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IDProjectCategoryView StatusDate SubmittedLast Update
0008906opensim[REGION] Script Functionspublic2021-06-30 09:342021-07-01 10:41
ReporterGayngel 
Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
StatusnewResolutionopen 
PlatformOperating SystemOperating System Version
Product Version 
Target VersionFixed in Version 
Summary0008906: [FEATURE REQUEST] osForceAtachSystemLayer to attach system clothing and alpha layers
DescriptionCurrently there is no function to auto attach system clothing and alpha layers. This is particularly frustrating when auto attaching mesh clothing in that you have to give the alpha layer to an avatar and ask them to find it in inventory and wear it.

Functions should be something like:
osForceAttachSystemLayer(key id ,string item)
osForceAttachSystemLayerToOtherAvatar(key id, string item)

The functions should allow attaching clothing layers, hair and eyebrow layers, shoe bases, skins, shapes, eyes and alpha layers.
TagsNo tags attached.
Git Revision or version number
Run Mode Grid (Multiple Regions per Sim)
Physics EngineBulletSim
Script EngineXEngine, YEngine
EnvironmentUnknown
Mono VersionNone
Viewer
Attached Files

- Relationships

-  Notes
(0037839)
UbitUmarov (administrator)
2021-07-01 08:14

Think that can't work. (whatever layer means to you..)
Own viewer must start the wearing process of system avatar components.

RLV may allow for it, if allowed by user, but that is in viewers and scripting user space.. no region support
(0037840)
beqjanus (reporter)
2021-07-01 09:38

RLV is the correct route for this. You can never have a "force" ability in scripts as that is an immediate abuse vector for griefing.

There has been discussion within SL around auto alpha wearing, the requirement is perhaps similar. Today a mesh body ("alpha" sliced abomination) will have a script that allows a worn item to turn off pre-designated parts of the underlying body; the requirement is to be able to have a worn mesh apply an alpha to the avatar that is wearing it. This is a much more practical solution than proposed above because the mesh is already attached to the avatar that it is going to affect. osAddWearable() might be a better term as in theory any wearable should be able to work.
(0037841)
tampa (reporter)
2021-07-01 10:41

Not to mention half the alpha layers seem to cause a rebake loop because the individual textures are conflicting. Not quite sure what that is yet, the alpha variable should be obey and the texture ignored you would think, but apparently not how it works underneath.

Force attach self might work, or at least the call there can be intercepted and replicated, but to other... don't see how that could even be initiated without directly pretending to be the avatar and yeah that's a piece of code that has more implications than use attached to it.

The ossl force functions are abused already, force animation and so on, because of course that's easier than doing proper permission request and handling. So just in the interest in not encouraging even worse scripting practices such functions should only exist for debugging or very specific and controlled use.

- Issue History
Date Modified Username Field Change
2021-06-30 09:34 Gayngel New Issue
2021-06-30 09:36 Gayngel Script Engine XEngine => XEngine, YEngine
2021-06-30 09:37 Gayngel Run Mode Standalone (Multiple Regions) => Grid (Multiple Regions per Sim)
2021-06-30 22:49 Gayngel Description Updated View Revisions
2021-06-30 22:50 Gayngel Description Updated View Revisions
2021-07-01 08:14 UbitUmarov Note Added: 0037839
2021-07-01 09:38 beqjanus Note Added: 0037840
2021-07-01 10:41 tampa Note Added: 0037841


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