very cool feature, a user/company could &amp;quot;rent&amp;quot; space on a popular grid a store front, in the back of the store is a &amp;quot;doorway&amp;quot; to the user/company's private region/grid server.&lt;br /&gt;
&lt;br /&gt;
(Croquet is an excellent referral to this concept, since the developers devised Portal &amp;quot;primitives&amp;quot; that allow travel not only between different worlds, but to your own one aswell. Also, once your in your own world, you can create yet another Portal to a new world that you created and so on.) -Darakon Kayvon&lt;br /&gt;
&lt;br /&gt;
== Governance System ==&lt;br /&gt;
The online world would have to provide a means for communities to develop legal and political systems of governance. I can think of voting systems as a start.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Arbitrary-sized regions==&lt;br /&gt;
&lt;br /&gt;
* The origional proposer of this idea has gone off it - see &amp;quot;Macro-level (Grid-wide) location Coordinates&amp;quot; below for something that achieves a similar thing within the grid-based model and hence not requiring massive client-side changes. &lt;br /&gt;
&lt;br /&gt;
I am thinking stand-alone regions here, though being able to set a single arbitrary size for all regions on a particular grid might be useful to some (or rowspan and colspan-like attributes in the region table if someone was feeling ''really'' masochistic ;-).&lt;br /&gt;
&lt;br /&gt;
Would require (likely too much) client-side work too as the 256m sim-size is still hard-coded in many places.&lt;br /&gt;
&lt;br /&gt;
==Ability to map standalone grid edges to other grid-edges==&lt;br /&gt;
&lt;br /&gt;
The ability to have edges of a standalone region be mapped to other grids or other standalone regions. I'm thinking hyper-space, one-way doors to other places. It would be interesting for standalone private regions that have doors to other places like opengrid or osgrid or something like that.&lt;br /&gt;
&lt;br /&gt;
==The ability to set region bounderies==&lt;br /&gt;
&lt;br /&gt;
Useful in adding a max ceiling to a region. If it was possible, ability to create a &amp;quot;region box&amp;quot; with as stated earlier, an arbitrary origin. Thinking a little further, a &amp;quot;region sphere&amp;quot; would be interesting.&lt;br /&gt;
&lt;br /&gt;
==Grid to Grid Travel==&lt;br /&gt;
&lt;br /&gt;
Going to each grid seems to require setting up an account there. Someone may specialize in 'passport authentication' allowing an avatar to hop from grid to grid (possibly with just a wallet and a small 'suitcase' inventory) as one would go from country to country in rl. Grids get control of who and how may pass through their grid.&lt;br /&gt;
&lt;br /&gt;
LaeMi adds - I am waiting eagerly for integration of realExtend's avatar server which should cover this - the graphics enhancements of rex are of less interest to me as I am not a 3D designer and so have limited use for meshes, but rex has a good number of other very useful features like this too. (Rex integration is being worked on right now AFAIK).&lt;br /&gt;
&lt;br /&gt;
==Universal Location Addressing==&lt;br /&gt;
&lt;br /&gt;
As part of grid to grid travel, a common standard for a universal location address / coordinate will need to be defined and supported. &lt;br /&gt;
&lt;br /&gt;
Proposal: opensim://sim.grid.domain.tld:x.y.z/named_location/?param=value (alternatively, could be osa:// or osl://, or sim://).&lt;br /&gt;
&lt;br /&gt;
Examples of use: &lt;br /&gt;
* opensim://sim25.mygrid.mycompany.mycountry/&lt;br /&gt;
* opensim://shoppingcenter.gridprovider.mycountry/myshop/&lt;br /&gt;
* opensim://mysim.mygrid.mycompany.mycountry:100.75.80/&lt;br /&gt;
* opensim://closedgrid.myworld.business/entrance_hall/?userid=xxx&amp;amp;password=yyy&lt;br /&gt;
&lt;br /&gt;
To avoid confusion, Opensim TLDs will need to be different from existing Internet TLDs.&lt;br /&gt;
A naming registrar (NIC) will need to be established that ensures uniqueness and proper handling of registrations. - Ezekiel&lt;br /&gt;
&lt;br /&gt;
Proposal: &amp;lt;sim|grid&amp;gt;://&amp;lt;FQDN&amp;gt;[[:&amp;lt;[zonename,]x,y,z&amp;gt;] | [/&amp;lt;symbolic destination&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* sim://www.mydomain.com&lt;br /&gt;
* sim://www.mydomain.com:0,0,0&lt;br /&gt;
* sim://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com&lt;br /&gt;
* grid://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com:Zone1,0,0,0&lt;br /&gt;
&lt;br /&gt;
The client can then get the required information regarding port numbers, protocols, and so on from SVR records embedded in the FQDN DNS Zone. This way clients are immune to changes in the physical hosting of the simulators. The data encoded in the SVR record could also give clues as to the protocol versions, abilities and restrictions of the destination. -Kelannim&lt;br /&gt;
&lt;br /&gt;
==Macro-level (Grid-wide) location Coordinates==&lt;br /&gt;
&lt;br /&gt;
A set of OS-functions that work just like llSetPos, llGetPos, etc. but use 32-bit coordinates. The low-order 8 bits get used as intra-sim coordiantes as per usual, the high-order 24 bits determine which sim on the grid is being referred to. Some extra commands like osCoord2Key to get the key of the region containing the coordinates, osCoord2Name, etc. are possibilities.&lt;br /&gt;
&lt;br /&gt;
*Minor modification, have the int read as 16bits=region_coords, 8bits=sim_coords, 8bits=sim_sub-coords. To paraphrase Mr. Gates, 64k sims in each direction should be enough for anyone ;-P&lt;br /&gt;
&lt;br /&gt;
==Scriptable 'bodyparts' (Shape, Hair, Eyes etc)==&lt;br /&gt;
&lt;br /&gt;
This relates to Shapes, Hair, Eyes etc which are not prims but 'bodyparts', and are not manipulatable via LSL.&lt;br /&gt;
&lt;br /&gt;
Two script commands could be implemented, one to write say a vector to 'bodypart' parameters (the numbers one edits in 'Appearance...'), and another to read them. It would be interesting to be able to create 'bodyparts' from scripts, using data derived externally or calculated in a script, perhaps from other 'bodyparts' data....&lt;br /&gt;
&lt;br /&gt;
Further, with an extension to the permission system (notifying user that a script wants to modify a Shape/Hair/Eyes/whatever of theirs), perhaps editing of existing 'bodypart's could also be available.&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;br /&gt;
&lt;br /&gt;
==Client Side Weather System==&lt;br /&gt;
A client side based weather system would be a breath of fresh air to those who enjoy more realism (Graphically). An overall Grid Weather System could also be created, so that different parts of the grid will be experiencing different forms of weather e.g 4+ Regions more to the north of the Grid would be in the midst of a blizzard whilst several sims further to the south are enjoying clear blue skys, but with an onset of rain on the way.&lt;br /&gt;
A Server could be set up in order to simulate the overall GWS (Grid Weather System) and would shout to each region to simulate a specified weather type.&lt;br /&gt;
All the Client has to do is pick up on the Information being sent to the region from the GWS and simulate it on-screen for it's users. &lt;br /&gt;
Obviously this feature can be turned on and off at will, but it would be nice to not have to set up a particle weather system that cause's more lag than necessary. - Darakon Kayvon&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strong Identities==&lt;br /&gt;
&lt;br /&gt;
Basically objects and users would have strong identities created using public key cryptography. A creator or user would create a public/private key pair and register it with a key server, along with a signed hash of their character name/UUID/whatever. This creates a strong identity associated with the user.&lt;br /&gt;
&lt;br /&gt;
This creator key could be used to generate certificates associated with their objects (signing the UUID and a hash of the geometry of the object along with their key identity) and register along with the geometry hash in a database. They could also create 'ownership' certificates which would be a signature against a player's identity and the object hash.&lt;br /&gt;
&lt;br /&gt;
One of the uses of this is to allow a sort of voluntary property enforcement. The way it would work is that when an object is transferred using an intergrid (HyperGrid) connection, the transferor would also send any certificates associated with the object. These certificates, if the receiving server wishes, could communicate ownership or copy/mod/no-transfer rights based on the certificate and checking against the public key servers and object registries; it may also simply communicate a sort of certificate status to the other clients such that it could be verified that these objects are indeed created or authorized copies owned by the client. This would of course be completely voluntary within the grid, but it could allow commercial grids to manage intergrid object moves strictly if they want to. It could also exist simply to increase the 'cachet of ownership' such that you can show that you indeed purchase this from the creator.&lt;br /&gt;
&lt;br /&gt;
Some notes:&lt;br /&gt;
* It would be trivially easy for malicious clients to modify the object slightly in order to generate a new hash and register it with the object server. The point boils down to really more supporting the social movement of supporting artists you like and being able to show thus. Artists could publish their object UUIDs along with their owners so that they could be reverified orthogonally.&lt;br /&gt;
* It would be trivially easy for malicious clients to submit erroneous hashes for objects. This could be solved by transferring the object parameters (all of the prims, locations, and parameters, the object description) to the object registry and having it do the hashing.&lt;br /&gt;
* The creator keypair could be used for intergrid authentication also. Since it is a proper strong encryption keypair which is tightly associated to an avatar identity it could allow authenticated intergrid connections. It could also be used to encipher the communication between the client and the grid and authenticate messages back and forth. &lt;br /&gt;
* Strong identities for objects could include a keypair which allows real-world integration such as bank transactions and whatnot to have a physical metaphor.&lt;br /&gt;
* The point of the object certificates really isn't DRM (although in a limited sense it can be used for thus), but (partially) a way to show other players that an object was payed for and is original, that you willingly supported a creator voluntarily with your patronage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:NickRusnov|NickRusnov]] 21:45, 28 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extend the form of the Sphere to a Superquadric Ellipsoid + Geodesic==&lt;br /&gt;
&lt;br /&gt;
On the end of present sphere data definition add the fields...&lt;br /&gt;
*'''Sharpness''' - default to zero, meaning a regular sphere/ovoid and the sphere rendering path is to be used as per usual client-side (and the 'sides' field ignored).&lt;br /&gt;
*'''Sides''' - can be set to any valid geodesic shape (client-side renderer can clip this value if too high). Negative value indicates to use the geodesic's dual.&lt;br /&gt;
&lt;br /&gt;
Client-side (eg HipoViewer) would then need to be altered to allow editing and rendering of these shapes. (Detecting full sharpness and full roundness and passing these to appropriate optimised renderers for these shapes likely a good idea).&lt;br /&gt;
&lt;br /&gt;
Adding same values to the end of the Cylinder shape to make an extruded Superellipse would be nice too (and with full sharpness, arbitrary regular shape extrusions such as pentagonal/hexagonal/octagonal prism).&lt;br /&gt;
&lt;br /&gt;
Then finish the set with a Superellipse-extended torus.&lt;br /&gt;
&lt;br /&gt;
Texturing as per sphere/cylinder/torus, so this does not - even if maxed out to be sharp-edged - replace a real box which can have one texture per face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Simple Underwater Avatar Physics==&lt;br /&gt;
&lt;br /&gt;
Simulator physics '''option''' for:&lt;br /&gt;
&lt;br /&gt;
When Avatar_position+(Avatar_Height/2) (ie. their head) is below simulator water level, they are put into fly mode. When they are more than Avatar_position+(Avatar_Height/3) (approx shoulder level) below simulator water level, they get a low positive gravity value (buoyancy) applied to them (use the page-down key to swim down against it). 'Swim' into waist-shallow water and Page_Down into land to stand again. No special client-side swim animations, etc. - they would be nice, but fly mode animations are good enough for a start and don't require client-side changes.&lt;br /&gt;
&lt;br /&gt;
(Yes, it can theoretically be done with scripted attachments, but I prefer the efficiency of the physics engine doing it directly).&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2009-01-10T02:49:55Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Superquadric Ellipsoid - note on texturing of faces&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
I like the idea of a 3D Grid structure, along with that, the ability to turn off gravity, water and the terrain textures. It would be nice to set the region's background image to a starscape or something other than the default background.&lt;br /&gt;
&lt;br /&gt;
User defined gravity fields. This would be useful in a grid environment that was space themed, certain areas could have defined gravity fields. The possibilities for this could be very interesting.&lt;br /&gt;
&lt;br /&gt;
== 3D Security ==&lt;br /&gt;
&lt;br /&gt;
At the end of the day, this technology is a new form of computer user interface, and mobile agent application server. We need to move away from the concept of land, in a 3D environment we could assign access rights to 3D volumes, call them security regions. These security regions would have permissions granted by access lists, ability to assign different rights to different users or groups. (if we did 3D grid structures this would be a must)&lt;br /&gt;
&lt;br /&gt;
One security feature, is the ability to &amp;quot;hide&amp;quot; objects within a security region from users that don't have access rights. Much like barriers in SL, these 3D security regions would just not show up in the viewer, and the user would not have rights to enter the area. It would interesting if you could do this on a primative level, an object that is only viewable by people/objects with the proper permissions. (The engine could detect collision based on bounding box)&lt;br /&gt;
&lt;br /&gt;
== Portal Primatives ==&lt;br /&gt;
&lt;br /&gt;
I propose a &amp;quot;hyperlink&amp;quot; prim that would be configured with an URL to a destination region/grid. The prim would be like a phantom prim, and when looked at, the user would see the destination, a doorway, like a region boundry, when the avatar passes through the object, the avatar is handed off to the destination region. This would be very cool feature, a user/company could &amp;quot;rent&amp;quot; space on a popular grid a store front, in the back of the store is a &amp;quot;doorway&amp;quot; to the user/company's private region/grid server.&lt;br /&gt;
&lt;br /&gt;
(Croquet is an excellent referral to this concept, since the developers devised Portal &amp;quot;primitives&amp;quot; that allow travel not only between different worlds, but to your own one aswell. Also, once your in your own world, you can create yet another Portal to a new world that you created and so on.) -Darakon Kayvon&lt;br /&gt;
&lt;br /&gt;
== Governance System ==&lt;br /&gt;
The online world would have to provide a means for communities to develop legal and political systems of governance. I can think of voting systems as a start.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Arbitrary-sized regions==&lt;br /&gt;
&lt;br /&gt;
* The origional proposer of this idea has gone off it - see &amp;quot;Macro-level (Grid-wide) location Coordinates&amp;quot; below for something that achieves a similar thing within the grid-based model and hence not requiring massive client-side changes. &lt;br /&gt;
&lt;br /&gt;
I am thinking stand-alone regions here, though being able to set a single arbitrary size for all regions on a particular grid might be useful to some (or rowspan and colspan-like attributes in the region table if someone was feeling ''really'' masochistic ;-).&lt;br /&gt;
&lt;br /&gt;
Would require (likely too much) client-side work too as the 256m sim-size is still hard-coded in many places.&lt;br /&gt;
&lt;br /&gt;
==Ability to map standalone grid edges to other grid-edges==&lt;br /&gt;
&lt;br /&gt;
The ability to have edges of a standalone region be mapped to other grids or other standalone regions. I'm thinking hyper-space, one-way doors to other places. It would be interesting for standalone private regions that have doors to other places like opengrid or osgrid or something like that.&lt;br /&gt;
&lt;br /&gt;
==The ability to set region bounderies==&lt;br /&gt;
&lt;br /&gt;
Useful in adding a max ceiling to a region. If it was possible, ability to create a &amp;quot;region box&amp;quot; with as stated earlier, an arbitrary origin. Thinking a little further, a &amp;quot;region sphere&amp;quot; would be interesting.&lt;br /&gt;
&lt;br /&gt;
==Grid to Grid Travel==&lt;br /&gt;
&lt;br /&gt;
Going to each grid seems to require setting up an account there. Someone may specialize in 'passport authentication' allowing an avatar to hop from grid to grid (possibly with just a wallet and a small 'suitcase' inventory) as one would go from country to country in rl. Grids get control of who and how may pass through their grid.&lt;br /&gt;
&lt;br /&gt;
LaeMi adds - I am waiting eagerly for integration of realExtend's avatar server which should cover this - the graphics enhancements of rex are of less interest to me as I am not a 3D designer and so have limited use for meshes, but rex has a good number of other very useful features like this too. (Rex integration is being worked on right now AFAIK).&lt;br /&gt;
&lt;br /&gt;
==Universal Location Addressing==&lt;br /&gt;
&lt;br /&gt;
As part of grid to grid travel, a common standard for a universal location address / coordinate will need to be defined and supported. &lt;br /&gt;
&lt;br /&gt;
Proposal: opensim://sim.grid.domain.tld:x.y.z/named_location/?param=value (alternatively, could be osa:// or osl://, or sim://).&lt;br /&gt;
&lt;br /&gt;
Examples of use: &lt;br /&gt;
* opensim://sim25.mygrid.mycompany.mycountry/&lt;br /&gt;
* opensim://shoppingcenter.gridprovider.mycountry/myshop/&lt;br /&gt;
* opensim://mysim.mygrid.mycompany.mycountry:100.75.80/&lt;br /&gt;
* opensim://closedgrid.myworld.business/entrance_hall/?userid=xxx&amp;amp;password=yyy&lt;br /&gt;
&lt;br /&gt;
To avoid confusion, Opensim TLDs will need to be different from existing Internet TLDs.&lt;br /&gt;
A naming registrar (NIC) will need to be established that ensures uniqueness and proper handling of registrations. - Ezekiel&lt;br /&gt;
&lt;br /&gt;
