In all seriousness though. I was sitting here tonight changing the permissions on a soon-to-be-for-sale object composed of 29 prims and containing a good 60ish scripts, and another 20+ animations when a variety of things were getting angry with each other in my head.
A) Why can we use sounds and textures inside scripts via their asset key BUT NOT ANIMATIONS? Cause people can use animations they don't have via key? Why is that so much worse for animations and not sounds and textures?
B) When editing the properties of an object in inventory or, more importantly, in an object's contents, why is everything immediate? Why do I have to click on one checkbox, wait while it updates the object, click on another checkbox, wait again while it updates. Why not let us jack all the checkboxes up and hit OK and apply it all at once? Isn't this unnecessary bandwidth and processing time being used by the system?
C) Why do I have to set every single script and animation on an object to the right permissions? What's wrong with a 'Apply this setting to all contents' box? Seriously?
D) Why are tear-off menus that no-one gives a crap about (seriously, UNIX has had this for forever and this is useful in some programs, because it actually tears the menu off. SL just turns it into another view obstruction. Why not do something actually useful, like, I dunno, let us drag 'windows' inside SL to outside of SL like they're actually seperate windows?), very annoying glitzy snapshot effects and pie menu animations that apparently 1 in 10 people like, all more important than basic interface usability?
E) Has LL ever considered taking a lesson from every file manager in existence and turning our inventories into split folder tree/file views?
F) Why the hell do windows still minimize on top of each other? I've been here for well over a year now and this been like this at least since I joined.
2) Can someone explain LLs priorities? Tear off menus? Scalable UIs? Great... what happened to stuff that actually matters, like faster bytecode compilers so all of SecondLife runs faster? I know you've said before you have people working in on 'teams', but if someone is twiddling their thumbs why do you give them crap like this to do instead of letting them help on another project that's more important?
On the note of faster bytecode compilers, why does LL force us into fucking the script schedulers in the ass by imposing artificial limitations on what our scripts can do? For example, all these delays builtin to various functions (most of them, really). What's the point? Now instead of doing something quickly with one script, I have to make 2 scripts or 20 scripts that run synchronously. Yeah, that's such a major improvement. Now we're eating up twice the memory, and forcing the scheduler to pay attention to more scripts, plus triggering more events inside the object constantly for synchronous action.
The delays are a quaint idea, they really are, but haven't you learned yet that programmers are going to get around them anyway, and in the end it's only worse?
3) Can one of the dev Lindens there weigh in on this (preferably on the above also):
Is anybody aware of a throttle on link messages within a given prim? I have an object that sends lots of rapid link messages (~200) in a few seconds and it fails after an arbitrary number of messages have been sent (so far between 60 and 110 make it and then nothing, and the script generates the same data every run). Either sending is throttled, or link_message() starts losing messages after it's queue stacks up to a given point.
Do scripts have a hard limit on events in their queue before they start overflowing stuff?