new behavior for "New Script" button?
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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08-23-2006 15:57
1.12 seems to have introduced a new behavior: when you click the "New Script" button, you get a "New Script" item in the object's inventory immediately, and it immediately starts running and says, "Hello, Avatar!" at you. If you want to actually edit it, you have to open it manually to do so.
Was there any specific reason for this change (say, preventing content loss or something)? It's pretty annoying, adding another step to the process of making a new script, and adding needless chatter.
If it's really necessary to add the new script to the object immediately (unlike before, where the script was only truly created the first time it was saved), then I'd appreciate it if the annoying llSay and touch event could be removed from the default script. It might also be nice to set the new script not-running so that it's not taking up valuable sim resources, although that could lead people to be confused as to why their script isn't working when they forget to set it running (happens to me all the time).
At face value, this looks like an utterly pointless change. If it was accidental or without any specific reason, reversing the change would be appreciated.
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Dominic Webb
Differential Engineer
Join date: 1 Feb 2006
Posts: 73
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08-24-2006 05:07
From: Lex Neva 1.12 seems to have introduced a new behavior: when you click the "New Script" button, you get a "New Script" item in the object's inventory immediately, and it immediately starts running and says, "Hello, Avatar!" at you. If you want to actually edit it, you have to open it manually to do so.
Was there any specific reason for this change (say, preventing content loss or something)? It's pretty annoying, adding another step to the process of making a new script, and adding needless chatter.
If it's really necessary to add the new script to the object immediately (unlike before, where the script was only truly created the first time it was saved), then I'd appreciate it if the annoying llSay and touch event could be removed from the default script. It might also be nice to set the new script not-running so that it's not taking up valuable sim resources, although that could lead people to be confused as to why their script isn't working when they forget to set it running (happens to me all the time).
At face value, this looks like an utterly pointless change. If it was accidental or without any specific reason, reversing the change would be appreciated. The interesting part is, I read the release notes, and was under the impression that scripts, when first created, were set to "not running": From: someone LSL changes: * Scripts will not start running until the “Running” box is manually checked Which, btw... I am NOT a fan of. Cuz everytime I create a new script, I have to remember to start it, as opposed to it starting when I save the first time, harumph. - d.
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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08-24-2006 07:40
I don't know about the scripts starting off not running, but the new behavior of the new script button was necessary to stop an exploit.
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- Kelly Linden
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Travis Bjornson
Registered User
Join date: 25 Sep 2005
Posts: 188
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08-24-2006 07:50
Having an unsaved script open in an editor window led to an exploit? And instead of just fixing the exploit, someone decided to work around it, making the software harder to use?
Gee.
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Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
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08-24-2006 07:54
From: Travis Bjornson Having an unsaved script open in an editor window led to an exploit? And instead of just fixing the exploit, someone decided to work around it, making the software harder to use?
Gee. This mystical philosophy is referred to as 'The Linden Way', and has a long and colorful history which has left a plethora of nerfed features and ham fisted tools in its wake.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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08-24-2006 08:55
Then how about making the default "new script" not do anything? default { state_entry() { # llOwnerSay("Hello Avatar"); } }
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Dominic Webb
Differential Engineer
Join date: 1 Feb 2006
Posts: 73
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08-24-2006 08:58
From: Kelly Linden I don't know about the scripts starting off not running, but the new behavior of the new script button was necessary to stop an exploit. At least, PLEASE change it so the script is saved, and the window for it still left open. How often do you click "new script" without the intent of immediately editing it? Never. - d.
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.sig space for rent.
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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08-24-2006 09:17
What was the exploit? Now that it's fixed, it seems like it might be possible for you to share more with us. If we knew more about what the limitations are here, we might be able to suggest better ways of making the UI work while still avoiding the exploit.
Was the exploit perhaps that you could start a new script in one object, select another with the editor, then save, and it let you stuff a script into an object you didn't own/control? Maybe in that case, immediately opening newly-created scripts is still a workable solution... if so, I know I'd sure appreciate that. In fact, it'd make even more sense than the prior model, because we'd actually see the new script in the inventory of the item, unlike before, where it wasn't created until we saved for the first time.
Would it be possible to make it so that new scripts are set not-running (so that we don't get greeted by over-eager new scripts all the time), but then are automatically set to running the first time they're saved?
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