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/> >> >> >> _______________________________________________ >> Policies and (un)subscribe information available here: >> http://wiki.secondlife.com/wiki/OpenSource-Dev >> Please read the policies before posting to keep unmoderated posting >> privileges >> >> > _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges