objects on maptile. This step might take a long time if you've got a huge amount of
; objects, so ... tings. Affects memory consumption vs Collider CPU time for avatar and physical prim
world_hashspace_... ttings Affects memory consumption vs Collider CPU time for static prim
meters_in_small_space = 29.9
... tive = 35
body_pid_gain = 25
; amount of time a geom/body will try to cross a region border bef
STRG-SHIFT-1 die Statusanzeige einschalten.
* Time Dilation: sollte möglichst bei 1.0 liegen (Echtze... h, 30 ist gut, unter 20 ruckelt es heftigst.
* Time: sagt genau warum die beiden Werte oben evtl. sch... d.h. pro Frame 1/45 = 22ms Zeit.
* Total Frame Time: sollte am besten bei 12 ms, möglichst aber noch ... wird der Frame eben länger, und es kommt zu Lags, Time Dilation sinkt und natürlich analog der Sim FPS-W
agent UUID whose status it will indicate
integer time = 30; // time within the message should be written.
string url ... your message to " + name +" - you have " +(string)time + " seconds");
llInstantMessage(toucher, ... ing)user_key + "/about");
llSetTimerEvent(time);
}
listen(integer ch, string name, ke
// prevent extra requests happening at the same time
if(skype_request_id != NULL_KEY) return;
... timer()
{
// Didn't get a response in time.
showStatus("No Response");
// prevent extra requests happening at the same time
if(skype_request_id != NULL_KEY) return;
... timer()
{
// didn't get a response in time.
showStatus("No Response");