This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
////////////////////////////////////////////////////////////////////// | |
// Z&A Mesh Info | |
// By Antony Fairport | |
// | |
// Z&A Mesh Info - Simple tool to help figure how when LOD switches | |
// happen. Based on the information made available via an article in | |
// http://en.calameo.com/read/000004234610f002a5334 and, from that, in | |
// http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost | |
// | |
// Revision history: |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
////////////////////////////////////////////////////////////////////// | |
// Z&A Quick Steps Maker | |
// By Antony Fairport | |
// | |
// Z&A Quick Steps Maker - Quickly make steps from a linkset of prims. | |
// | |
// While a more sophisticated stair maker can be made that would rez objects | |
// as it goes, sometimes you just want to create a linkset and have it all | |
// size and position correctly. This script does that. Here's how it works: | |
// |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
////////////////////////////////////////////////////////////////////// | |
// RLV REPL | |
// By Antony Fairport | |
// | |
// RLV REPL - Quick and dirty "REPL" for testing RLV commands. | |
// | |
// Revision history: | |
// ------------------------------------------------------------ | |
// | |
// 2015-03-09 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
////////////////////////////////////////////////////////////////////// | |
// Z&A Show Face Numbers | |
// By Antony Fairport | |
// | |
// Z&A Show Face Numbers - Quickly show face numbers on an object. | |
// | |
// Revision history: | |
// ------------------------------------------------------------ | |
// | |
// 2015-02-19 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
default | |
{ | |
touch_start( integer _ ) | |
{ | |
integer iPrim = llDetectedLinkNumber( 0 ); | |
string sPrim = llGetLinkName( iPrim ); | |
if ( sPrim != "Force Sit" ) | |
{ | |
key kToucher = llDetectedKey( 0 ); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
////////////////////////////////////////////////////////////////////// | |
// Z&A Shuffle Texture offsets | |
// By Antony Fairport | |
// | |
// Z&A Shuffle Texture Offsets - Randomly shuffle offsets in textutes. | |
// | |
// Revision history: | |
// ------------------------------------------------------------ | |
// | |
// 2014-12-27 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
CleanTextures() | |
{ | |
integer iMax = llGetInventoryNumber( INVENTORY_TEXTURE ); | |
integer i; | |
for ( i = ( iMax - 1 ); i >= 0; i-- ) | |
{ | |
llRemoveInventory( llGetInventoryName( INVENTORY_TEXTURE, i ) ); | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
vector IMAGE_SIZE = < 1.0, 1.0, 1.0 >; | |
default | |
{ | |
state_entry() | |
{ | |
// Look for an image in inventory. | |
string sImage = llGetInventoryName( INVENTORY_TEXTURE, 0 ); | |
// Got one? |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
////////////////////////////////////////////////////////////////////// | |
// Z&A Unique Texture Lister | |
// By Antony Fairport | |
// | |
// Z&A List Unique Textures - Find the first instance of the use of | |
// a texture and tint combination in a linkset. Handy little tool to | |
// help hunt down any material face confusion when using something like | |
// Mesh Studio. | |
// | |
// Revision history: |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
////////////////////////////////////////////////////////////////////// | |
// Set your app and user token here. Note that you can, on the | |
// PushOver site, create delivery groups so you can deliver a single | |
// notice to multiple users. The delivery group key is then used as | |
// the user key. | |
string APP_TOKEN = "<paste your app token here>"; | |
string APP_USER = "<paste your user token here>"; | |
////////////////////////////////////////////////////////////////////// | |
// Constants for the PushOver parameters. |