Proposal: &amp;lt;sim|grid&amp;gt;://&amp;lt;FQDN&amp;gt;[[:&amp;lt;[zonename,]x,y,z&amp;gt;] | [/&amp;lt;symbolic destination&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* sim://www.mydomain.com&lt;br /&gt;
* sim://www.mydomain.com:0,0,0&lt;br /&gt;
* sim://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com&lt;br /&gt;
* grid://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com:Zone1,0,0,0&lt;br /&gt;
&lt;br /&gt;
The client can then get the required information regarding port numbers, protocols, and so on from SVR records embedded in the FQDN DNS Zone. This way clients are immune to changes in the physical hosting of the simulators. The data encoded in the SVR record could also give clues as to the protocol versions, abilities and restrictions of the destination. -Kelannim&lt;br /&gt;
&lt;br /&gt;
==Macro-level (Grid-wide) location Coordinates==&lt;br /&gt;
&lt;br /&gt;
A set of OS-functions that work just like llSetPos, llGetPos, etc. but use 32-bit coordinates. The low-order 8 bits get used as intra-sim coordiantes as per usual, the high-order 24 bits determine which sim on the grid is being referred to. Some extra commands like osCoord2Key to get the key of the region containing the coordinates, osCoord2Name, etc. are possibilities.&lt;br /&gt;
&lt;br /&gt;
*Minor modification, have the int read as 16bits=region_coords, 8bits=sim_coords, 8bits=sim_sub-coords. To paraphrase Mr. Gates, 64k sims in each direction should be enough for anyone ;-P&lt;br /&gt;
&lt;br /&gt;
==Scriptable 'bodyparts' (Shape, Hair, Eyes etc)==&lt;br /&gt;
&lt;br /&gt;
This relates to Shapes, Hair, Eyes etc which are not prims but 'bodyparts', and are not manipulatable via LSL.&lt;br /&gt;
&lt;br /&gt;
Two script commands could be implemented, one to write say a vector to 'bodypart' parameters (the numbers one edits in 'Appearance...'), and another to read them. It would be interesting to be able to create 'bodyparts' from scripts, using data derived externally or calculated in a script, perhaps from other 'bodyparts' data....&lt;br /&gt;
&lt;br /&gt;
Further, with an extension to the permission system (notifying user that a script wants to modify a Shape/Hair/Eyes/whatever of theirs), perhaps editing of existing 'bodypart's could also be available.&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;br /&gt;
&lt;br /&gt;
==Client Side Weather System==&lt;br /&gt;
A client side based weather system would be a breath of fresh air to those who enjoy more realism (Graphically). An overall Grid Weather System could also be created, so that different parts of the grid will be experiencing different forms of weather e.g 4+ Regions more to the north of the Grid would be in the midst of a blizzard whilst several sims further to the south are enjoying clear blue skys, but with an onset of rain on the way.&lt;br /&gt;
A Server could be set up in order to simulate the overall GWS (Grid Weather System) and would shout to each region to simulate a specified weather type.&lt;br /&gt;
All the Client has to do is pick up on the Information being sent to the region from the GWS and simulate it on-screen for it's users. &lt;br /&gt;
Obviously this feature can be turned on and off at will, but it would be nice to not have to set up a particle weather system that cause's more lag than necessary. - Darakon Kayvon&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strong Identities==&lt;br /&gt;
&lt;br /&gt;
Basically objects and users would have strong identities created using public key cryptography. A creator or user would create a public/private key pair and register it with a key server, along with a signed hash of their character name/UUID/whatever. This creates a strong identity associated with the user.&lt;br /&gt;
&lt;br /&gt;
This creator key could be used to generate certificates associated with their objects (signing the UUID and a hash of the geometry of the object along with their key identity) and register along with the geometry hash in a database. They could also create 'ownership' certificates which would be a signature against a player's identity and the object hash.&lt;br /&gt;
&lt;br /&gt;
One of the uses of this is to allow a sort of voluntary property enforcement. The way it would work is that when an object is transferred using an intergrid (HyperGrid) connection, the transferor would also send any certificates associated with the object. These certificates, if the receiving server wishes, could communicate ownership or copy/mod/no-transfer rights based on the certificate and checking against the public key servers and object registries; it may also simply communicate a sort of certificate status to the other clients such that it could be verified that these objects are indeed created or authorized copies owned by the client. This would of course be completely voluntary within the grid, but it could allow commercial grids to manage intergrid object moves strictly if they want to. It could also exist simply to increase the 'cachet of ownership' such that you can show that you indeed purchase this from the creator.&lt;br /&gt;
&lt;br /&gt;
Some notes:&lt;br /&gt;
* It would be trivially easy for malicious clients to modify the object slightly in order to generate a new hash and register it with the object server. The point boils down to really more supporting the social movement of supporting artists you like and being able to show thus. Artists could publish their object UUIDs along with their owners so that they could be reverified orthogonally.&lt;br /&gt;
* It would be trivially easy for malicious clients to submit erroneous hashes for objects. This could be solved by transferring the object parameters (all of the prims, locations, and parameters, the object description) to the object registry and having it do the hashing.&lt;br /&gt;
* The creator keypair could be used for intergrid authentication also. Since it is a proper strong encryption keypair which is tightly associated to an avatar identity it could allow authenticated intergrid connections. It could also be used to encipher the communication between the client and the grid and authenticate messages back and forth. &lt;br /&gt;
* Strong identities for objects could include a keypair which allows real-world integration such as bank transactions and whatnot to have a physical metaphor.&lt;br /&gt;
* The point of the object certificates really isn't DRM (although in a limited sense it can be used for thus), but (partially) a way to show other players that an object was payed for and is original, that you willingly supported a creator voluntarily with your patronage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:NickRusnov|NickRusnov]] 21:45, 28 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extend the form of the Sphere to a Superquadric Ellipsoid + Geodesic==&lt;br /&gt;
&lt;br /&gt;
On the end of present sphere data definition add the fields...&lt;br /&gt;
*'''Sharpness''' - default to zero, meaning a regular sphere/ovoid and the sphere rendering path is to be used as per usual client-side (and the 'sides' field ignored).&lt;br /&gt;
*'''Sides''' - can be set to any valid geodesic shape (client-side renderer can clip this value if too high). Negative value indicates to use the geodesic's dual.&lt;br /&gt;
&lt;br /&gt;
Client-side (eg HipoViewer) would then need to be altered to allow editing and rendering of these shapes. (Detecting full sharpness and full roundness and passing these to appropriate optimised renderers for these shapes likely a good idea).&lt;br /&gt;
&lt;br /&gt;
Adding same values to the end of the Cylinder shape to make an extruded Superellipse would be nice too (and with full sharpness, arbitrary regular shape extrusions such as pentagonal/hexagonal/octagonal prism).&lt;br /&gt;
&lt;br /&gt;
Then finish the set with a Superellipse-extended torus.&lt;br /&gt;
&lt;br /&gt;
Texturing as per sphere/cylinder/torus, so this does not - even if maxed out to be sharp-edged - replace a real box which can have one texture per face.&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2009-01-02T23:45:54Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Superellipse shapes as a 2 field extension to Sphere, Cylinder, Torus.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
I like the idea of a 3D Grid structure, along with that, the ability to turn off gravity, water and the terrain textures. It would be nice to set the region's background image to a starscape or something other than the default background.&lt;br /&gt;
&lt;br /&gt;
User defined gravity fields. This would be useful in a grid environment that was space themed, certain areas could have defined gravity fields. The possibilities for this could be very interesting.&lt;br /&gt;
&lt;br /&gt;
== 3D Security ==&lt;br /&gt;
&lt;br /&gt;
At the end of the day, this technology is a new form of computer user interface, and mobile agent application server. We need to move away from the concept of land, in a 3D environment we could assign access rights to 3D volumes, call them security regions. These security regions would have permissions granted by access lists, ability to assign different rights to different users or groups. (if we did 3D grid structures this would be a must)&lt;br /&gt;
&lt;br /&gt;
One security feature, is the ability to &amp;quot;hide&amp;quot; objects within a security region from users that don't have access rights. Much like barriers in SL, these 3D security regions would just not show up in the viewer, and the user would not have rights to enter the area. It would interesting if you could do this on a primative level, an object that is only viewable by people/objects with the proper permissions. (The engine could detect collision based on bounding box)&lt;br /&gt;
&lt;br /&gt;
== Portal Primatives ==&lt;br /&gt;
&lt;br /&gt;
I propose a &amp;quot;hyperlink&amp;quot; prim that would be configured with an URL to a destination region/grid. The prim would be like a phantom prim, and when looked at, the user would see the destination, a doorway, like a region boundry, when the avatar passes through the object, the avatar is handed off to the destination region. This would be very cool feature, a user/company could &amp;quot;rent&amp;quot; space on a popular grid a store front, in the back of the store is a &amp;quot;doorway&amp;quot; to the user/company's private region/grid server.&lt;br /&gt;
&lt;br /&gt;
(Croquet is an excellent referral to this concept, since the developers devised Portal &amp;quot;primitives&amp;quot; that allow travel not only between different worlds, but to your own one aswell. Also, once your in your own world, you can create yet another Portal to a new world that you created and so on.) -Darakon Kayvon&lt;br /&gt;
&lt;br /&gt;
== Governance System ==&lt;br /&gt;
The online world would have to provide a means for communities to develop legal and political systems of governance. I can think of voting systems as a start.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Arbitrary-sized regions==&lt;br /&gt;
&lt;br /&gt;
* The origional proposer of this idea has gone off it - see &amp;quot;Macro-level (Grid-wide) location Coordinates&amp;quot; below for something that achieves a similar thing within the grid-based model and hence not requiring massive client-side changes. &lt;br /&gt;
&lt;br /&gt;
I am thinking stand-alone regions here, though being able to set a single arbitrary size for all regions on a particular grid might be useful to some (or rowspan and colspan-like attributes in the region table if someone was feeling ''really'' masochistic ;-).&lt;br /&gt;
&lt;br /&gt;
Would require (likely too much) client-side work too as the 256m sim-size is still hard-coded in many places.&lt;br /&gt;
&lt;br /&gt;
==Ability to map standalone grid edges to other grid-edges==&lt;br /&gt;
&lt;br /&gt;
The ability to have edges of a standalone region be mapped to other grids or other standalone regions. I'm thinking hyper-space, one-way doors to other places. It would be interesting for standalone private regions that have doors to other places like opengrid or osgrid or something like that.&lt;br /&gt;
&lt;br /&gt;
==The ability to set region bounderies==&lt;br /&gt;
&lt;br /&gt;
Useful in adding a max ceiling to a region. If it was possible, ability to create a &amp;quot;region box&amp;quot; with as stated earlier, an arbitrary origin. Thinking a little further, a &amp;quot;region sphere&amp;quot; would be interesting.&lt;br /&gt;
&lt;br /&gt;
==Grid to Grid Travel==&lt;br /&gt;
&lt;br /&gt;
Going to each grid seems to require setting up an account there. Someone may specialize in 'passport authentication' allowing an avatar to hop from grid to grid (possibly with just a wallet and a small 'suitcase' inventory) as one would go from country to country in rl. Grids get control of who and how may pass through their grid.&lt;br /&gt;
&lt;br /&gt;
LaeMi adds - I am waiting eagerly for integration of realExtend's avatar server which should cover this - the graphics enhancements of rex are of less interest to me as I am not a 3D designer and so have limited use for meshes, but rex has a good number of other very useful features like this too. (Rex integration is being worked on right now AFAIK).&lt;br /&gt;
&lt;br /&gt;
==Universal Location Addressing==&lt;br /&gt;
&lt;br /&gt;
As part of grid to grid travel, a common standard for a universal location address / coordinate will need to be defined and supported. &lt;br /&gt;
&lt;br /&gt;
Proposal: opensim://sim.grid.domain.tld:x.y.z/named_location/?param=value (alternatively, could be osa:// or osl://, or sim://).&lt;br /&gt;
&lt;br /&gt;
Examples of use: &lt;br /&gt;
* opensim://sim25.mygrid.mycompany.mycountry/&lt;br /&gt;
* opensim://shoppingcenter.gridprovider.mycountry/myshop/&lt;br /&gt;
* opensim://mysim.mygrid.mycompany.mycountry:100.75.80/&lt;br /&gt;
* opensim://closedgrid.myworld.business/entrance_hall/?userid=xxx&amp;amp;password=yyy&lt;br /&gt;
&lt;br /&gt;
To avoid confusion, Opensim TLDs will need to be different from existing Internet TLDs.&lt;br /&gt;
A naming registrar (NIC) will need to be established that ensures uniqueness and proper handling of registrations. - Ezekiel&lt;br /&gt;
&lt;br /&gt;
Proposal: &amp;lt;sim|grid&amp;gt;://&amp;lt;FQDN&amp;gt;[[:&amp;lt;[zonename,]x,y,z&amp;gt;] | [/&amp;lt;symbolic destination&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* sim://www.mydomain.com&lt;br /&gt;
* sim://www.mydomain.com:0,0,0&lt;br /&gt;
* sim://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com&lt;br /&gt;
* grid://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com:Zone1,0,0,0&lt;br /&gt;
&lt;br /&gt;
The client can then get the required information regarding port numbers, protocols, and so on from SVR records embedded in the FQDN DNS Zone. This way clients are immune to changes in the physical hosting of the simulators. The data encoded in the SVR record could also give clues as to the protocol versions, abilities and restrictions of the destination. -Kelannim&lt;br /&gt;
&lt;br /&gt;
==Macro-level (Grid-wide) location Coordinates==&lt;br /&gt;
&lt;br /&gt;
A set of OS-functions that work just like llSetPos, llGetPos, etc. but use 32-bit coordinates. The low-order 8 bits get used as intra-sim coordiantes as per usual, the high-order 24 bits determine which sim on the grid is being referred to. Some extra commands like osCoord2Key to get the key of the region containing the coordinates, osCoord2Name, etc. are possibilities.&lt;br /&gt;
&lt;br /&gt;
*Minor modification, have the int read as 16bits=region_coords, 8bits=sim_coords, 8bits=sim_sub-coords. To paraphrase Mr. Gates, 64k sims in each direction should be enough for anyone ;-P&lt;br /&gt;
&lt;br /&gt;
==Scriptable 'bodyparts' (Shape, Hair, Eyes etc)==&lt;br /&gt;
&lt;br /&gt;
This relates to Shapes, Hair, Eyes etc which are not prims but 'bodyparts', and are not manipulatable via LSL.&lt;br /&gt;
&lt;br /&gt;
Two script commands could be implemented, one to write say a vector to 'bodypart' parameters (the numbers one edits in 'Appearance...'), and another to read them. It would be interesting to be able to create 'bodyparts' from scripts, using data derived externally or calculated in a script, perhaps from other 'bodyparts' data....&lt;br /&gt;
&lt;br /&gt;
Further, with an extension to the permission system (notifying user that a script wants to modify a Shape/Hair/Eyes/whatever of theirs), perhaps editing of existing 'bodypart's could also be available.&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;br /&gt;
&lt;br /&gt;
==Client Side Weather System==&lt;br /&gt;
A client side based weather system would be a breath of fresh air to those who enjoy more realism (Graphically). An overall Grid Weather System could also be created, so that different parts of the grid will be experiencing different forms of weather e.g 4+ Regions more to the north of the Grid would be in the midst of a blizzard whilst several sims further to the south are enjoying clear blue skys, but with an onset of rain on the way.&lt;br /&gt;
A Server could be set up in order to simulate the overall GWS (Grid Weather System) and would shout to each region to simulate a specified weather type.&lt;br /&gt;
All the Client has to do is pick up on the Information being sent to the region from the GWS and simulate it on-screen for it's users. &lt;br /&gt;
Obviously this feature can be turned on and off at will, but it would be nice to not have to set up a particle weather system that cause's more lag than necessary. - Darakon Kayvon&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strong Identities==&lt;br /&gt;
&lt;br /&gt;
Basically objects and users would have strong identities created using public key cryptography. A creator or user would create a public/private key pair and register it with a key server, along with a signed hash of their character name/UUID/whatever. This creates a strong identity associated with the user.&lt;br /&gt;
&lt;br /&gt;
This creator key could be used to generate certificates associated with their objects (signing the UUID and a hash of the geometry of the object along with their key identity) and register along with the geometry hash in a database. They could also create 'ownership' certificates which would be a signature against a player's identity and the object hash.&lt;br /&gt;
&lt;br /&gt;
One of the uses of this is to allow a sort of voluntary property enforcement. The way it would work is that when an object is transferred using an intergrid (HyperGrid) connection, the transferor would also send any certificates associated with the object. These certificates, if the receiving server wishes, could communicate ownership or copy/mod/no-transfer rights based on the certificate and checking against the public key servers and object registries; it may also simply communicate a sort of certificate status to the other clients such that it could be verified that these objects are indeed created or authorized copies owned by the client. This would of course be completely voluntary within the grid, but it could allow commercial grids to manage intergrid object moves strictly if they want to. It could also exist simply to increase the 'cachet of ownership' such that you can show that you indeed purchase this from the creator.&lt;br /&gt;
