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Octal Khan
Putting the Mod in Modern
Join date: 14 Feb 2004
Posts: 116
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11-28-2005 11:36
After years in SL I only recently figured out the undo stack is handled on a discreet per-prim history basis, meaning I can move a prim, go work on ten other prims, undo and redo some of the work on those ten prims, then come back my original object and still undo the last thing I did with that object.
Neat! and very convenient for moving lights, shadows, prims etc out of the way to access something underneath knowing I can always easily revert it when I "undo" for that object.
So my question is, does anyone know how many undos each prims' history allows for?
thanks,
Octal
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Ciera Bergman
Owner of Vitamin Ci
Join date: 17 Jan 2005
Posts: 448
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11-28-2005 11:50
...um, you can undo?! lol
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Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
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11-28-2005 12:09
From: Ciera Bergman ...um, you can undo?! lol yeah, ctrl-z, but you have to close your chat bar first - go figure 
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Alain Talamasca
Levelheaded Nutcase
Join date: 21 Sep 2005
Posts: 393
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11-28-2005 12:18
last I counted was about 10...but that is an estimate since I didn't really COUNT. I am just recalling that it was more than 7 and less than as many as I wanted.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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11-28-2005 12:25
I'm not sure how many, but it's a lot. In 1.7 it seems to be a bit of a gamble though. Sometimes it doesn't work at all, and sometimes it stops working in the middle. Under ideal conditions though, it seems to be almost indefinite. Move an object a hundred times, and you can unmove it a hundred times back. (Note, I'm using the word "hundred" figuratively here. I've never literally counted 100 undos.)
It's probably a good idea to mention, by the way, that while SL has the same hotkey for undo as most programs, ctrl-Z, it doesn't have the same hotkey for redo. In most programs, redo is ctrl-shift-Z, but in SL it's ctrl-Y, which is kind of strange. Also, only certain functions can be undone. Movement, rotation, and sizing can all be undone, but topsize, skew, cut, twist, etc, cannot, and neither can any texture actions.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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11-28-2005 12:51
From: Chosen Few In 1.7 it seems to be a bit of a gamble though. Sometimes it doesn't work at all, and sometimes it stops working in the middle. Yeh, I noticed that. I use the Ivory Tower building techniques a lot and I'm having to go back to entering coordinates and getting the prims lined up on even meter boundaries to start with (to make it easier to enter) and then tweaking them if necessry later.
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