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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0008906||opensim||[REGION] Script Functions||public||2021-06-30 09:34||2021-07-01 10:41|
|Priority||normal||Severity||minor||Reproducibility||have not tried|
|Platform||Operating System||Operating System Version|
|Target Version||Fixed in Version|
|Summary||0008906: [FEATURE REQUEST] osForceAtachSystemLayer to attach system clothing and alpha layers|
|Description||Currently 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.
|Tags||No tags attached.|
|Git Revision or version number|
|Run Mode||Grid (Multiple Regions per Sim)|
|Script Engine||XEngine, YEngine|
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
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.
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.
|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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