Prim.Docker version 4.0
September 1, 2007
BEFORE RUNNING THIS NEW VERSION FOR THE FIRST TIME
Use the old version of the Prim.Docker HUD to purge your prims. THEN equip the new HUD and have fun! Be sure to use the NEW client script with the NEW HUD. The V3 scripts are NOT COMPATIBLE with V4 scripts!
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BIG PICTURE
This new version of Prim.Docker introduces Texture Alignment! It allows you to create seamless texture joins AND prim alignment to enhance the quality of your builds. Some other minor features and bug fixes have been addressed in this release as well.
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NEW THINGS
1) You can now align textures on non-rotated prims with non-rotated textures.
Uses: - Single texture HUGE SIGNS!
- Put a door, window or hole in a wall and have the textures flow around it perfectly.
- Align textures over various sized prim boxes.
- Works on ceilings, roofs, outer and inner walls and floors. As long as a box-type prim is used it works.
- NOTE: THIS ONLY WORKS WITH BOX PRIMS AND TEXTURES THAT ARE NOT ROTATED. TEXTURE MAPPING MUST BE "DEFAULT" ONLY!
2) Copying Textures - You can copy a texture from a base prim face to one or more client prims.
3) You can now mirror a prim along the x, y, or z axis.
4) You can now copy a prim rotation along x, y, or z axis.
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CHANGES
1) The undo history has been changed from 10 layers to 1. This was done to free up script memory for texture operations.
2) HUD to Prim communications has been reduced by 20% to help reduce server load.
3) The "Details ON" and "Details OFF" functionality have been removed to conserve memory for texture operations.
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BUG FIXES
1) The prim color will no longer revert to white when you clear or purge. This means that you can color a prim and then use Prim.Docker without losing the original color.
2) The HUD no longer gets confused about which tab it is on.
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KNOWN ISSUES
1) You cannot use PD with prims below ground.
- That is correct. Build above ground and then move it below ground manually. PD will align partially embedded prims, however.
2) Prims are drifting.
- This is a SL server issue. Prim.Docker does not cause prim drift.
3) Highly customized prims - complex prims won't align.
- Since SL cannot provide an accurate bounding box for these prims, PD cannot always align them properly.
4) Huge Prims - PD doesn't work with huge prims
- PD does not and will not support huge prims.
5) Cannot get a blue base prim.
- This is caused by the user deleting the blue base prim before clearing the HUD. Always clear before deleting the blue base prim.
6) Cannot align across sim boundaries
- This is as designed.
7) "If I have 3000 client scripts running, everything gets weird."
- for best performance, keep less than 100 client scripts running in your prims. Purge often!
Please send all feedback to Riefa Rennebohm in-game by IM please.
Thanks!
Riefa Rennebohm