&lt;br /&gt;
Some notes:&lt;br /&gt;
* It would be trivially easy for malicious clients to modify the object slightly in order to generate a new hash and register it with the object server. The point boils down to really more supporting the social movement of supporting artists you like and being able to show thus. Artists could publish their object UUIDs along with their owners so that they could be reverified orthogonally.&lt;br /&gt;
* It would be trivially easy for malicious clients to submit erroneous hashes for objects. This could be solved by transferring the object parameters (all of the prims, locations, and parameters, the object description) to the object registry and having it do the hashing.&lt;br /&gt;
* The creator keypair could be used for intergrid authentication also. Since it is a proper strong encryption keypair which is tightly associated to an avatar identity it could allow authenticated intergrid connections. It could also be used to encipher the communication between the client and the grid and authenticate messages back and forth. &lt;br /&gt;
* Strong identities for objects could include a keypair which allows real-world integration such as bank transactions and whatnot to have a physical metaphor.&lt;br /&gt;
* The point of the object certificates really isn't DRM (although in a limited sense it can be used for thus), but (partially) a way to show other players that an object was payed for and is original, that you willingly supported a creator voluntarily with your patronage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:NickRusnov|NickRusnov]] 21:45, 28 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extend the form of the Sphere to a Superquadric Ellipsoid + Geodesic==&lt;br /&gt;
&lt;br /&gt;
On the end of present sphere data definition add the fields...&lt;br /&gt;
*'''Sharpness''' - default to zero, meaning a regular sphere/ovoid and the sphere rendering path is to be used as per usual client-side (and the 'sides' field ignored).&lt;br /&gt;
*'''Sides''' - can be set to any valid geodesic shape (client-side renderer can clip this value if too high). Negative value indicates to use the geodesic's dual.&lt;br /&gt;
&lt;br /&gt;
Client-side (eg HipoViewer) would then need to be altered to allow editing and rendering of these shapes. (Detecting full sharpness and full roundness and passing these to appropriate optimised renderers for these shapes likely a good idea).&lt;br /&gt;
&lt;br /&gt;
Adding same values to the end of the Cylinder shape to make an extruded Superellipse would be nice too (and with full sharpness, arbitrary regular shape extrusions such as pentagonal/hexagonal/octagonal prism).&lt;br /&gt;
&lt;br /&gt;
Then finish the set with a Superellipse-extended torus.&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Tips</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Tips"/>
				<updated>2008-11-22T06:40:51Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Users]]&lt;br /&gt;
==Terrain Tidbits==&lt;br /&gt;
===How can I flatten a region?===&lt;br /&gt;
When you have multiple regions, that you need to terraform to a certain height, the quickest way to do it is by selecting a region, and fill the terrain to the specified height:&lt;br /&gt;
 change-region YourRegionName&lt;br /&gt;
 script terrain fill 20&lt;br /&gt;
&lt;br /&gt;
''Note:'' Remember to change to the region you wish to modify if that is the only region wish to make changes to. Without using the change-region command, you may very well end up flattening multiple regions!&lt;br /&gt;
&lt;br /&gt;
As of SVN 4061&lt;br /&gt;
  terrain fill 25&lt;br /&gt;
  &lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
&lt;br /&gt;
=== What programs can I use to create terrains for OpenSim? ===&lt;br /&gt;
If you are after simple terrain files (jpg, gif, etc), you can use Photoshop or any number of freeware programs, like [http://www.gimp.org/ Gimp]. If you want more complex terrains, you will need programs that output to standard 3d raw format (aka r32 or r64). [http://www.bundysoft.com/L3DT/ L3DT] and [http://www.planetside.co.uk/terragen/ Terragen] are two of the top commercial programs for this. (anyone know of a freeware one?), or you could, with some practice, use [http://www.blender.org/ Blender]. The free version of L3DT can make terrains up to 2048x2048 in size, or 8x8 regions.&lt;br /&gt;
You can use `terrain load IMG yourfile.png` to load '''greyscale''' PNG files.  Remember to use something like `terrain rescale 0 25` to make it visible.&lt;br /&gt;
Here is some info on [[Using L3DT]] to make a terrain.&lt;br /&gt;
&lt;br /&gt;
You can also use http://lab.parkstudio.ru/terra/ if you know a bit about heightmaps and how they work.  Just set the custom landscape texture gradient to pure black and pure white and turn off water.&lt;br /&gt;
And here are some [[Free Terrains]] that you can use. Enjoy!&lt;br /&gt;
&lt;br /&gt;
=== Where do I put the files for my terrains? ===&lt;br /&gt;
This one is actually pretty simple, but first the 'hard' answer: anywhere in the PATH will work. Lost? yeah, I was too, so... just drop the file into the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory (right where your &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; file is).&lt;br /&gt;
&lt;br /&gt;
===How do I change the terrain for a group of sims?===&lt;br /&gt;
First, the file must be in f32 (or f64?) format. This is easy to do with L3DT's export feature. (Use the RAW format and set the options to &amp;lt;tt&amp;gt;Y flipped = true&amp;lt;/tt&amp;gt; and at the bottom, change it to read 'float' instead of 'ushort'). It also needs to be a file that will cover each sim in a 256x256 layer (so, for 2x2 regions, you need a 512x512 file), It is very important that you rename the file extension to .r32 for the import to properly work.&lt;br /&gt;
Then, once you have it saved, on the &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; console, type in:&lt;br /&gt;
 script terrain load-tile &amp;lt;filename&amp;gt; &amp;lt;image X&amp;gt; &amp;lt;image y&amp;gt; &amp;lt;bottomleftsim X&amp;gt; &amp;lt;bottomleftsim y&amp;gt;&lt;br /&gt;
For example, I run a square of 4 sims in a 2x2 pattern. I started my sim placement at 0, 0 and ended at 1, 1. my line reads:&lt;br /&gt;
 &amp;lt;strike&amp;gt;script terrain load-tile simalpha.r32 512 512 0 0&amp;lt;/strike&amp;gt;&lt;br /&gt;
 script terrain load-tile simalpha.r32 2 2 0 0 ([[User:Oudrun|Oudrun]])&lt;br /&gt;
New syntax is using number of tiles instead of imagesize (one tile 256x256 pix). Above example is for a 2x2 region terrainfile.&lt;br /&gt;
&lt;br /&gt;
Next, before you log in, you may want to go to type in: *(THIS FUNCTION MAY NOT WORK)&lt;br /&gt;
 script terrain multiply 0.4&lt;br /&gt;
This should scale it down from the nearly 300 meters altitude I ran into to something a little more reasonable for the minimap.&lt;br /&gt;
&lt;br /&gt;
===How do I load a terrain file on startup?===&lt;br /&gt;
Edit the file &amp;lt;tt&amp;gt;startup_commands.txt&amp;lt;/tt&amp;gt; in the bin directory and add the above commands &amp;quot;&amp;lt;tt&amp;gt;script terrain load-tile ...&amp;lt;/tt&amp;gt;&amp;quot; and &amp;quot;&amp;lt;tt&amp;gt;script terrain multiply ...&amp;lt;/tt&amp;gt;&amp;quot; one per line.&lt;br /&gt;
&lt;br /&gt;
*** Notice this method is no longer required and should be considered a legacy function, Terrain persistance is now working 100%.&lt;br /&gt;
&lt;br /&gt;
Terrain Tidbits brought to you by Tilde, with a few questions in IRC :) - [[User:Tildeampersand|Tilde]] 10:32, 15 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
===How do I import into OpenSim the terrain shape of my Second Life sim?===&lt;br /&gt;
First, assure you are in the right region if you have more than one, by using: &lt;br /&gt;
&lt;br /&gt;
 change-region &amp;lt;nowiki&amp;gt;&amp;lt;regionname&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then use the command (file extension now determines the format, use .r32 for L3DT terrains)&lt;br /&gt;
&lt;br /&gt;
 script terrain load &amp;lt;filename&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Watch [http://archimedix.wordpress.com/2007/11/26/opensim/ this video] for a step-by-step tutorial.&lt;br /&gt;
&lt;br /&gt;
=== Other useless or useful info depending on who reads it ===&lt;br /&gt;
&lt;br /&gt;
* I found out that each point on the grey scale (0 to 255) equals approximately .23 to .25 meters in terrain height. - [[CharlieO]]&lt;br /&gt;
* Also for those who want to manually edit a png file, you need at minimum 3 different shades of grey. and one has to be drastically different than the other 2 in order to have the height show correctly. - [[CharlieO]]&lt;br /&gt;
 example:&lt;br /&gt;
  1) 0,0,0 &lt;br /&gt;
  2) 223, 233, 233 &lt;br /&gt;
  3) 255, 255, 255&lt;br /&gt;
&lt;br /&gt;
==General Setup Tricks==&lt;br /&gt;
=== Changing viewer start webpage in standalone mode ===&lt;br /&gt;
&lt;br /&gt;
In order to change the page that the viewer starts in /opensim/bin/ there is a http_loginform.html.example page.  Removing the .example will make this page be the start webpage which you can edit etc.  Since the login html code is no longer needed this can be modified at will.&lt;br /&gt;
&lt;br /&gt;
=== Making the server remember terrain, prims and other region storage changes after reboot ===&lt;br /&gt;
In order for the server to remember these things you must select a database to be used in the OpenSim.ini file.  For more info on setting this up see [[OpenSim_Database_support]].  The easiest to set up is SqLite which has a guide on the linked page.&lt;br /&gt;
&lt;br /&gt;
=== Placing data away from the code ===&lt;br /&gt;
A good set up, separates the code (replaced often in this project) from the data (&amp;quot;unique&amp;quot; and more valuable for the user). Things to do:&lt;br /&gt;
* separate your region definitions by using the ''regionload_regionsdir'' value in the OpenSim.ini&lt;br /&gt;
 e.g. regionload_regionsdir=&amp;quot;../OSHirvi/Regions&amp;quot; places the Regions directory besides the &amp;quot;code directory&amp;quot; in a folder called OSHirvi&lt;br /&gt;
* make your data persistent in a database (see above), this requires (again) to edit your OpenSim.ini file. You might use unique names to separate multiple setups within the database server you use.&lt;br /&gt;
 e.g. ''storage_connection_string=''&amp;quot;Data Source=localhost;Database=OSHirvi;User ID=OSHirvi;Password=password;&amp;quot;; &lt;br /&gt;
* the next step is copying/cutting OpenSim.ini itself away from the code&lt;br /&gt;
 p.e. place this file in ../OSHirvi/OpenSim.1.ini &lt;br /&gt;
* to point from your place ../ to your wanted runtime directory create a link (or some call it shortcut). If you download a newer build just change the link.&lt;br /&gt;
 e.g. ln -s opensimservercode opensim-0.5.8.5695&lt;br /&gt;
&lt;br /&gt;
Now create a script, and call it startHirvi.sh that:&lt;br /&gt;
 a) gets it current directory in the code directory, found by the link&lt;br /&gt;
 b) starts up OpenSim.exe with the required .ini file, by using the ''-inifile'' startup option. You can still add other options. &lt;br /&gt;
 cd ../opensimservercode&lt;br /&gt;
 mono OpenSim.exe -inifile ../OSHirvi/OpenSim.1.ini -gridmode=true&lt;br /&gt;
&lt;br /&gt;
Oke, done this you are left with a code directory still filled with runtime data, but this is just persistent temporary stuff that the server automatic rebuilds if it is deleted. Still a pitty there is no way to get it separate. &lt;br /&gt;
 ./addin-db-00&lt;br /&gt;
 ./addins&lt;br /&gt;
 ./OpaenSim.log and many others if you run in grid-mode&lt;br /&gt;
 ./estate_settings.xml and many other configuration settings&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2008-11-08T04:10:04Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Trimmed down text on one of my early proposals (arbitrary-sized sims) that I have superceeded and added headings for 2 separate ideas from others that seem to have got stuck on the end of that one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
I like the idea of a 3D Grid structure, along with that, the ability to turn off gravity, water and the terrain textures. It would be nice to set the region's background image to a starscape or something other than the default background.&lt;br /&gt;
&lt;br /&gt;
User defined gravity fields. This would be useful in a grid environment that was space themed, certain areas could have defined gravity fields. The possibilities for this could be very interesting.&lt;br /&gt;
&lt;br /&gt;
== 3D Security ==&lt;br /&gt;
&lt;br /&gt;
At the end of the day, this technology is a new form of computer user interface, and mobile agent application server. We need to move away from the concept of land, in a 3D environment we could assign access rights to 3D volumes, call them security regions. These security regions would have permissions granted by access lists, ability to assign different rights to different users or groups. (if we did 3D grid structures this would be a must)&lt;br /&gt;
&lt;br /&gt;
One security feature, is the ability to &amp;quot;hide&amp;quot; objects within a security region from users that don't have access rights. Much like barriers in SL, these 3D security regions would just not show up in the viewer, and the user would not have rights to enter the area. It would interesting if you could do this on a primative level, an object that is only viewable by people/objects with the proper permissions. (The engine could detect collision based on bounding box)&lt;br /&gt;
&lt;br /&gt;
== Portal Primatives ==&lt;br /&gt;
&lt;br /&gt;
I propose a &amp;quot;hyperlink&amp;quot; prim that would be configured with an URL to a destination region/grid. The prim would be like a phantom prim, and when looked at, the user would see the destination, a doorway, like a region boundry, when the avatar passes through the object, the avatar is handed off to the destination region. This would be very cool feature, a user/company could &amp;quot;rent&amp;quot; space on a popular grid a store front, in the back of the store is a &amp;quot;doorway&amp;quot; to the user/company's private region/grid server.&lt;br /&gt;
&lt;br /&gt;
(Croquet is an excellent referral to this concept, since the developers devised Portal &amp;quot;primitives&amp;quot; that allow travel not only between different worlds, but to your own one aswell. Also, once your in your own world, you can create yet another Portal to a new world that you created and so on.) -Darakon Kayvon&lt;br /&gt;
&lt;br /&gt;
== Governance System ==&lt;br /&gt;
The online world would have to provide a means for communities to develop legal and political systems of governance. I can think of voting systems as a start.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Arbitrary-sized regions==&lt;br /&gt;
&lt;br /&gt;
* The origional proposer of this idea has gone off it - see &amp;quot;Macro-level (Grid-wide) location Coordinates&amp;quot; below for something that achieves a similar thing within the grid-based model and hence not requiring massive client-side changes. &lt;br /&gt;
&lt;br /&gt;
I am thinking stand-alone regions here, though being able to set a single arbitrary size for all regions on a particular grid might be useful to some (or rowspan and colspan-like attributes in the region table if someone was feeling ''really'' masochistic ;-).&lt;br /&gt;
&lt;br /&gt;
Would require (likely too much) client-side work too as the 256m sim-size is still hard-coded in many places.&lt;br /&gt;
&lt;br /&gt;
==Ability to map standalone grid edges to other grid-edges==&lt;br /&gt;
&lt;br /&gt;
The ability to have edges of a standalone region be mapped to other grids or other standalone regions. I'm thinking hyper-space, one-way doors to other places. It would be interesting for standalone private regions that have doors to other places like opengrid or osgrid or something like that.&lt;br /&gt;
&lt;br /&gt;
==The ability to set region bounderies==&lt;br /&gt;
&lt;br /&gt;
Useful in adding a max ceiling to a region. If it was possible, ability to create a &amp;quot;region box&amp;quot; with as stated earlier, an arbitrary origin. Thinking a little further, a &amp;quot;region sphere&amp;quot; would be interesting.&lt;br /&gt;
&lt;br /&gt;
==Grid to Grid Travel==&lt;br /&gt;
&lt;br /&gt;
Going to each grid seems to require setting up an account there. Someone may specialize in 'passport authentication' allowing an avatar to hop from grid to grid (possibly with just a wallet and a small 'suitcase' inventory) as one would go from country to country in rl. Grids get control of who and how may pass through their grid.&lt;br /&gt;
&lt;br /&gt;
LaeMi adds - I am waiting eagerly for integration of realExtend's avatar server which should cover this - the graphics enhancements of rex are of less interest to me as I am not a 3D designer and so have limited use for meshes, but rex has a good number of other very useful features like this too. (Rex integration is being worked on right now AFAIK).&lt;br /&gt;
&lt;br /&gt;
==Universal Location Addressing==&lt;br /&gt;
&lt;br /&gt;
As part of grid to grid travel, a common standard for a universal location address / coordinate will need to be defined and supported. &lt;br /&gt;
&lt;br /&gt;
Proposal: opensim://sim.grid.domain.tld:x.y.z/named_location/?param=value (alternatively, could be osa:// or osl://, or sim://).&lt;br /&gt;
&lt;br /&gt;
Examples of use: &lt;br /&gt;
* opensim://sim25.mygrid.mycompany.mycountry/&lt;br /&gt;
* opensim://shoppingcenter.gridprovider.mycountry/myshop/&lt;br /&gt;
* opensim://mysim.mygrid.mycompany.mycountry:100.75.80/&lt;br /&gt;
* opensim://closedgrid.myworld.business/entrance_hall/?userid=xxx&amp;amp;password=yyy&lt;br /&gt;
&lt;br /&gt;
To avoid confusion, Opensim TLDs will need to be different from existing Internet TLDs.&lt;br /&gt;
A naming registrar (NIC) will need to be established that ensures uniqueness and proper handling of registrations. - Ezekiel&lt;br /&gt;
&lt;br /&gt;
Proposal: &amp;lt;sim|grid&amp;gt;://&amp;lt;FQDN&amp;gt;[[:&amp;lt;[zonename,]x,y,z&amp;gt;] | [/&amp;lt;symbolic destination&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* sim://www.mydomain.com&lt;br /&gt;
* sim://www.mydomain.com:0,0,0&lt;br /&gt;
* sim://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com&lt;br /&gt;
* grid://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com:Zone1,0,0,0&lt;br /&gt;
&lt;br /&gt;
The client can then get the required information regarding port numbers, protocols, and so on from SVR records embedded in the FQDN DNS Zone. This way clients are immune to changes in the physical hosting of the simulators. The data encoded in the SVR record could also give clues as to the protocol versions, abilities and restrictions of the destination. -Kelannim&lt;br /&gt;
&lt;br /&gt;
==Macro-level (Grid-wide) location Coordinates==&lt;br /&gt;
&lt;br /&gt;
