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Following the seemingly specious rejection of the contributed prim-alignment tool earlier in the week, Qarl has declined to make the changes suggested by the Lab.

In the past, when code contributions have been made, the Lab has been willing to pull out all the stops to make its own contribution to the code in some cases, even going so far as to rewrite a contribution’s code from the ground up to meet its requirements or to overcome stylistic or technical objections.

The Lab has not chosen to do that this time and, while I cannot reasonably speculate on what the Lab is thinking and why – in this instance, the temptation is so very great.

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At least partly because it only really works with standard prims, you know, being a prim-alignment tool.

Actually, the Lab’s argument here seems to be that the alignment tool is incomplete (though I’d say it is more complete than a number of features I’ve seen the Lab ship over the last few years), and that since it provides assistance to only one set of fiddly, annoying tasks that it should not be included.

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Second Life’s server-resource allocation strategy is both land-based and prim-based. That is, each square-metre of land that you hold in a sim entitles you to N prims worth of server-resources, essentially implying a one-to-one relationship between conceptual server-resource-units (SRUs – a term I’ve just made up) and prims.

Of course, that 1:1 relationship doesn’t exist, and hasn’t for a very long time, if ever.

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Beauty is only mesh deep. As promised, Linden Lab released its timeline for Second Life mesh features today. Mesh is the third major object content type, adding to the existing ‘prims’ (lightweight parameterised mesh object primitives) and ‘sculpties’ (spatial displacement maps).

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