Woo post #100
Yeah, it's kinda lame that I'm only at 100 and Dol's at something like 283 (actually, I could go look at the stats to see the exact number, but I'm too damn lazy). Speaking of lazy, I hope everyone had a lovely holiday, if, indeed, they did have a holiday. :)
I had to work this morning, but it wasn't too bad because apparently the holiday had everyone else was in a good mood too. :) This afternoon, I made bread (from scratch for the second time ever, go me!) and did a lot of little online chores, like uninstalling Norton AntiVirus (which hates SL and keeps telling me it's viral, "Hello? That's the point!") and replacing it with AVG. So far so good. I also tried to go hang out on the latest preview grid, which crashed me at login repeatedly (even after a complete un- and re-install). Hrm. Ominous. How do you bug report when you can't actually get to the Help menu?
After being tantalized by the release notes for next week's update, I felt like I needed to poke around and see if I could find any hidden gems in the current release. I'm sure none of those I found are new, but they're still handy to know.
Very "gorillas-no-wait-thats-Coal-in-the-mist" huh? I thought so. :) In the snapshot preview window, choose to capture "depth" instead of "colors". Easy peasy. Doesn't show some objects (like the umbrellas at the Exile stage), or water. Water has no depth, I guess. Strange but true.
Instead of having to improve my mouse-eye coordination to catch my headspinners when I need to edit them, I've discovered turning off "Velocity Interpolate Objects" in the network portion of the client menu makes things not rotate. llTargetOmega (what most rotating things, like head spinners, circling birds and inner tubes use to spin) is rendered client-side, which means that even if I might see the head cattle by my right ear, you could be seeing it by my left ear and Sumar could be seeing it in front of my forehead - and that I can turn it off for just me with no effect on anyone else. It's like particles. Everyone says "particles cause lag". Well, yes, they cause lag as your computer tries to render them all. Tell your computer not to render them. Ta-dah, lag gone. Well, lag caused by that particular thing gone anyway.
Likewise spinning/animated textures (which use llSetTextureAnim) can be turned off in the Rendering portion of the Client menu (animate textures) - which means your computer has less work to do and will do what it does still have to do faster. :D For a fast way to turn animated textures on and off try ctrl-alt-A. Fast is good. Well, except for that bug where everything using llTargetOmega was spinning out of control. My innertubes were not fun at that point - dizzying really. Very glad that was fixed.
I also poked at my stream changer (inspired by the fact that Weasel is offline for some reason - why hast thou foresaken us, o Weasely one?) and a few other coding projects that had been lying fallow for a while. I do like scripting; it's oddly relaxing. Well, except when things don't work how you expect them to. Or your entire script gets eaten by a database burp (like mine did when I was making the stream changer for the Exile stage area).
Speaking of burping... my house smells like fresh bread and it's time to go see if it's edible. Have a triptophanny turkey day!