A set of OS-functions that work just like llSetPos, llGetPos, etc. but use 32-bit coordinates. The low-order 8 bits get used as intra-sim coordiantes as per usual, the high-order 24 bits determine which sim on the grid is being referred to. Some extra commands like osCoord2Key to get the key of the region containing the coordinates, osCoord2Name, etc. are possibilities.&lt;br /&gt;
&lt;br /&gt;
*Minor modification, have the int read as 16bits=region_coords, 8bits=sim_coords, 8bits=sim_sub-coords. To paraphrase Mr. Gates, 64k sims in each direction should be enough for anyone ;-P&lt;br /&gt;
&lt;br /&gt;
==Scriptable 'bodyparts' (Shape, Hair, Eyes etc)==&lt;br /&gt;
&lt;br /&gt;
This relates to Shapes, Hair, Eyes etc which are not prims but 'bodyparts', and are not manipulatable via LSL.&lt;br /&gt;
&lt;br /&gt;
Two script commands could be implemented, one to write say a vector to 'bodypart' parameters (the numbers one edits in 'Appearance...'), and another to read them. It would be interesting to be able to create 'bodyparts' from scripts, using data derived externally or calculated in a script, perhaps from other 'bodyparts' data....&lt;br /&gt;
&lt;br /&gt;
Further, with an extension to the permission system (notifying user that a script wants to modify a Shape/Hair/Eyes/whatever of theirs), perhaps editing of existing 'bodypart's could also be available.&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;br /&gt;
&lt;br /&gt;
==Client Side Weather System==&lt;br /&gt;
A client side based weather system would be a breath of fresh air to those who enjoy more realism (Graphically). An overall Grid Weather System could also be created, so that different parts of the grid will be experiencing different forms of weather e.g 4+ Regions more to the north of the Grid would be in the midst of a blizzard whilst several sims further to the south are enjoying clear blue skys, but with an onset of rain on the way.&lt;br /&gt;
A Server could be set up in order to simulate the overall GWS (Grid Weather System) and would shout to each region to simulate a specified weather type.&lt;br /&gt;
All the Client has to do is pick up on the Information being sent to the region from the GWS and simulate it on-screen for it's users. &lt;br /&gt;
Obviously this feature can be turned on and off at will, but it would be nice to not have to set up a particle weather system that cause's more lag than necessary. - Darakon Kayvon&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2008-11-08T04:04:18Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
I like the idea of a 3D Grid structure, along with that, the ability to turn off gravity, water and the terrain textures. It would be nice to set the region's background image to a starscape or something other than the default background.&lt;br /&gt;
&lt;br /&gt;
User defined gravity fields. This would be useful in a grid environment that was space themed, certain areas could have defined gravity fields. The possibilities for this could be very interesting.&lt;br /&gt;
&lt;br /&gt;
== 3D Security ==&lt;br /&gt;
&lt;br /&gt;
At the end of the day, this technology is a new form of computer user interface, and mobile agent application server. We need to move away from the concept of land, in a 3D environment we could assign access rights to 3D volumes, call them security regions. These security regions would have permissions granted by access lists, ability to assign different rights to different users or groups. (if we did 3D grid structures this would be a must)&lt;br /&gt;
&lt;br /&gt;
One security feature, is the ability to &amp;quot;hide&amp;quot; objects within a security region from users that don't have access rights. Much like barriers in SL, these 3D security regions would just not show up in the viewer, and the user would not have rights to enter the area. It would interesting if you could do this on a primative level, an object that is only viewable by people/objects with the proper permissions. (The engine could detect collision based on bounding box)&lt;br /&gt;
&lt;br /&gt;
== Portal Primatives ==&lt;br /&gt;
&lt;br /&gt;
I propose a &amp;quot;hyperlink&amp;quot; prim that would be configured with an URL to a destination region/grid. The prim would be like a phantom prim, and when looked at, the user would see the destination, a doorway, like a region boundry, when the avatar passes through the object, the avatar is handed off to the destination region. This would be very cool feature, a user/company could &amp;quot;rent&amp;quot; space on a popular grid a store front, in the back of the store is a &amp;quot;doorway&amp;quot; to the user/company's private region/grid server.&lt;br /&gt;
&lt;br /&gt;
(Croquet is an excellent referral to this concept, since the developers devised Portal &amp;quot;primitives&amp;quot; that allow travel not only between different worlds, but to your own one aswell. Also, once your in your own world, you can create yet another Portal to a new world that you created and so on.) -Darakon Kayvon&lt;br /&gt;
&lt;br /&gt;
== Governance System ==&lt;br /&gt;
The online world would have to provide a means for communities to develop legal and political systems of governance. I can think of voting systems as a start.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Arbitrary-sized regions==&lt;br /&gt;
&lt;br /&gt;
* The origional proposer of this idea has gone off it - see &amp;quot;Macro-level (Grid-wide) location Coordinates&amp;quot; below for something that achieves a similar thing within the grid-based model and hence not requiring massive client-side changes. &lt;br /&gt;
&lt;br /&gt;
I am thinking stand-alone regions here, though being able to set a single arbitrary size for all regions on a particular grid might be useful to some (or rowspan and colspan-like attributes in the region table if someone was feeling ''really'' masochistic ;-).&lt;br /&gt;
&lt;br /&gt;
May require client-side work too as the 256m sim-size is likely still hard-coded in many places.&lt;br /&gt;
&lt;br /&gt;
Very useful for my own free-standing simulator as I want a lot of area but not much built on it, and would rather avoid the inter-region comms overheads if possible.&lt;br /&gt;
&lt;br /&gt;
Arbitrary origin would be nice too, so I could set (x,y,z:0,0,0) at the middle of my sim on sea level making my maths for several things I plan much simpler (yes, I want I want I want the whole world - and sundry satelites thrown in too!!! But not in any hurry ;-)&lt;br /&gt;
&lt;br /&gt;
The ability to have edges of a standalone region be mapped to other grids or other standalone regions. I'm thinking hyper-space, one-way doors to other places. It would be interesting for standalone private regions that have doors to other places like opengrid or osgrid or something like that.&lt;br /&gt;
&lt;br /&gt;
The ability to set region bounderies. Useful in adding a max ceiling to a region. If it was possible, ability to create a &amp;quot;region box&amp;quot; with as stated earlier, an arbitrary origin. Thinking a little further, a &amp;quot;region sphere&amp;quot; would be interesting.&lt;br /&gt;
&lt;br /&gt;
==Grid to Grid Travel==&lt;br /&gt;
&lt;br /&gt;
Going to each grid seems to require setting up an account there. Someone may specialize in 'passport authentication' allowing an avatar to hop from grid to grid (possibly with just a wallet and a small 'suitcase' inventory) as one would go from country to country in rl. Grids get control of who and how may pass through their grid.&lt;br /&gt;
&lt;br /&gt;
LaeMi adds - I am waiting eagerly for integration of realExtend's avatar server which should cover this - the graphics enhancements of rex are of less interest to me as I am not a 3D designer and so have limited use for meshes, but rex has a good number of other very useful features like this too. (Rex integration is being worked on right now AFAIK).&lt;br /&gt;
&lt;br /&gt;
==Universal Location Addressing==&lt;br /&gt;
&lt;br /&gt;
As part of grid to grid travel, a common standard for a universal location address / coordinate will need to be defined and supported. &lt;br /&gt;
&lt;br /&gt;
Proposal: opensim://sim.grid.domain.tld:x.y.z/named_location/?param=value (alternatively, could be osa:// or osl://, or sim://).&lt;br /&gt;
&lt;br /&gt;
Examples of use: &lt;br /&gt;
* opensim://sim25.mygrid.mycompany.mycountry/&lt;br /&gt;
* opensim://shoppingcenter.gridprovider.mycountry/myshop/&lt;br /&gt;
* opensim://mysim.mygrid.mycompany.mycountry:100.75.80/&lt;br /&gt;
* opensim://closedgrid.myworld.business/entrance_hall/?userid=xxx&amp;amp;password=yyy&lt;br /&gt;
&lt;br /&gt;
To avoid confusion, Opensim TLDs will need to be different from existing Internet TLDs.&lt;br /&gt;
A naming registrar (NIC) will need to be established that ensures uniqueness and proper handling of registrations. - Ezekiel&lt;br /&gt;
&lt;br /&gt;
Proposal: &amp;lt;sim|grid&amp;gt;://&amp;lt;FQDN&amp;gt;[[:&amp;lt;[zonename,]x,y,z&amp;gt;] | [/&amp;lt;symbolic destination&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* sim://www.mydomain.com&lt;br /&gt;
* sim://www.mydomain.com:0,0,0&lt;br /&gt;
* sim://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com&lt;br /&gt;
* grid://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com:Zone1,0,0,0&lt;br /&gt;
&lt;br /&gt;
The client can then get the required information regarding port numbers, protocols, and so on from SVR records embedded in the FQDN DNS Zone. This way clients are immune to changes in the physical hosting of the simulators. The data encoded in the SVR record could also give clues as to the protocol versions, abilities and restrictions of the destination. -Kelannim&lt;br /&gt;
&lt;br /&gt;
==Macro-level (Grid-wide) location Coordinates==&lt;br /&gt;
&lt;br /&gt;
A set of OS-functions that work just like llSetPos, llGetPos, etc. but use 32-bit coordinates. The low-order 8 bits get used as intra-sim coordiantes as per usual, the high-order 24 bits determine which sim on the grid is being referred to. Some extra commands like osCoord2Key to get the key of the region containing the coordinates, osCoord2Name, etc. are possibilities.&lt;br /&gt;
&lt;br /&gt;
*Minor modification, have the int read as 16bits=region_coords, 8bits=sim_coords, 8bits=sim_sub-coords. To paraphrase Mr. Gates, 64k sims in each direction should be enough for anyone ;-P&lt;br /&gt;
&lt;br /&gt;
==Scriptable 'bodyparts' (Shape, Hair, Eyes etc)==&lt;br /&gt;
&lt;br /&gt;
This relates to Shapes, Hair, Eyes etc which are not prims but 'bodyparts', and are not manipulatable via LSL.&lt;br /&gt;
&lt;br /&gt;
Two script commands could be implemented, one to write say a vector to 'bodypart' parameters (the numbers one edits in 'Appearance...'), and another to read them. It would be interesting to be able to create 'bodyparts' from scripts, using data derived externally or calculated in a script, perhaps from other 'bodyparts' data....&lt;br /&gt;
&lt;br /&gt;
Further, with an extension to the permission system (notifying user that a script wants to modify a Shape/Hair/Eyes/whatever of theirs), perhaps editing of existing 'bodypart's could also be available.&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;br /&gt;
&lt;br /&gt;
==Client Side Weather System==&lt;br /&gt;
A client side based weather system would be a breath of fresh air to those who enjoy more realism (Graphically). An overall Grid Weather System could also be created, so that different parts of the grid will be experiencing different forms of weather e.g 4+ Regions more to the north of the Grid would be in the midst of a blizzard whilst several sims further to the south are enjoying clear blue skys, but with an onset of rain on the way.&lt;br /&gt;
A Server could be set up in order to simulate the overall GWS (Grid Weather System) and would shout to each region to simulate a specified weather type.&lt;br /&gt;
All the Client has to do is pick up on the Information being sent to the region from the GWS and simulate it on-screen for it's users. &lt;br /&gt;
Obviously this feature can be turned on and off at will, but it would be nice to not have to set up a particle weather system that cause's more lag than necessary. - Darakon Kayvon&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2008-11-08T04:00:27Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Idea for Grid-wide numeric coordinates system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{proposal}}&lt;br /&gt;
A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
I like the idea of a 3D Grid structure, along with that, the ability to turn off gravity, water and the terrain textures. It would be nice to set the region's background image to a starscape or something other than the default background.&lt;br /&gt;
&lt;br /&gt;
User defined gravity fields. This would be useful in a grid environment that was space themed, certain areas could have defined gravity fields. The possibilities for this could be very interesting.&lt;br /&gt;
&lt;br /&gt;
== 3D Security ==&lt;br /&gt;
&lt;br /&gt;
At the end of the day, this technology is a new form of computer user interface, and mobile agent application server. We need to move away from the concept of land, in a 3D environment we could assign access rights to 3D volumes, call them security regions. These security regions would have permissions granted by access lists, ability to assign different rights to different users or groups. (if we did 3D grid structures this would be a must)&lt;br /&gt;
&lt;br /&gt;
One security feature, is the ability to &amp;quot;hide&amp;quot; objects within a security region from users that don't have access rights. Much like barriers in SL, these 3D security regions would just not show up in the viewer, and the user would not have rights to enter the area. It would interesting if you could do this on a primative level, an object that is only viewable by people/objects with the proper permissions. (The engine could detect collision based on bounding box)&lt;br /&gt;
&lt;br /&gt;
== Portal Primatives ==&lt;br /&gt;
&lt;br /&gt;
I propose a &amp;quot;hyperlink&amp;quot; prim that would be configured with an URL to a destination region/grid. The prim would be like a phantom prim, and when looked at, the user would see the destination, a doorway, like a region boundry, when the avatar passes through the object, the avatar is handed off to the destination region. This would be very cool feature, a user/company could &amp;quot;rent&amp;quot; space on a popular grid a store front, in the back of the store is a &amp;quot;doorway&amp;quot; to the user/company's private region/grid server.&lt;br /&gt;
&lt;br /&gt;
(Croquet is an excellent referral to this concept, since the developers devised Portal &amp;quot;primitives&amp;quot; that allow travel not only between different worlds, but to your own one aswell. Also, once your in your own world, you can create yet another Portal to a new world that you created and so on.) -Darakon Kayvon&lt;br /&gt;
&lt;br /&gt;
== Governance System ==&lt;br /&gt;
The online world would have to provide a means for communities to develop legal and political systems of governance. I can think of voting systems as a start.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Arbitrary-sized regions==&lt;br /&gt;
&lt;br /&gt;
I am thinking stand-alone regions here, though being able to set a single arbitrary size for all regions on a particular grid might be useful to some (or rowspan and colspan-like attributes in the region table if someone was feeling ''really'' masochistic ;-).&lt;br /&gt;
&lt;br /&gt;
May require client-side work too as the 256m sim-size is likely still hard-coded in many places.&lt;br /&gt;
&lt;br /&gt;
Very useful for my own free-standing simulator as I want a lot of area but not much built on it, and would rather avoid the inter-region comms overheads if possible.&lt;br /&gt;
&lt;br /&gt;
Arbitrary origin would be nice too, so I could set (x,y,z:0,0,0) at the middle of my sim on sea level making my maths for several things I plan much simpler (yes, I want I want I want the whole world - and sundry satelites thrown in too!!! But not in any hurry ;-)&lt;br /&gt;
&lt;br /&gt;
The ability to have edges of a standalone region be mapped to other grids or other standalone regions. I'm thinking hyper-space, one-way doors to other places. It would be interesting for standalone private regions that have doors to other places like opengrid or osgrid or something like that.&lt;br /&gt;
&lt;br /&gt;
The ability to set region bounderies. Useful in adding a max ceiling to a region. If it was possible, ability to create a &amp;quot;region box&amp;quot; with as stated earlier, an arbitrary origin. Thinking a little further, a &amp;quot;region sphere&amp;quot; would be interesting.&lt;br /&gt;
&lt;br /&gt;
==Grid to Grid Travel==&lt;br /&gt;
&lt;br /&gt;
Going to each grid seems to require setting up an account there. Someone may specialize in 'passport authentication' allowing an avatar to hop from grid to grid (possibly with just a wallet and a small 'suitcase' inventory) as one would go from country to country in rl. Grids get control of who and how may pass through their grid.&lt;br /&gt;
&lt;br /&gt;
LaeMi adds - I am waiting eagerly for integration of realExtend's avatar server which should cover this - the graphics enhancements of rex are of less interest to me as I am not a 3D designer and so have limited use for meshes, but rex has a good number of other very useful features like this too. (Rex integration is being worked on right now AFAIK).&lt;br /&gt;
&lt;br /&gt;
==Universal Location Addressing==&lt;br /&gt;
&lt;br /&gt;
As part of grid to grid travel, a common standard for a universal location address / coordinate will need to be defined and supported. &lt;br /&gt;
&lt;br /&gt;
Proposal: opensim://sim.grid.domain.tld:x.y.z/named_location/?param=value (alternatively, could be osa:// or osl://, or sim://).&lt;br /&gt;
&lt;br /&gt;
Examples of use: &lt;br /&gt;
* opensim://sim25.mygrid.mycompany.mycountry/&lt;br /&gt;
* opensim://shoppingcenter.gridprovider.mycountry/myshop/&lt;br /&gt;
* opensim://mysim.mygrid.mycompany.mycountry:100.75.80/&lt;br /&gt;
* opensim://closedgrid.myworld.business/entrance_hall/?userid=xxx&amp;amp;password=yyy&lt;br /&gt;
&lt;br /&gt;
To avoid confusion, Opensim TLDs will need to be different from existing Internet TLDs.&lt;br /&gt;
A naming registrar (NIC) will need to be established that ensures uniqueness and proper handling of registrations. - Ezekiel&lt;br /&gt;
&lt;br /&gt;
Proposal: &amp;lt;sim|grid&amp;gt;://&amp;lt;FQDN&amp;gt;[[:&amp;lt;[zonename,]x,y,z&amp;gt;] | [/&amp;lt;symbolic destination&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* sim://www.mydomain.com&lt;br /&gt;
* sim://www.mydomain.com:0,0,0&lt;br /&gt;
* sim://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com&lt;br /&gt;
* grid://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com:Zone1,0,0,0&lt;br /&gt;
&lt;br /&gt;
The client can then get the required information regarding port numbers, protocols, and so on from SVR records embedded in the FQDN DNS Zone. This way clients are immune to changes in the physical hosting of the simulators. The data encoded in the SVR record could also give clues as to the protocol versions, abilities and restrictions of the destination. -Kelannim&lt;br /&gt;
&lt;br /&gt;
