[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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