SCRIPTING:
>Animated positional transforms.
Having to use loops to make the appearance of object Y going form position X1 to X2 is inelegant at best, and seems like it would be a strain on the server. Having functions like llTransposeVector(StartVector, EndVector, Velocity/Time) and llTransposeRotation (StartRotation, EndRotation, Velocity/Time) would make a world of difference. (these woudl be performed with physics Off id hope, ive been trying to repeat this with physics on and its nothign short of hard-as-hell)
>Instance Based Scripts
It may just be my style, but i am tending to end up with lots of copies of scripts i am building, with no way of accuratly versioning them, as there are no accesable timestamps to even go off of. What would be nice is to be able to set a script as an instance, and any object(s) that use that script will all go off of the main copy. This could also provide a way to being able to upgrade the scripts on sold items, either thru a confermation dialog or some such.
>Scriptable UI elements:
Actually, what id realllly like is to be able to make a dialog box for input or some such. Anything else would just be gravy.
>Constraints:
For those grand times when I am feeling like a machoist and wanting to do some complcated stuff with physics on, it owuld be nice to have XYZ locks/constraints as there appear to be on rotational axis'.
>A little bug?
I was testing out some functions erlier and came across something interesting. i have an object, rotation set to 0,0,0... this yealids a rotation vectory matrixy thingy of <0,0,0,1>, and if i do a if llGetRot() == <0,0,0,1> it properly executes the code thereafter, which in this case rotates the object 36deg on the Z axis to somethign like <0,0,0.3503, 0.9703>. Now, when i do if llGetRot() == <0,0,0.3503, 0.9703> it refuses to execute the code in the if/then. Ive even echod out the Rot and its all kosher. I dont know if it was the mt.dew playing tricks with my head again, but ill try tomorrow and see if i have much the same results.
MODDELING:
>I think this might have been fixed, but sometimes, when doing a numeric transform on a linked group, or just a multiple selection, only one of the objects will transform.
>Triangle based primitive with inputs for the angles (would get much <3). The Square witht he forshortened top (i think it is at this point) does not seem to offer very much granular control.
>Default object preferences
Just a small thing, but a major help after you realize youve laid down 30 primitives all with the wrong permissions.
>I dont know a solution for this offhand, but working in enclosed areas on medium to large obects = really hard with current camera pathing....
>Any form of object snapping (if any kind, a face lock with movement in t he other 2 vectors would seem most usefull) The engine seems to freak out when objects overlap in certain ways =(
>Negative booleans >_<
>dx9/gl2/cg whatever kind programmable shaders (i know this is long term but those *$#&$ animated gifs drive me up the wall)
OK, last can of Dew is finished, and its 4am.... If any devs read this and have some feedback im all ears =)
Till then adieu, and grats on a great game...err..sim c... its its own thing

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