==Macro-level (Grid-wide) location Coordinates==&lt;br /&gt;
&lt;br /&gt;
A set of OS-functions that work just like llSetPos, llGetPos, etc. but use 32-bit coordinates. The low-order 8 bits get used as intra-sim coordiantes as per usual, the high-order 24 bits determine which sim on the grid is being referred to. Some extra commands like osCoord2Key to get the key of the region containing the coordinates, osCoord2Name, etc. are possibilities.&lt;br /&gt;
&lt;br /&gt;
*Minor modification, have the int read as 16bits=region_coords, 8bits=sim_coords, 8bits=sim_sub-coords. To paraphrase Mr. Gates, 64k sims in each direction should be enough for anyone ;-P&lt;br /&gt;
&lt;br /&gt;
==Scriptable 'bodyparts' (Shape, Hair, Eyes etc)==&lt;br /&gt;
&lt;br /&gt;
This relates to Shapes, Hair, Eyes etc which are not prims but 'bodyparts', and are not manipulatable via LSL.&lt;br /&gt;
&lt;br /&gt;
Two script commands could be implemented, one to write say a vector to 'bodypart' parameters (the numbers one edits in 'Appearance...'), and another to read them. It would be interesting to be able to create 'bodyparts' from scripts, using data derived externally or calculated in a script, perhaps from other 'bodyparts' data....&lt;br /&gt;
&lt;br /&gt;
Further, with an extension to the permission system (notifying user that a script wants to modify a Shape/Hair/Eyes/whatever of theirs), perhaps editing of existing 'bodypart's could also be available.&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;br /&gt;
&lt;br /&gt;
==Client Side Weather System==&lt;br /&gt;
A client side based weather system would be a breath of fresh air to those who enjoy more realism (Graphically). An overall Grid Weather System could also be created, so that different parts of the grid will be experiencing different forms of weather e.g 4+ Regions more to the north of the Grid would be in the midst of a blizzard whilst several sims further to the south are enjoying clear blue skys, but with an onset of rain on the way.&lt;br /&gt;
A Server could be set up in order to simulate the overall GWS (Grid Weather System) and would shout to each region to simulate a specified weather type.&lt;br /&gt;
All the Client has to do is pick up on the Information being sent to the region from the GWS and simulate it on-screen for it's users. &lt;br /&gt;
Obviously this feature can be turned on and off at will, but it would be nice to not have to set up a particle weather system that cause's more lag than necessary. - Darakon Kayvon&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Installing_and_running_on_x86-64</id>
		<title>Installing and running on x86-64</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Installing_and_running_on_x86-64"/>
				<updated>2008-05-25T03:06:13Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Documenting Meshmerizer issue with 64-bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is what I have managed to gather about running OpenSimulator on an Intel Core2 on a 64bit linux system. &lt;br /&gt;
To install it you need to do:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
  cd opensim&lt;br /&gt;
  sh runprebuild.sh&lt;br /&gt;
  nant&lt;br /&gt;
  cd ..&lt;br /&gt;
  svn co svn://openmetaverse.org/libsl/trunk libsl&lt;br /&gt;
  cd libsl/openjpeg-libsl/&lt;br /&gt;
  nano Makefile (add -m64 to compile flags to avoid another segfault)&lt;br /&gt;
  make&lt;br /&gt;
  cp libopenjpeg-libsl-2.1.2.0.so ../../opensim/bin/libopenjpeg-libsl-2.1.2.0-x86_64.so&lt;br /&gt;
  cd ../../opensim/bin/&lt;br /&gt;
  cp OpenSim.ini.example OpenSim.ini&lt;br /&gt;
  mono OpenSimulator.exe&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately this results in a segmentation fault. Which is somewhat remedied by building the libsl libraries by hand and copying the dll's from the freshly built&lt;br /&gt;
libsl to the OpenSimulator bin/ folder. This makes us get one step further. Unfortunately (Again) at this point we get other problems as apparently OpenSim is not compatible with the new libsl. I am yet to find a solution to this.&lt;br /&gt;
&lt;br /&gt;
A bug has been filed on this: http://opensimulator.org/mantis/view.php?id=43&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
I found deleting bin/libopenjpeg-1*so 'fixed' this problem for me (breaks terrain but the sim starts) - I guess that the svn-bundled openjpeg lib is out of date for x86-64 -- mggrant.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As of early Dec, opensim has been updated to match libsl 1498 and rebuilding that version of the openjpeg library in 64 bit now works -- mggrant.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
9/2/2008: Tested and Running on Amd Opteron 64 bit, Ubuntu 7.10 Gutsy Gibbon Desktop Edition 64 bits. Using the same method as below, except for ''nano Makefile'' and ''make'' lines. Used only ''make -f Makefile''.&lt;br /&gt;
&lt;br /&gt;
11/2/2008: I confirm this. Also there is no need to fetch the old version of libsl; the current one works fine -- Diva&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
15/05/2008: I seem to be having huge trouble (ie segfaults) with meshmerizer ATM. Sim runs fine (other than no real shape meshes, of course) on the zeromesher, but turn on meshmeriser and as soon as the sim is logged into, it segfaults. Tried nightly builds and a svn compile a number of times over the past few weeks (latest svn r4831). Testing on a fresh sim, the crash occurs the second a hollow is created in a box - LaeMi&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/User_talk:LaeMi</id>
		<title>User talk:LaeMi</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/User_talk:LaeMi"/>
				<updated>2008-05-24T05:06:55Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: /* Custom Moon Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New User's Thoughts==&lt;br /&gt;
&lt;br /&gt;
2007-Dec-31&lt;br /&gt;
&lt;br /&gt;
I have been playing with OpenSim (nightly builds) for a few weeks now and have a few impressions I would like to share. I have been aware of the OpenSim project for several months, but have shied away from it. Why? Because while I greatly enjoy the client-side experience of SecondLife (particularly the non-3D-artist-friendly build system and the non-programmer-friendly scripting system -- HyperCard refugee from way back ;-) ) there is much about the SL backend's behaviour and assumptions that downright urks me! I have been playing with OpenCroquet and VOS and a number of other virtual worlds systems in various stages of development but always come back to SL for the client-side build tools.&lt;br /&gt;
&lt;br /&gt;
Like many (I am sure) I was assuming that OpenSim was a &amp;quot;Second Life wannabe world simulator&amp;quot; and the SL grid-side system was not what I wanted. Of course now I know better, and not just because you say so in your OpenSim Core Values section. While I am not programming expert, the server-side arrangement of OpenSim's parts is just ringing all sorts bells with the SysAdmin in me. The fact that I can run a speedy little simulator on a single-core 1.6GHz K6 CPU '''AND''' the SL client at the same time is pretty impressive too :-D&lt;br /&gt;
&lt;br /&gt;
So while there is a lot yet to do, I am VERY impressed with the work-so-far of all the programmers and testers that have pushed OpenSim so far already.&lt;br /&gt;
&lt;br /&gt;
Regards and thanks to you all,&lt;br /&gt;
&lt;br /&gt;
have a fun and productive virtual 2008 ;-)&lt;br /&gt;
&lt;br /&gt;
LaeMi.&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2008-05-24T05:04:53Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
I like the idea of a 3D Grid structure, along with that, the ability to turn off gravity, water and the terrain textures. It would be nice to set the region's background image to a starscape or something other than the default background.&lt;br /&gt;
&lt;br /&gt;
User defined gravity fields. This would be useful in a grid environment that was space themed, certain areas could have defined gravity fields. The possibilities for this could be very interesting.&lt;br /&gt;
&lt;br /&gt;
== 3D Security ==&lt;br /&gt;
&lt;br /&gt;
At the end of the day, this technology is a new form of computer user interface, and mobile agent application server. We need to move away from the concept of land, in a 3D environment we could assign access rights to 3D volumes, call them security regions. These security regions would have permissions granted by access lists, ability to assign different rights to different users or groups. (if we did 3D grid structures this would be a must)&lt;br /&gt;
&lt;br /&gt;
One security feature, is the ability to &amp;quot;hide&amp;quot; objects within a security region from users that don't have access rights. Much like barriers in SL, these 3D security regions would just not show up in the viewer, and the user would not have rights to enter the area. It would interesting if you could do this on a primative level, an object that is only viewable by people/objects with the proper permissions. (The engine could detect collision based on bounding box)&lt;br /&gt;
&lt;br /&gt;
== Portal Primatives ==&lt;br /&gt;
&lt;br /&gt;
I purpose a &amp;quot;hyperlink&amp;quot; prim that would be configured with an URL to a destination region/grid. The prim would be like a phantom prim, and when looked at, the user would see the destination, a doorway, like a region boundry, when the avatar passes through the object, the avatar is handed off to the destination region. This would be very cool feature, a user/company could &amp;quot;rent&amp;quot; space on a popular grid a store front, in the back of the store is a &amp;quot;doorway&amp;quot; to the user/company's private region/grid server.&lt;br /&gt;
&lt;br /&gt;
== Governance System ==&lt;br /&gt;
The online world would have to provide a means for communities to develop legal and political systems of governance. I can think of voting systems as a start.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Arbitrary-sized regions==&lt;br /&gt;
&lt;br /&gt;
I am thinking stand-alone regions here, though being able to set a single arbitrary size for all regions on a particular grid might be useful to some (or rowspan and colspan-like attributes in the region table if someone was feeling ''really'' masochistic ;-).&lt;br /&gt;
&lt;br /&gt;
May require client-side work too as the 256m sim-size is likely still hard-coded in many places.&lt;br /&gt;
&lt;br /&gt;
Very useful for my own free-standing simulator as I want a lot of area but not much built on it, and would rather avoid the inter-region comms overheads if possible.&lt;br /&gt;
&lt;br /&gt;
Arbitrary origin would be nice too, so I could set (x,y,z:0,0,0) at the middle of my sim on sea level making my maths for several things I plan much simpler (yes, I want I want I want the whole world - and sundry satelites thrown in too!!! But not in any hurry ;-)&lt;br /&gt;
&lt;br /&gt;
The ability to have edges of a standalone region be mapped to other grids or other standalone regions. I'm thinking hyper-space, one-way doors to other places. It would be interesting for standalone private regions that have doors to other places like opengrid or osgrid or something like that.&lt;br /&gt;
&lt;br /&gt;
The ability to set region bounderies. Useful in adding a max ceiling to a region. If it was possible, ability to create a &amp;quot;region box&amp;quot; with as stated earlier, an arbitrary origin. Thinking a little further, a &amp;quot;region sphere&amp;quot; would be interesting.&lt;br /&gt;
&lt;br /&gt;
==Grid to Grid Travel==&lt;br /&gt;
&lt;br /&gt;
Going to each grid seems to require setting up an account there. Someone may specialize in 'passport authentication' allowing an avatar to hop from grid to grid (possibly with just a wallet and a small 'suitcase' inventory) as one would go from country to country in rl. Grids get control of who and how may pass through their grid.&lt;br /&gt;
&lt;br /&gt;
LaeMi adds - I am waiting eagerly for integration of realExtend's avatar server which should cover this - the graphics enhancements of rex are of less interest to me as I am not a 3D designer and so have limited use for meshes, but rex has a good number of other very useful features like this too. (Rex integration is being worked on right now AFAIK).&lt;br /&gt;
&lt;br /&gt;
==Universal Location Addressing==&lt;br /&gt;
&lt;br /&gt;
As part of grid to grid travel, a common standard for a universal location address / coordinate will need to be defined and supported. &lt;br /&gt;
&lt;br /&gt;
Proposal: opensim://sim.grid.domain.tld:x.y.z/named_location/?param=value (alternatively, could be osa:// or osl://, or sim://).&lt;br /&gt;
&lt;br /&gt;
Examples of use: &lt;br /&gt;
* opensim://sim25.mygrid.mycompany.mycountry/&lt;br /&gt;
* opensim://shoppingcenter.gridprovider.mycountry/myshop/&lt;br /&gt;
* opensim://mysim.mygrid.mycompany.mycountry:100.75.80/&lt;br /&gt;
* opensim://closedgrid.myworld.business/entrance_hall/?userid=xxx&amp;amp;password=yyy&lt;br /&gt;
&lt;br /&gt;
To avoid confusion, Opensim TLDs will need to be different from existing Internet TLDs.&lt;br /&gt;
A naming registrar (NIC) will need to be established that ensures uniqueness and proper handling of registrations. - Ezekiel&lt;br /&gt;
&lt;br /&gt;
Proposal: &amp;lt;sim|grid&amp;gt;://&amp;lt;FQDN&amp;gt;[[:&amp;lt;[zonename,]x,y,z&amp;gt;] | [/&amp;lt;symbolic destination&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* sim://www.mydomain.com&lt;br /&gt;
* sim://www.mydomain.com:0,0,0&lt;br /&gt;
* sim://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com&lt;br /&gt;
* grid://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com:Zone1,0,0,0&lt;br /&gt;
&lt;br /&gt;
The client can then get the required information regarding port numbers, protocols, and so on from SVR records embedded in the FQDN DNS Zone. This way clients are immune to changes in the physical hosting of the simulators. The data encoded in the SVR record could also give clues as to the protocol versions, abilities and restrictions of the destination. -Kelannim&lt;br /&gt;
&lt;br /&gt;
==Scriptable 'bodyparts' (Shape, Hair, Eyes etc)==&lt;br /&gt;
&lt;br /&gt;
This relates to Shapes, Hair, Eyes etc which are not prims but 'bodyparts', and are not manipulatable via LSL.&lt;br /&gt;
&lt;br /&gt;
Two script commands could be implemented, one to write say a vector to 'bodypart' parameters (the numbers one edits in 'Appearance...'), and another to read them. It would be interesting to be able to create 'bodyparts' from scripts, using data derived externally or calculated in a script, perhaps from other 'bodyparts' data....&lt;br /&gt;
&lt;br /&gt;
Further, with an extension to the permission system (notifying user that a script wants to modify a Shape/Hair/Eyes/whatever of theirs), perhaps editing of existing 'bodypart's could also be available.&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2008-05-24T05:03:27Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: /* Arbitrary-sized regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
I like the idea of a 3D Grid structure, along with that, the ability to turn off gravity, water and the terrain textures. It would be nice to set the region's background image to a starscape or something other than the default background.&lt;br /&gt;
&lt;br /&gt;
User defined gravity fields. This would be useful in a grid environment that was space themed, certain areas could have defined gravity fields. The possibilities for this could be very interesting.&lt;br /&gt;
&lt;br /&gt;
== 3D Security ==&lt;br /&gt;
&lt;br /&gt;
At the end of the day, this technology is a new form of computer user interface, and mobile agent application server. We need to move away from the concept of land, in a 3D environment we could assign access rights to 3D volumes, call them security regions. These security regions would have permissions granted by access lists, ability to assign different rights to different users or groups. (if we did 3D grid structures this would be a must)&lt;br /&gt;
&lt;br /&gt;
One security feature, is the ability to &amp;quot;hide&amp;quot; objects within a security region from users that don't have access rights. Much like barriers in SL, these 3D security regions would just not show up in the viewer, and the user would not have rights to enter the area. It would interesting if you could do this on a primative level, an object that is only viewable by people/objects with the proper permissions. (The engine could detect collision based on bounding box)&lt;br /&gt;
&lt;br /&gt;
== Portal Primatives ==&lt;br /&gt;
&lt;br /&gt;
I purpose a &amp;quot;hyperlink&amp;quot; prim that would be configured with an URL to a destination region/grid. The prim would be like a phantom prim, and when looked at, the user would see the destination, a doorway, like a region boundry, when the avatar passes through the object, the avatar is handed off to the destination region. This would be very cool feature, a user/company could &amp;quot;rent&amp;quot; space on a popular grid a store front, in the back of the store is a &amp;quot;doorway&amp;quot; to the user/company's private region/grid server.&lt;br /&gt;
&lt;br /&gt;
== Governance System ==&lt;br /&gt;
The online world would have to provide a means for communities to develop legal and political systems of governance. I can think of voting systems as a start.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Arbitrary-sized regions==&lt;br /&gt;
&lt;br /&gt;
I am thinking stand-alone regions here, though being able to set a single arbitrary size for all regions on a particular grid might be useful to some (or rowspan and colspan-like attributes in the region table if someone was feeling ''really'' masochistic ;-).&lt;br /&gt;
&lt;br /&gt;
May require client-side work too as the 256m sim-size is likely still hard-coded in many places.&lt;br /&gt;
&lt;br /&gt;
Very useful for my own free-standing simulator as I want a lot of area but not much built on it, and would rather avoid the inter-region comms overheads if possible.&lt;br /&gt;
&lt;br /&gt;
Arbitrary origin would be nice too, so I could set (x,y,z:0,0,0) at the middle of my sim on sea level making my maths for several things I plan much simpler (yes, I want I want I want the whole world - and sundry satelites thrown in too!!! But not in any hurry ;-)&lt;br /&gt;
&lt;br /&gt;
The ability to have edges of a standalone region be mapped to other grids or other standalone regions. I'm thinking hyper-space, one-way doors to other places. It would be interesting for standalone private regions that have doors to other places like opengrid or osgrid or something like that.&lt;br /&gt;
&lt;br /&gt;
The ability to set region bounderies. Useful in adding a max ceiling to a region. If it was possible, ability to create a &amp;quot;region box&amp;quot; with as stated earlier, an arbitrary origin. Thinking a little further, a &amp;quot;region sphere&amp;quot; would be interesting.&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;br /&gt;
&lt;br /&gt;
==Grid to Grid Travel==&lt;br /&gt;
&lt;br /&gt;
