I have no problems with the intent of returning encroaching objects,
but I do with the way encroaching is detected: You should not add
this feature when it is in a broken state, and I think it is broken when
it will think that objects are encroaching when not even the minimal
aligned bounding box of the object is encroaching.

I'm not speaking about a mostly transparent tree even, or
a L-shaped object at the corner of a parcel. But even, just
the simplest and most OBVIOUS ways to drastically decrease
the size of mega prims - or just the using cut path on a box.
That should be detected - as should the minimal bb for sculpties
be more accurately determined imho.

On Wed, Dec 22, 2010 at 8:51 PM, Andrew Meadows <and...@lindenlab.com> wrote:
> A note about the returnable encroachment feature...
>
> It introduces a new definition I'm calling "Estate Content".
> Estate content is stuff owned by the Estate Owner, or an Estate Manager.
> It is treated differently by the "returnable encroachment" feature,
> namely in order for Estate Content to be returned there is a special
> per-region setting that mus be enabled.
>
> That is, each region will have two independent settings:
>
> allow_return_encroaching_object = true/false
> allow_return_encroaching_estate_object = true/false
>
> The reason for this split is that some estates already use encroachment
> as a feature, where there are some encroaching content that is considered
> "public content" such as roads and communal buildings.
>
> As to encroaching objects on the mainland...
>
> We'll eventually enable return of encroaching objects on the mainland
> after some private estates have been using it for a while.  I expect we'll
> enable it on a few mainland regions and see how things go, then expand.
>
> Some mainland regions use encroachment as a feature and I think we should
> move a little slowly there until we have a good understanding of how things
> should be configured for the least damage.  After that I suspect we'll
> enable encroachment return across all of mainland.
>
> As to cross-region encroachment, where an object is on one region but sticks
> into the parcel of another region...
>
> Return of cross-region encroaching objects is not supported yet, but we plan
> to implement it before mesh ships (early 2011).  This means "simscape"
> megaprims will be at risk for encroachment return via neighboring regions.
>
> Estate owners can always disable encroachment return if they prefer to
> protect
> their simscapes, or they can just make sure their simscapes fall into the
> Estate Content category.  Meanwhile on the mainland I think the returnable
> encroachment outweighs the simscape megaprim hack so I will push to make the
> demise of this hack a non-blocker.
>
> Eventually I'm sure we can come up with a solution and I hope it is a "real"
> simscape feature that doesn't rely on really really big megaprims.
>
> - Andrew
>
>
> On 12/22/2010 10:57 AM, Liny Odell wrote:
>>
>> Another key point is "simscapes" that use megaprims that obviously covers
>> all parcels but is only visible along the outside of the region along the
>> void. Also, what about prims that are centered in a neiboring region? Are
>> thous detected as encroaching?
>>
>> On Wed, Dec 22, 2010 at 10:45 AM, Aleric Inglewood
>> <aleric.inglew...@gmail.com <mailto:aleric.inglew...@gmail.com>> wrote:
>>
>>    This is an automatically generated e-mail. To reply, visit:
>> http://codereview.secondlife.com/r/56/
>>
>>
>>    I have the feeling that this notion of'encroachesOwned'  is going to
>> cause a lot of trouble in the case of sculptures.
>>    At the very least you should use use an aligned bb that is the minimal
>> bb for anything *visible* of a prim. In the case
>>    of the sculptures this requires a special function to find the min/max
>> coordinates of all the points used. The same
>>    story holds for path cut-off (mega) prims. Ie, if I resize a megaprim
>> (the ONLY way to resize a mega prim is
>>    by using one of those prim torture tricks) then it's very possible one
>> ends up with a prim that is just 1/3 of it's"size".
>>    It wouldn't be fair when a house that clearly ends on ones own parcel
>> is"detected"  to encroach another parcel, just
>>    because the viewer code is too lame to take path cutting and sphere
>> dimples etc into account.
>>
>>
>>    - Aleric
>>
>>
>>    On December 22nd, 2010, 9:37 a.m., Merov Linden wrote:
>>
>>    Review request for Viewer and Andrew Meadows.
>>    By Merov Linden.
>>
>>    /Updated 2010-12-22 09:37:08/
>>
>>
>>      Description
>>
>>    The object-vs-parcel overlap test is done by building axis-aligned
>> bounding boxes (AABB) about each prim of the selected objects and then
>> checking for overlap between those boxes and self- and group-owned parcels.
>>
>>    *Bugs: * STORM-807 <http://jira.secondlife.com/browse/STORM-807>
>>
>>
>>      Diffs
>>
>>        * indra/llcommon/llversionserver.h (fc82190a3f0c)
>>        * indra/llcommon/llversionviewer.h (fc82190a3f0c)
>>        * indra/llmath/llbbox.h (fc82190a3f0c)
>>        * indra/llmath/llbbox.cpp (fc82190a3f0c)
>>        * indra/llmessage/llregionflags.h (fc82190a3f0c)
>>        * indra/newview/English.lproj/InfoPlist.strings (fc82190a3f0c)
>>        * indra/newview/Info-SecondLife.plist (fc82190a3f0c)
>>        * indra/newview/llviewermenu.cpp (fc82190a3f0c)
>>        * indra/newview/llviewerobject.h (fc82190a3f0c)
>>        * indra/newview/llviewerobject.cpp (fc82190a3f0c)
>>        * indra/newview/llviewerparceloverlay.h (fc82190a3f0c)
>>        * indra/newview/llviewerparceloverlay.cpp (fc82190a3f0c)
>>        * indra/newview/llviewerregion.h (fc82190a3f0c)
>>        * indra/newview/llviewerregion.cpp (fc82190a3f0c)
>>        * indra/newview/res/viewerRes.rc (fc82190a3f0c)
>>        * indra/newview/skins/default/xui/en/menu_viewer.xml (fc82190a3f0c)
>>
>>    View Diff <http://codereview.secondlife.com/r/56/diff/>
>>
>>
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>>
>>
>
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