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Re: llSetRot() and llSLPP/llSLPPF(PRIM_ROTATION) not executing

Posted: Sat Jan 28, 2023 10:03 pm
by Graham Mills
It returned a mesh chair to the original default orientation which I assumed was the intention. There is a SetRot in state zero that does that. As expected llSLPPF behaves similarly.

UPDATE

In my hands llSLPPF behaves exactly the same on the OSCC grid which, like Kitely, uses XEngine. It's possible that other grids you tried were using YEngine which may behave differently.

Re: llSetRot() and llSLPP/llSLPPF(PRIM_ROTATION) not executing

Posted: Thu Mar 23, 2023 10:01 am
by Mike Lorrey
Graham Mills wrote:
Sat Jan 28, 2023 10:03 pm
It returned a mesh chair to the original default orientation which I assumed was the intention. There is a SetRot in state zero that does that. As expected llSLPPF behaves similarly.

UPDATE

In my hands llSLPPF behaves exactly the same on the OSCC grid which, like Kitely, uses XEngine. It's possible that other grids you tried were using YEngine which may behave differently.
On Yengine grids, the functions behave properly. It is only in kitely where it does not behave properly.

Re: llSetRot() and llSLPP/llSLPPF(PRIM_ROTATION) not executing

Posted: Thu Mar 23, 2023 12:23 pm
by Ilan Tochner
Hi Mike,

Please read Graham's report above. This isn't a Kitely-specific problem. It exists in other grids that use Xengine, such as OSCC.

Re: llSetRot() and llSLPP/llSLPPF(PRIM_ROTATION) not executing

Posted: Thu Mar 23, 2023 4:30 pm
by Graham Mills
Mike Lorrey wrote:
Thu Mar 23, 2023 10:01 am
Graham Mills wrote:
Sat Jan 28, 2023 10:03 pm
It returned a mesh chair to the original default orientation which I assumed was the intention. There is a SetRot in state zero that does that. As expected llSLPPF behaves similarly.

UPDATE

In my hands llSLPPF behaves exactly the same on the OSCC grid which, like Kitely, uses XEngine. It's possible that other grids you tried were using YEngine which may behave differently.
On Yengine grids, the functions behave properly. It is only in kitely where it does not behave properly.
In my (as ever) inexpert opinion the functions behave as expected in terms of input and output but there is latterly sometimes something weird about their sequential execution in XEngine that can best be bypassed by a change of state as per the example here and Shandon's blinking text demo from a while back. Not ideal and I don't know when this started if indeed it is something relatively recent. On the other hand you would expect a fair number of broken scripts from the early days and the only one I'm aware of is Ohn Lang's NPC controller and maybe that's just me.