Going to each grid seems to require setting up an account there. Someone may specialize in 'passport authentication' allowing an avatar to hop from grid to grid (possibly with just a wallet and a small 'suitcase' inventory) as one would go from country to country in rl. Grids get control of who and how may pass through their grid.&lt;br /&gt;
&lt;br /&gt;
LaeMi adds - I am waiting eagerly for integration of realExtend's avatar server which should cover this - the graphics enhancements of rex are of less interest to me as I am not a 3D designer and so have limited use for meshes, but rex has a good number of other very useful features like this too. (Rex integration is being worked on right now AFAIK).&lt;br /&gt;
&lt;br /&gt;
==Universal Location Addressing==&lt;br /&gt;
&lt;br /&gt;
As part of grid to grid travel, a common standard for a universal location address / coordinate will need to be defined and supported. &lt;br /&gt;
&lt;br /&gt;
Proposal: opensim://sim.grid.domain.tld:x.y.z/named_location/?param=value (alternatively, could be osa:// or osl://, or sim://).&lt;br /&gt;
&lt;br /&gt;
Examples of use: &lt;br /&gt;
* opensim://sim25.mygrid.mycompany.mycountry/&lt;br /&gt;
* opensim://shoppingcenter.gridprovider.mycountry/myshop/&lt;br /&gt;
* opensim://mysim.mygrid.mycompany.mycountry:100.75.80/&lt;br /&gt;
* opensim://closedgrid.myworld.business/entrance_hall/?userid=xxx&amp;amp;password=yyy&lt;br /&gt;
&lt;br /&gt;
To avoid confusion, Opensim TLDs will need to be different from existing Internet TLDs.&lt;br /&gt;
A naming registrar (NIC) will need to be established that ensures uniqueness and proper handling of registrations. - Ezekiel&lt;br /&gt;
&lt;br /&gt;
Proposal: &amp;lt;sim|grid&amp;gt;://&amp;lt;FQDN&amp;gt;[[:&amp;lt;[zonename,]x,y,z&amp;gt;] | [/&amp;lt;symbolic destination&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* sim://www.mydomain.com&lt;br /&gt;
* sim://www.mydomain.com:0,0,0&lt;br /&gt;
* sim://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com&lt;br /&gt;
* grid://www.mydomain.com/mycoolplace&lt;br /&gt;
* grid://www.mydomain.com:Zone1,0,0,0&lt;br /&gt;
&lt;br /&gt;
The client can then get the required information regarding port numbers, protocols, and so on from SVR records embedded in the FQDN DNS Zone. This way clients are immune to changes in the physical hosting of the simulators. The data encoded in the SVR record could also give clues as to the protocol versions, abilities and restrictions of the destination. -Kelannim&lt;br /&gt;
&lt;br /&gt;
==Scriptable 'bodyparts' (Shape, Hair, Eyes etc)==&lt;br /&gt;
&lt;br /&gt;
This relates to Shapes, Hair, Eyes etc which are not prims but 'bodyparts', and are not manipulatable via LSL.&lt;br /&gt;
&lt;br /&gt;
Two script commands could be implemented, one to write say a vector to 'bodypart' parameters (the numbers one edits in 'Appearance...'), and another to read them. It would be interesting to be able to create 'bodyparts' from scripts, using data derived externally or calculated in a script, perhaps from other 'bodyparts' data....&lt;br /&gt;
&lt;br /&gt;
Further, with an extension to the permission system (notifying user that a script wants to modify a Shape/Hair/Eyes/whatever of theirs), perhaps editing of existing 'bodypart's could also be available.&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2008-03-31T21:04:45Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: /* Grid to Grid Travel */ - mention rex avatar server&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
== Governance System ==&lt;br /&gt;
The online world would have to provide a means for communities to develop legal and political systems of governance. I can think of voting systems as a start.&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Arbitrary-sized regions==&lt;br /&gt;
&lt;br /&gt;
I am thinking stand-alone regions here, though being able to set a single arbitrary size for all regions on a particular grid might be useful to some (or rowspan and colspan-like attributes in the region table if someone was feeling ''really'' masochistic ;-).&lt;br /&gt;
&lt;br /&gt;
Would require much client-side work too as the 256m sim-size is hard-coded in many places I believe (Rob Linden was lamenting this decision in a blog some time back and talking about slow steps to replace the hard-coding as bits of the client/server code came up for review as a matter-of-course, IIRC). Some of the quick positioning client-server comms protocols are probably byte-dependent too. Any ideas? ;-)&lt;br /&gt;
&lt;br /&gt;
Very useful for my own free-standing simulator as I want a lot of area but not much built on it, and would rather avoid the inter-region comms overheads if possible.&lt;br /&gt;
&lt;br /&gt;
Arbitrary origin would be nice too, so I could set (x,y,z:0,0,0) at the middle of my sim on sea level making my maths for several things I plan much simpler (yes, I want I want I want the whole world - and sundry satelites thrown in too!!! But not in any hurry ;-)&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;br /&gt;
&lt;br /&gt;
==Grid to Grid Travel==&lt;br /&gt;
&lt;br /&gt;
Going to each grid seems to require setting up an account there. Someone may specialize in 'passport authentication' allowing an avatar to hop from grid to grid (possibly with just a wallet and a small 'suitcase' inventory) as one would go from country to country in rl. Grids get control of who and how may pass through their grid.&lt;br /&gt;
&lt;br /&gt;
LaeMi adds - I am waiting eagerly for integration of realExtend's avatar server which should cover this - the graphics enhancements of rex are of less interest to me as I am not a 3D designer and so have limited use for meshes, but rex has a good number of other very useful features like this too. (Rex integration is being worked on right now AFAIK).&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2008-03-07T03:32:18Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: clarify point by rewording it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
* [http://www.softec.st/en/OpenSource/ClrProjects/SubversionSharp/SubversionSharp.html SubversionSharp]&lt;br /&gt;
&lt;br /&gt;
==Arbitrary-sized regions==&lt;br /&gt;
&lt;br /&gt;
I am thinking stand-alone regions here, though being able to set a single arbitrary size for all regions on a particular grid might be useful to some (or rowspan and colspan-like attributes in the region table if someone was feeling ''really'' masochistic ;-).&lt;br /&gt;
&lt;br /&gt;
Would require much client-side work too as the 256m sim-size is hard-coded in many places I believe (Rob Linden was lamenting this decision in a blog some time back and talking about slow steps to replace the hard-coding as bits of the client/server code came up for review as a matter-of-course, IIRC). Some of the quick positioning client-server comms protocols are probably byte-dependent too. Any ideas? ;-)&lt;br /&gt;
&lt;br /&gt;
Very useful for my own free-standing simulator as I want a lot of area but not much built on it, and would rather avoid the inter-region comms overheads if possible.&lt;br /&gt;
&lt;br /&gt;
Arbitrary origin would be nice too, so I could set (x,y,z:0,0,0) at the middle of my sim on sea level making my maths for several things I plan much simpler (yes, I want I want I want the whole world - and sundry satelites thrown in too!!! But not in any hurry ;-)&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client. Probably should have its own setting which can be either fixed per grid (or region for stand-alone) or track the tide server as per region water level.&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2008-03-06T06:01:44Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Added Future desire for &amp;quot;Arbitrary-sized regions&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
&lt;br /&gt;
==Arbitrary-sized regions==&lt;br /&gt;
&lt;br /&gt;
I am thinking stand-alone regions here, though being able to set a single arbitrary size for all regions on a particular grid might be useful to some (or rowspan and colspan-like attributes in the region table if someone was feeling ''really'' masochistic ;-).&lt;br /&gt;
&lt;br /&gt;
Would require much client-side work too as the 256m sim-size is hard-coded in many places I believe (Rob Linden was lamenting this decision in a blog some time back and talking about slow steps to replace the hard-coding as bits of the client/server code came up for review as a matter-of-course, IIRC). Some of the quick positioning client-server comms protocols are probably byte-dependent too. Any ideas? ;-)&lt;br /&gt;
&lt;br /&gt;
Very useful for my own free-standing simulator as I want a lot of area but not much built on it, and would rather avoid the inter-region comms overheads if possible.&lt;br /&gt;
&lt;br /&gt;
Arbitrary origin would be nice too, so I could set (x,y,z:0,0,0) at the middle of my sim on sea level making my maths for several things I plan much simpler (yes, I want I want I want the whole world - and sundry satelites thrown in too!!! But not in any hurry ;-)&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client, so for a total solution, the client would need to be changed to set the 'extended' water-level to match the current region water level when there is no region (something that needs doing anyway! I will JIRA that SL-side).&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion</id>
		<title>OpenSimulator:Future Release Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:Future_Release_Discussion"/>
				<updated>2008-03-06T05:27:56Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: moved content of 'wishlist' page here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A collection of ideas for additional functionality in OpenSim. Please add your thoughts - anyone may contribute.&lt;br /&gt;
&lt;br /&gt;
== 3D grid structure ==&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels. - Garth FairChang&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
See the list of [[LSL_osFunctions|OSL Proposals]].&lt;br /&gt;
&lt;br /&gt;
== Payment System ==&lt;br /&gt;
OpenSim will need to support micropayment. See [[Money]] for details on how this could be achieved.&lt;br /&gt;
&lt;br /&gt;
== Upload of existing 3D models ==&lt;br /&gt;
OpenSim should support common standards for 3D modelling. This would allow the upload of existing 3D models and make OpenSim immediately attractive for architects and project developers and their customers (walk through models). &lt;br /&gt;
&lt;br /&gt;
== Free-form Avatars ==&lt;br /&gt;
OpenSim should, at some point in time, support the design and animation of free-form avatars (e.g. animals, monsters, robots).&lt;br /&gt;
&lt;br /&gt;
== In-World console maintenance ==&lt;br /&gt;
Terrain manipulations, statistics and some SIM administration related tasks are not available using the Viewer - they are only available on the command line application console where OpenSim is running. It would be nice to have this same console available in-world, using an Instant Messaging window with the simulator itself, the same way as we do with thoses old command line terminals.&lt;br /&gt;
&lt;br /&gt;
== Externally Scripted Objects ==&lt;br /&gt;
A prim with the script contents something along the line of //external:somehost:someport.&lt;br /&gt;
Have the simulator connect to this host:port and relay data from it to the prim.&lt;br /&gt;
Example, have a simple library that maps the LSL functions to a simple binary protocol, which can be used from various programming languages, not neccessarily .NET, and have it act like a server.&lt;br /&gt;
This would allow scripts to be hosted outside the Simulator while adding security, as no code would be running on the Simulator. People could code Prim scripts using C if they wished, and the library would simply send the LSL commands to the server for relaying to the clients. If this could go straight to the client then even better. The next step after that would be for the script to be able to send Prim data aswell.&lt;br /&gt;
This also gives the possibility of using one running script on several different Simulators at once.&lt;br /&gt;
- HashBox&lt;br /&gt;
&lt;br /&gt;
==Object Inventory Source Control==&lt;br /&gt;
* This wish list feature starts with the premise that &amp;quot;I HATE working on scripting and objects within SL&amp;quot;.  Basically, allow users to checkout an object and its contents to an SVN repository.  Work on the object and contents locally in whatever application they wish.  Later, they can checkin the changes, and update the object inside the simulator.&lt;br /&gt;
&lt;br /&gt;
==Tide Server==&lt;br /&gt;
&lt;br /&gt;
It might be interesting to support tides in OGS. It should be doable without any mods to the SL client and probably wouldn't be even a big project (possibly a good teeth-cutting project for someone who wants to get into OGS server coding but isn't confident to tackle parts of a big or critical server component).&lt;br /&gt;
&lt;br /&gt;
A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* The tide server just periodically updates the water level in a grid's sims.&lt;br /&gt;
* Would need to be grid-wide or dis-synchronised tides would have ocean-edge alignment issues (so no rolling tides across huge grids, sorry) so it would be a server operating at the grid level talking to regions.&lt;br /&gt;
* Needs to be over-ridable as inland regions often use water level for things other than ocean and wouldn't want to follow the tides.&lt;br /&gt;
* By using plug-in servers, different complexities of tide can be implemented depending on grid needs.&lt;br /&gt;
&lt;br /&gt;
===Some example tide servers===&lt;br /&gt;
&lt;br /&gt;
* Null tide - simply a way to globally set sea-level in a grid. Takes a single sea-level value.&lt;br /&gt;
* Simple Periodic - set the max, min and period and starting time values and let it roll.&lt;br /&gt;
* Sun (and moon) locked - uses the position of the sun/moon to place tides realistically (presently rather easy as the sun and moon are always 180deg apart, but they might get unlocked from eachother later, extra suns/moons might also crop up long-term - presently it would be the same as Simple Periodic, but time-synced with whatever the day cycle is). Can day-cycles be enforced (or at least a default set) region-wide? Otherwise this would not be feasible.&lt;br /&gt;
&lt;br /&gt;
===SL Client compatibility===&lt;br /&gt;
&lt;br /&gt;
When the client sends a water-level request to the region, the region does one of two things:&lt;br /&gt;
&lt;br /&gt;
* if the water level is -32768 (assuming this value is stored as signed32) or 65535 (if it is a u32) or whatever represents the most 'insane' value possible, then the region refers back upstream to the grid tide server, gets the present tide level, and returns that (sane) value to the client.&lt;br /&gt;
* if waterlevel set for the region is in the 'sane' range, that (region-local) value is returned without referring to the tide server.&lt;br /&gt;
&lt;br /&gt;
(A region-server console command to set the water level outside what the current SL viewer allows is assumed).&lt;br /&gt;
&lt;br /&gt;
===Updating the tides.===&lt;br /&gt;
&lt;br /&gt;
(I assume the region is capable of informing attached clients when water level changes so that on-the-fly changes by region admins are reflected reasonably immediately in clients already).&lt;br /&gt;
&lt;br /&gt;
* tide server periodically multicasts a tide update signal to all regions.&lt;br /&gt;
* if the region water level is in the 'insane' setting, it passes the update on to the attached (and neighbour-attached) clients.&lt;br /&gt;
* if the region water level is 'sane' it does nothing, leaving the region-manager's water-level alone.&lt;br /&gt;
&lt;br /&gt;
===One known Client issue===&lt;br /&gt;
&lt;br /&gt;
The 'extended' water off the edge of actual regions is a problem, as this is probably hard-coded into the client, so for a total solution, the client would need to be changed to set the 'extended' water-level to match the current region water level when there is no region (something that needs doing anyway! I will JIRA that SL-side).&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/User_talk:LaeMi</id>
		<title>User talk:LaeMi</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/User_talk:LaeMi"/>
				<updated>2008-01-05T00:06:02Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Playing with replacing the OGS moon with my own texture (unsucessfully)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Custom Moon Issues==&lt;br /&gt;
Hmmm, I am presently trying to replace the OGS moon with a texture of my own.&lt;br /&gt;
&lt;br /&gt;
I have tried the following:&lt;br /&gt;
* Replace the supplied moon.jp2 texture with my own (filtered via texture upload and pulled back from the SL Cache, since SL jp2s seem to be rather too weird for my standard Linux tools).&lt;br /&gt;
* Different combinations of size, colour/greyscale, alpha/flat.&lt;br /&gt;
* Various cache-flushing and server restarting combinations.&lt;br /&gt;
&lt;br /&gt;
I am wondering if there is anything special about moon.jp2 (eg, it has to be a particular size, depth, etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New User's Thoughts==&lt;br /&gt;
&lt;br /&gt;
2007-Dec-31&lt;br /&gt;
&lt;br /&gt;
I have been playing with OpenSim (nightly builds) for a few weeks now and have a few impressions I would like to share. I have been aware of the OpenSim project for several months, but have shied away from it. Why? Because while I greatly enjoy the client-side experience of SecondLife (particularly the non-3D-artist-friendly build system and the non-programmer-friendly scripting system -- HyperCard refugee from way back ;-) ) there is much about the SL backend's behaviour and assumptions that downright urks me! I have been playing with OpenCroquet and VOS and a number of other virtual worlds systems in various stages of development but always come back to SL for the client-side build tools.&lt;br /&gt;
&lt;br /&gt;
Like many (I am sure) I was assuming that OpenSim was a &amp;quot;Second Life wannabe world simulator&amp;quot; and the SL grid-side system was not what I wanted. Of course now I know better, and not just because you say so in your OpenSim Core Values section. While I am not programming expert, the server-side arrangement of OpenSim's parts is just ringing all sorts bells with the SysAdmin in me. The fact that I can run a speedy little simulator on a single-core 1.6GHz K6 CPU '''AND''' the SL client at the same time is pretty impressive too :-D&lt;br /&gt;
&lt;br /&gt;
So while there is a lot yet to do, I am VERY impressed with the work-so-far of all the programmers and testers that have pushed OpenSim so far already.&lt;br /&gt;
&lt;br /&gt;
Regards and thanks to you all,&lt;br /&gt;
&lt;br /&gt;
have a fun and productive virtual 2008 ;-)&lt;br /&gt;
&lt;br /&gt;
LaeMi.&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Help:Contents</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Help:Contents"/>
