Debug
To correct errors in a script, see
debugging.
Although it doesn't have to do with
LSL in general, the debug portion of the
Second Life client is very mysterious and could probably use it's own wiki. For now, the
LSL Wiki will be used, which may change into a general SL wiki, or simply spin-off the debug section into a new wiki.
The debug menu can be enabled/disabled by hitting the Ctrl+Alt+D keys.
The options in the debug menu are rather elusive and quite complex. It's rather hard for the regular
SL user to understand the power of these things which is why
Linden Lab employees should feel free to add/correct this information as they see fit.
The Debug Menu
The first column gives the menu item, its depth in the menu, and its name exactly as shown, along with a link with more information (if it exists). The second column displays the shortcut key combination if it is applicable. The third contains general comments on the menu item (if any), and the default state. The fourth column makes an effort to show which items are safe to click on (some are not and
will crash SL).
Debug:
The main menu, contains several general toggles and submenus, which you may click on below to learn more.
Debug > Fast Timers
todo
Debug > Memory
todo
Debug > Reload settings/colors
todo
Debug > UI In Snapshot
todo
Debug > High-res Snapshot
todo
Debug > Show Mouselook Crosshairs
Shows/hides crosshairs ("[]" image) in the
camera's center when in
mouselook mode.
Debug > Debug Permissions
Shows all
permissions of an object on the bottom of "General" in the building menu and in inventory item properties.
The first letter is who the permission is for
O: owner, G: group, E: everyone, N: next owner, B: base, F: flagged. (Seems to be the same as owner?)
The other letters are the permissions
V: move, M: modify, C: copy, T: transfer
An asterisk (*) means that the permissions will be reset on next rez. This can happen when you change the permissions of something in your inventory, rather than changing the permissions on the object in-world, then taking the object into your inventory.
Debug > Show Updates
todo
Debug > Console Window
todo
Debug > Audio:
This submenu contains four options (they look like toggles), but they appear to do nothing.
Menu Item | Shortcut | Notes | Safe? |
Global Pos | Ctrl-Shift-5 | unsure (does nothing) | yes |
Cone | Ctrl-Shift-6 | unsure (does nothing) | yes |
Local Pos | Ctrl-Shift-7 | unsure (does nothing) | yes |
Duration | Ctrl-Shift-8 | unsure (does nothing) | yes |
Debug > HUD Info:
This submenu contains four toggles, which display some basic client and avatar information.
Menu Item | Shortcut | Notes | Safe? |
Velocity | - | toggle (off) | yes |
Camera | - | toggle (off) | yes |
Wind | - | toggle (off) | yes |
FOV | - | toggle (off) | yes |
Debug > HUD Info > Velocity
Displays a numeric readout of the
avatar's linear
velocity, and a bar graph that tops out at 6 m/s, in the lower left of the screen.
Debug > HUD Info > Camera
Displays several bits of information about the
camera and agent in the lower right of the screen.
CameraAtAxis: a
normalized vector that tells which direction the camera is pointing.
CameraCenter: a vector that gives the camera's current position in-world in meters.
AgentLeftAxis: a normalized vector that points to the avatar's immediate left.
AgentAtAxis: a normalized vector that points in the same direction the avatar is facing.
AgentRootCenter: a vector that gives the avatar's current position in world in meters.
AgentCenter: appears to be the same as AgentRootCenter but with a different z value.
Debug > HUD Info > Wind
Displays several bits of information about the
wind, in the lower right of the screen, above the camera info.
Audio for wind: audio sample for the wind being played?
RWind vec: wind direction relative to the avatar, used for calculating how the wind sound is played.
RWind vel: wind speed relative to the avatar, used for calculating how the wind sound is played.
Wind vector: wind direction relative to the ground.
Wind velocity: wind speed relative to the ground.
Debug > HUD Info > FOV
Displays the client's
field of view (FOV) in degrees in the lower right of the screen above the wind info.
Debug > Rendering
Menu Item | Shortcut | Notes | Safe? |
Types > submenu | - | - | - |
Features > submenu | - | - | - |
Info Displays > submenu | - | - | - |
| - | - | - |
Axes | - | toggle (off) | yes |
Use VBO | - | - | ? |
Use PBuffers | - | - | ? |
Share Drawtables | - | - | ? |
Light Glows | - | toggle (off) | yes |
Local Tree Lighting | - | - | mostly harmless |
| - | - | - |
Hide Selected | - | - | yes |
| - | - | - |
Tangent Basis | - | - | ? |
Tree Options... | - | - | ? |
Fast UI | - | - | ? |
Debug Fast UI | - | - | ? |
Object-Object Occlusion | Ctrl-Alt-O | - | ? |
Debug > Rendering > Axes
todo
Debug > Rendering > Use VBO
todo
Debug > Rendering > Use PBuffers
todo
Debug > Rendering > Share Drawtables
todo
Debug > Rendering > Light Glows
Shows coronas around
light-emitting primitives. Useful for locating the ones that didn't intentionally have the light
material set (obviating the need to check the material of each prim individually), and for improving the appearance of the ones that are intentional.
Debug > Rendering > Local Tree Lighting
Draws light-like lines and boxes (does nothing?)
Debug > Rendering > Hide Selected
todo
Debug > Rendering > Tangent Basis
Debug > Rendering > Tree Options...
todo
Debug > Rendering > Fast UI
todo
Debug > Rendering > Debug Fast UI
todo
Debug > Rendering > Object-Object Occlusion
Toggles occlusion culling.
