[sldev] Re: More on Mute Visibility

Argent Stonecutter secret.argent at gmail.com
Thu Jun 21 16:58:02 PDT 2007


On 21-Jun-2007, at 11:05, Able Whitman wrote:
> "Mute selected"
> "Mute all objects in selected land"
>
> Is it possible to group select objects which aren't yours and which  
> you don't have permission to edit? I thought the last time I tried  
> (with "select only my objects" unchecked) it it didn't work, but I  
> could be wrong.

You can select them, you just can't get any handles (drag, etc) on them.

> Yes, if there is a parcel selected, the viewer has its geometry,  
> but I'm talking about determining the geometry after the parcel has  
> been muted. I think you and I are just talking about different  
> approaches to mute-by-parcel.

I wasn't considering that the underlying code actually maintain some  
kind of "mute" on the parcel, I was thinking in terms of this being a  
way of selecting objects for mute-by-UUID. I'd rather leave more  
complex stuff for the sim.

> That's a really interesting idea, but I'm not really keen about  
> reserving a "special" chanel for only the viewer to listen on.

That's why I quoted 'channel', it would be a user specified  
preference (you could start by just making it a debug variable).

Existing scripts already have to be able to deal with unexpected chat  
on any channel, so I wouldn't worry about breaking someone else's  
scripts... if they're going to die if they see some UUIDs on -32701  
(or whatever) then they're broken anyway.

Later it should be possible to switch to a new message type from an  
"llMuteFromThisParcel()" call easily.


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