				<updated>2008-01-04T04:05:34Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Since the editing-help page is uncreated, I created it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ooooookayyy - I clicked on editing-help and got an uncreated page - looks like I better fill this in as I work out the stuff for myself :-)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Editing this WIKI=&lt;br /&gt;
Click EDIT to see the source&lt;br /&gt;
&lt;br /&gt;
=This is a Top Level heading=&lt;br /&gt;
In the source, it has single equals signs around it.&lt;br /&gt;
&lt;br /&gt;
==This is a Second Level heading==&lt;br /&gt;
In the source, it has double equals signs around it.&lt;br /&gt;
&lt;br /&gt;
===This is a Third Level heading===&lt;br /&gt;
I think we get the idea!&lt;br /&gt;
&lt;br /&gt;
*Astrixes at the start&lt;br /&gt;
*in the source&lt;br /&gt;
*define a bullet point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
That's all for now folks - just the bits I needed myself.&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/User_talk:LaeMi</id>
		<title>User talk:LaeMi</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/User_talk:LaeMi"/>
				<updated>2007-12-31T07:10:55Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Little blab on my thoughts as a new OpenSim user.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oops, I forgot to check the 'minor change' box for my second edit 2007-12-31. Bare with me - this is the first time I have ever tried contributing to a wiki :-)&lt;br /&gt;
&lt;br /&gt;
==New User's Thoughts==&lt;br /&gt;
&lt;br /&gt;
2007-Dec-31&lt;br /&gt;
&lt;br /&gt;
I have been playing with OpenSim (nightly builds) for a few weeks now and have a few impressions I would like to share. I have been aware of the OpenSim project for several months, but have shied away from it. Why? Because while I greatly enjoy the client-side experience of SecondLife (particularly the non-3D-artist-friendly build system and the non-programmer-friendly scripting system -- HyperCard refugee from way back ;-) ) there is much about the SL backend's behaviour and assumptions that downright urks me! I have been playing with OpenCroquet and VOS and a number of other virtual worlds systems in various stages of development but always come back to SL for the client-side build tools.&lt;br /&gt;
&lt;br /&gt;
Like many (I am sure) I was assuming that OpenSim was a &amp;quot;Second Life wannabe world simulator&amp;quot; and the SL grid-side system was not what I wanted. Of course now I know better, and not just because you say so in your OpenSim Core Values section. While I am not programming expert, the server-side arrangement of OpenSim's parts is just ringing all sorts bells with the SysAdmin in me. The fact that I can run a speedy little simulator on a single-core 1.6GHz K6 CPU '''AND''' the SL client at the same time is pretty impressive too :-D&lt;br /&gt;
&lt;br /&gt;
So while there is a lot yet to do, I am VERY impressed with the work-so-far of all the programmers and testers that have pushed OpenSim so far already.&lt;br /&gt;
&lt;br /&gt;
Regards and thanks to you all,&lt;br /&gt;
&lt;br /&gt;
have a fun and productive virtual 2008 ;-)&lt;br /&gt;
&lt;br /&gt;
LaeMi.&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/User_talk:LaeMi</id>
		<title>User talk:LaeMi</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/User_talk:LaeMi"/>
				<updated>2007-12-31T06:34:06Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Oops - new wiki user alert!! :-)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oops, I forgot to check the 'minor change' box for my second edit 2007-12-31. Bare with me - this is the first time I have ever tried contributing to a wiki :-)&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Testing</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Testing"/>
				<updated>2007-12-31T06:10:31Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: /* Physics / Collision */ fixed colour of a few &amp;quot;unknown&amp;quot; cells (red -&amp;gt; grey) while I was in there.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current functionality =&lt;br /&gt;
&lt;br /&gt;
Standalone tested from sv ????.&amp;lt;br&amp;gt;&lt;br /&gt;
Grid Information tested from svn 2816 (OpenlifeGrid http://www.openlifegrid.com) Updated Regularly.&lt;br /&gt;
&lt;br /&gt;
== Account ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;login&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;logout&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;relog&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Home - Login Start Location&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Configurable by Region&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Alt Home - if Home unavailable&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Alternate Region hardset by GRID&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;day / night cycle&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;windlight&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;clouds&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;wind&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;water and water texture&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;terrain and terrain textures&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Partial&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Accounts and permissions ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;multiple account creation&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions per account&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;minimal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;account has inventory&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Early stages&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sim supports multiple logins&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;teleport within region&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (always facing north after teleport)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;built-in animations (walking, flying, sitting)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploaded animations / gestures&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (play locally, but not in world)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploaded sounds&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (play locally, but not in world)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can wear clothes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (must manually re-wear after every login)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;temp persist (temporary persist must re-wear after server restart)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can attach items&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not yet implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not yet implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;DRAG / CTRL DRAG objects&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - non physical only&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - non physical only&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create prim&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim type&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim transparency&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim colour&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim texture (including uploaded textures)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim size, cut, hollow, etc&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (issues with prim stretching)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;prim light, fullbright and flexi&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;link prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;unlink prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Some (TBA)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;objects persist in world across login / logoff and server restart&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;parcel support&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK See Parcels Below&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terraforming ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;select land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;raise land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;lower land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;flatten land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;roughen land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;no causes lower&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;smooth land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - but slow!&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;no change pauses sim&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Land and parcels ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;subdivide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;join&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;buy and sell&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Set Land To Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Allow Deed To Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Owner Makes Contribution With Deed&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy Pass - (Temporary Paid Access)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy For Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Used&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Covenants&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy For Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Used&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Estate Owner&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Objects&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Sim Usage&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Prims on Parcel&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Return Parcel Primitives&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;AutoReturn of Prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;  &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Options&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Media&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Replace Texture With Media&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Persists&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Music Stream URL&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Persists&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Restrict Spatialized Sounds to Parcel&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Access&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Bans&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Limit Access to Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implementedg&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Limit Access by Avatar&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Somewhat Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Somewhat Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Individual Avatar Ban&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working - Grid can disable feature gridwide&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;friends list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploads&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, jpg, bmp,tga (alpha)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;edit profile&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working (not persistent)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;search&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;large map&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;OK(currently map textures are a little broken - unavailable for locations not yet visited)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;minimap&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;money&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;HUD attachments&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Friends ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;mapping&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;online visibility&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can edit my objects&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;no friends = generic perms application only&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
Friends Are not yet implemented as at SVN2816.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Groups ==&lt;br /&gt;
Groups are not yet implemented as at SVN 2492&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;join&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;description&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;graphic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;notices&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;vote&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;invite&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;members&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;publish&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;set title&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change active title&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;enrollment fee&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;open enrollment&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;set mature flag&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Group Roles ===&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;edit&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add person&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove person&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;abilities&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
Groups are not yet implemented as at SVN 2492&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chat, IM, Voice ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;local chat&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Plus Configurable Distance (server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Shout&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Plus Configurable Distance (server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;send / receive IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;offline IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;multiple friend IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;participant list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;voice&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;IRC bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK (Configurable on Server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physics / Collision ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;basicphysics&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;POS&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;OpenDynamicsEngine&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;modified_BulletX&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;RealPhysX&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;walk on ground&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (ground is very slippery)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;fly&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sit on ground&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sit on object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (autopilot has trouble getting to the right spot 'try phantom prim')&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;walk on object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (some stability issues)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;bump into object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Avatar Land on Prim&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not yet implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;prim physics&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;cut/hollow/dimpled prim (non)collisions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create LSL script&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, see supported commands&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add script to object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Drag from inventory into prim&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;execute script in object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: not all scripting features are supported yet.&lt;br /&gt;
Check [[LSL Status]] for currently implemented features.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create new items (folder, notes, body, clothes, prims, scripts)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;delete prims -&amp;gt; trash&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;delete items -&amp;gt; trash&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;trash folder functions (restore, purge)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;search inventory&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;quot;recent items&amp;quot; list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;inventory persists across logout / login&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;drag items to / from world&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;half... still in progress grid wide&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
Inventory should not yet be treated as permanent, whilst development is still occurring.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Testing</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Testing"/>
				<updated>2007-12-31T06:08:30Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: /* Physics / Collision */ -&amp;gt; added table row &amp;quot;cut/hollow/dimpled prim (non)collisions&amp;quot; (set all as 'unknown' as I don't feel qualified to fill these in)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current functionality =&lt;br /&gt;
&lt;br /&gt;
Standalone tested from sv ????.&amp;lt;br&amp;gt;&lt;br /&gt;
Grid Information tested from svn 2816 (OpenlifeGrid http://www.openlifegrid.com) Updated Regularly.&lt;br /&gt;
&lt;br /&gt;