Debug > Rendering > Types
Menu Item | Shortcut | Notes | Safe? |
Simple | Ctrl-Alt-Shift-1 | toggle (on) | yes |
Alpha | Ctrl-Alt-Shift-2 | alpha, toggle (on) | yes |
Tree | Ctrl-Alt-Shift-3 | toggle (on) | yes |
Character | Ctrl-Alt-Shift-4 | avatars, toggle (on) | yes |
SurfacePatch | Ctrl-Alt-Shift-5 | terrain, toggle (on) | yes |
Sky | Ctrl-Alt-Shift-6 | toggle (on) | yes |
Water | Ctrl-Alt-Shift-7 | toggle (on) | yes |
Ground | Ctrl-Alt-Shift-8 | toggle (on) | yes |
Volume | Ctrl-Alt-Shift-9 | prims, toggle (on) | yes |
Grass | Ctrl-Alt-Shift-0 | toggle (on) | yes |
Clouds | Ctrl-Alt-Shift-- | toggle (on) | yes |
Particles | Ctrl-Alt-Shift-= | particles, toggle (on) | yes |
Bump | Ctrl-Alt-Shift-\ | bumpmaps, toggle (on) | yes |
Debug > Rendering > Features
Menu Item | Shortcut | Notes | Safe? |
UI | Ctrl-Alt-1 | GUI, toggle (on) | yes |
Selected | Ctrl-Alt-2 | toggle (on) | yes |
Highlighted | Ctrl-Alt-3 | toggle (on) | yes |
Dynamic Textures | Ctrl-Alt-4 | toggle (on) | yes |
HW Lighting | Ctrl-Alt-5 | toggle (on) | yes |
Fog | Ctrl-Alt-6 | toggle (on) | yes |
Palletized Textures | Ctrl-Alt-7 | toggle (on) | yes |
Test FRInfo | Ctrl-Alt-8 | toggle (on) | yes |
Flexible Objects | Ctrl-Alt-9 | toggle (on) | yes |
Chain Faces | Ctrl-Alt-0 | toggle (on) | yes |
Debug > Rendering > Info Displays
Menu Item | Shortcut | Notes | Safe? |
Verify | - | - | ? |
AGP Map | - | - | ? |
BBoxes | - | land bounding boxes | yes |
Octree | - | occlusion tree nodes, etc | yes |
Occlusion | - | occlusion blocks | yes |
Face Chains | - | chained faces | yes |
Composition | - | - | ? |
ShadowMap | - | - | ? |
LightTrace | - | light raytraces | ? |
Pools | - | - | ? |
Queues | - | - | ? |
Map | - | - | ? |
Show Depth Buffer | - | - | ? |
Show Select Buffer | - | - | ? |
Octree
Displays octree (
occlusion tree) blocks (
white outlines);
blue lines point to prims/
cells in a specific block that would be culled (removed),
green outlines are prim bounding boxes.
Occlusion
Displays occlusion culled blocks as red boxes.
Face Chains
Improved
face batching, which helps performance a little bit on some systems. Basically, instead of drawing like faces one at a time, it draws them in big batches. The
green lines are static faces that got batched, the squares are faces that did not get batched, and the
orange lines are moving faces that got batched. There should be no visible difference between chaining faces and not chaining faces.
Debug > World
Menu Item | Shortcut | Notes | Safe? |
Force Sunset | Ctrl-Shift-N | forces sunrise | yes |
Mouse Moves Sun | Ctrl-Alt-M | - | yes |
Sim Sun Override | - | - | yes |
Fixed Weather | - | - | yes |
Debug > UI
Menu Item | Shortcut | Notes | Safe? |
Async Keystrokes | - | - | ? |
Dump SelectMgr | - | - | ? |
Dump Inventory | - | - | ? |
Dump Focus Holder | Ctrl-Alt-F | - | ? |
Dump VolumeMgr | - | - | ? |
Print Selected Object Info | Ctrl-Shift-P | - | ? |
Print Agent Info | Shift-P | - | ? |
Print Texture Memory Stats | Ctrl-Alt-Shift-M | - | ? |
| - | - | - |
Debug SelectMgr | - | - | ? |
Debug Clicks | - | - | ? |
Debug Views | - | - | ? |
Debug Mouse Events | - | - | ? |
Debug Keys | - | - | ? |
Debug WindowProc | - | - | ? |
Debug Text Editor Tips | - | - | ? |
Export Menus to XML... | - | - | yes |
Edit UI... | - | - | yes |
Load from XML... | - | - | ? |
Save to XML... | - | - | yes |
Debug > Character
Menu Item | Shortcut | Notes | Safe? |
Grab Baked Texture > submenu | - | - | - |
Force Params to Default | - | - | ? |
Reload Vertex Shader | - | - | ? |
Animation Info | - | - | yes |
Flush Animations | - | - | no |
Slow Motion Animations | - | - | yes |
Show Look At | - | - | yes |
Show Point At | - | - | yes |
Debug Joint Updates | - | - | ? |
Disable LOD | - | - | ? |
Debug Character Vis | - | - | ? |
Show Attachment Points | - | - | yes |
Show Collision Plane | - | - | yes |
Show Collision Skeleton | - | - | yes |
Software Blending SSE | - | - | ? |
Character Load Test | - | - | ? |
Display Agent Target | - | - | ? |
Debug Rotation | - | - | yes |
Dump Attachments | - | - | ? |
Dump Local Textures | Alt-Shift-M | - | ? |
Debug > Character > Grab Baked Texture
Menu Item | Shortcut | Notes | Safe? |
Iris | - | - | ? |
Head | - | saves a texture of everything on your head (eyes, tattoos, etc.) | yes |
Upper Body | - | - | ? |
Lower Body | - | - | ? |
Skirt | - | - | ? |
Client