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[BUG-233497] Attach From Attached Inventory #10587

Open sl-service-account opened 1 year ago

sl-service-account commented 1 year ago

How would you like the feature to work?

llAttachInventory(string name,integer attach_point)

The idea is to allow attaching objects from within a worn(attached) object's inventory, like a hud.

Why is this feature important to you? How would it benefit the community?

I think that a feature like this would be beneficial in managing complex worn objects that depend on multiple items. We can already detach objects so that's good, and we can attach rezzed objects (with a rather interruptive perm prompt) but we lack the ability to easily manage multiple worn(attached) objects.

For example: you have a body hud. The body hud contains different meshes of body styles, sizes, shapes, features like claws, hands, etc. Rather than having to wear all these objects and alpha them out (which is a bit ridiculous) or having to swap from inventory or from appearance sets (which lsl has no control over and thus not interactive).. the hud could just attach items directly from inventory of itself. You click a button for claws and your hands could detach and claws could be attached.

Or say you have a combat hud. You have different weapons and toolkits etc that you are swapping between rather often. The same benefits apply.

Many different use cases for this.

I wouldn't think there should be many issues implementing something like this and I think it would benefit creators in many new ways. Would certainly make managing multiple sets of attached objects much smoother and improve interaction between multiple objects as well. I think it'd make quite a lot of creators rather happy.

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Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-233497 | | Summary | Attach From Attached Inventory | | Type | New Feature Request | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Created at | 2023-03-02T22:04:32Z | | Updated at | 2023-03-15T18:15:16Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2023-03-06T19:01:16.918-0600', 'How would you like the feature to work?': "llAttachInventory(string name,integer attach_point)\r\n\r\nThe idea is to allow attaching objects within a worn(attached) object's inventory, like a hud. ", 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': "I think that a feature like this would be beneficial in managing complex worn objects that depend on multiple items. We can already detach objects so that's good, and we can attach rezzed objects (with a rather interruptive perm prompt) but we lack the ability to easily manage multiple worn(attached) objects.\r\n\r\nFor example: you have a body hud. The body hud contains different meshes of body styles, sizes, shapes, features like claws, hands, etc. Rather than having to wear all these objects and alpha them out (which is a bit ridiculous) or having to swap from inventory or from appearance sets (which lsl has no control over and thus not interactive).. the hud could just attach items directly from inventory of itself. You click a button for claws and your hands could detach and claws could be attached.\r\n\r\nOr say you have a combat hud. You have different weapons and toolkits etc that you are swapping between rather often. The same benefits apply.\r\n\r\nMany different use cases for this.\r\n\r\nI wouldn't think there should be many issues implementing something like this and I think it would benefit creators in many new ways. Would certainly make managing multiple sets of attached objects much smoother and improve interaction between multiple objects as well. I think it'd make quite a lot of creators rather happy.", } ```
sl-service-account commented 1 year ago

Lucia Nightfire commented at 2023-03-07T01:01:17Z

Related to https://jira.secondlife.com/browse/BUG-9933

sl-service-account commented 1 year ago

Spidey Linden commented at 2023-03-15T18:15:10Z

Issue accepted. We have no estimate when it may be implemented. Please see future release notes for this fix.