== Account ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;login&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;logout&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;relog&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Home - Login Start Location&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Configurable by Region&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Alt Home - if Home unavailable&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Alternate Region hardset by GRID&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;day / night cycle&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;windlight&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;clouds&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;wind&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;water and water texture&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;terrain and terrain textures&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Partial&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Accounts and permissions ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;multiple account creation&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions per account&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;minimal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;account has inventory&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Early stages&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sim supports multiple logins&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;teleport within region&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (always facing north after teleport)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;built-in animations (walking, flying, sitting)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploaded animations / gestures&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (play locally, but not in world)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploaded sounds&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (play locally, but not in world)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can wear clothes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (must manually re-wear after every login)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;temp persist (temporary persist must re-wear after server restart)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can attach items&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not yet implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not yet implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;DRAG / CTRL DRAG objects&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - non physical only&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - non physical only&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create prim&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim type&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim transparency&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim colour&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim texture (including uploaded textures)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim size, cut, hollow, etc&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (issues with prim stretching)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;prim light, fullbright and flexi&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;link prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;unlink prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Some (TBA)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;objects persist in world across login / logoff and server restart&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;parcel support&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK See Parcels Below&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terraforming ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;select land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;raise land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;lower land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;flatten land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;roughen land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;no causes lower&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;smooth land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - but slow!&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;no change pauses sim&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Land and parcels ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;subdivide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;join&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;buy and sell&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Set Land To Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Allow Deed To Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Owner Makes Contribution With Deed&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy Pass - (Temporary Paid Access)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy For Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Used&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Covenants&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy For Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Used&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Estate Owner&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Objects&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Sim Usage&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Prims on Parcel&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Return Parcel Primitives&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;AutoReturn of Prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Works, but Disabled for Bug Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;  &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Options&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Media&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Replace Texture With Media&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Persists&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Music Stream URL&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Persists&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Restrict Spatialized Sounds to Parcel&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Access&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Bans&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Limit Access to Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implementedg&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Limit Access by Avatar&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Somewhat Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Somewhat Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Individual Avatar Ban&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working - Grid can disable feature gridwide&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;friends list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploads&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, jpg, bmp,tga (alpha)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;edit profile&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working (not persistent)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;search&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;large map&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;OK(currently map textures are a little broken - unavailable for locations not yet visited)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;minimap&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;money&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;HUD attachments&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Friends ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;mapping&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;online visibility&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can edit my objects&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;no friends = generic perms application only&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
Friends Are not yet implemented as at SVN2816.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Groups ==&lt;br /&gt;
Groups are not yet implemented as at SVN 2492&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;join&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;description&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;graphic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;notices&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;vote&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;invite&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;members&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;publish&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;set title&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change active title&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;enrollment fee&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;open enrollment&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;set mature flag&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Group Roles ===&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;edit&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add person&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove person&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;abilities&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
Groups are not yet implemented as at SVN 2492&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chat, IM, Voice ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;local chat&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Plus Configurable Distance (server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Shout&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Plus Configurable Distance (server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;send / receive IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;offline IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;multiple friend IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;participant list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;voice&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;IRC bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK (Configurable on Server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physics / Collision ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;basicphysics&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;POS&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;OpenDynamicsEngine&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;modified_BulletX&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;RealPhysX&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;walk on ground&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (ground is very slippery)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;fly&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sit on ground&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sit on object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (autopilot has trouble getting to the right spot 'try phantom prim')&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;walk on object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (some stability issues)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;bump into object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Avatar Land on Prim&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not yet implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;prim physics&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;cut/hollow/dimpled prim (non)collisions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create LSL script&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, see supported commands&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add script to object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Drag from inventory into prim&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;execute script in object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: not all scripting features are supported yet.&lt;br /&gt;
Check [[LSL Status]] for currently implemented features.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create new items (folder, notes, body, clothes, prims, scripts)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;delete prims -&amp;gt; trash&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;delete items -&amp;gt; trash&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;trash folder functions (restore, purge)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;search inventory&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;quot;recent items&amp;quot; list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;inventory persists across logout / login&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;drag items to / from world&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;half... still in progress grid wide&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
Inventory should not yet be treated as permanent, whilst development is still occurring.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Screenshots</id>
		<title>Screenshots</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Screenshots"/>
				<updated>2007-12-30T03:15:07Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Snapshots ==&lt;br /&gt;
&lt;br /&gt;
===CentralGrid===&lt;br /&gt;
[[Image:BullRun_CentralGrid.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
BullRun - Art Gallery inside CentralGrid&lt;br /&gt;
&lt;br /&gt;
===Babblefrog===&lt;br /&gt;
[[Image:Snapshot_001.jpg]]&lt;br /&gt;
&lt;br /&gt;
Small japanese style building. Yes, that is snow on the peak in the background.&lt;br /&gt;
&lt;br /&gt;
[[Image:Snapshot_snow.jpg]]&lt;br /&gt;
&lt;br /&gt;
More snow. I just can't get enough of this stuff.&lt;br /&gt;
&lt;br /&gt;
[[Image:Snapshot_venice.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Nebadon===&lt;br /&gt;
[[Image:NEBADON2025-05.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:NEBADON2025-01.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:NEBADON2025-02.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:NEBADON2025-03.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_01.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_02_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_03_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_04_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_05_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_06_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_07_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_08_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_10_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_11_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_12_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_13_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Your2ndlife.com_14a_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Balthazar===&lt;br /&gt;
&lt;br /&gt;
[[Image:thursday_002.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:thursday_003.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Darb===&lt;br /&gt;
&lt;br /&gt;
[[Image:Tam_49_20071028_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Tam_49a_20071028_3.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Kentfield_20071029.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Phoenix_lake_20071029.jpg]]&lt;br /&gt;
&lt;br /&gt;
===NixNerd===&lt;br /&gt;
&lt;br /&gt;
[[Image:snapshot_nix_02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Snapshot of my little OpenSim island - using Latest Windlight SL client&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
&lt;br /&gt;
===Megaprims===&lt;br /&gt;
http://www.youtube.com/watch?v=ouEcKEhz1AA&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=EqcdH4ub6rQ&lt;br /&gt;
&lt;br /&gt;
===Other videos===&lt;br /&gt;
Jeff1564&lt;br /&gt;
http://www.youtube.com/watch?v=AwYQL7nMENQ&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
===LaeMi's sim on her home Linux box===&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact/&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Screenshots</id>
		<title>Screenshots</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Screenshots"/>
				<updated>2007-12-30T03:13:58Z</updated>
		
		<summary type="html">&lt;p&gt;LaeMi: Added a link to where I keep my screengrabs of my private sim build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Snapshots ==&lt;br /&gt;
&lt;br /&gt;
===CentralGrid===&lt;br /&gt;
[[Image:BullRun_CentralGrid.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
BullRun - Art Gallery inside CentralGrid&lt;br /&gt;
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===Babblefrog===&lt;br /&gt;
[[Image:Snapshot_001.jpg]]&lt;br /&gt;
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Small japanese style building. Yes, that is snow on the peak in the background.&lt;br /&gt;
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[[Image:Snapshot_snow.jpg]]&lt;br /&gt;
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More snow. I just can't get enough of this stuff.&lt;br /&gt;
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[[Image:Snapshot_venice.jpg]]&lt;br /&gt;
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===Nebadon===&lt;br /&gt;
[[Image:NEBADON2025-05.jpg]]&lt;br /&gt;
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[[Image:NEBADON2025-01.jpg]]&lt;br /&gt;
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[[Image:NEBADON2025-02.jpg]]&lt;br /&gt;
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[[Image:NEBADON2025-03.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_01.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_02_1.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_03_1.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_04_1.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_05_1.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_06_1.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_07_1.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_08_1.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_10_1.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_11_1.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_12_1.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_13_1.jpg]]&lt;br /&gt;
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[[Image:Your2ndlife.com_14a_1.jpg]]&lt;br /&gt;
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===Balthazar===&lt;br /&gt;
&lt;br /&gt;
[[Image:thursday_002.jpg]]&lt;br /&gt;
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[[Image:thursday_003.jpg]]&lt;br /&gt;
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===Darb===&lt;br /&gt;
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[[Image:Tam_49_20071028_2.jpg]]&lt;br /&gt;
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[[Image:Tam_49a_20071028_3.jpg]]&lt;br /&gt;
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[[Image:Kentfield_20071029.jpg]]&lt;br /&gt;
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[[Image:Phoenix_lake_20071029.jpg]]&lt;br /&gt;
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===NixNerd===&lt;br /&gt;
&lt;br /&gt;
[[Image:snapshot_nix_02.jpg]]&lt;br /&gt;
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Snapshot of my little OpenSim island - using Latest Windlight SL client&lt;br /&gt;
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== Videos ==&lt;br /&gt;
&lt;br /&gt;
===Megaprims===&lt;br /&gt;
http://www.youtube.com/watch?v=ouEcKEhz1AA&lt;br /&gt;
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http://www.youtube.com/watch?v=EqcdH4ub6rQ&lt;br /&gt;
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===Other videos===&lt;br /&gt;
Jeff1564&lt;br /&gt;
http://www.youtube.com/watch?v=AwYQL7nMENQ&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
LaeMi's sim on her home Linux box&lt;br /&gt;
http://members.optusnet.com.au/~laemi/impact/&lt;/div&gt;</summary>
		<author><name>LaeMi</name></author>	</entry>

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