My mistake. Credits to Xotmid then for external script editor.

On Mon, Oct 18, 2010 at 15:17, Brandon Husbands <xot...@gmail.com> wrote:
> Actualy I did the external script editor you can use the pre processor to
> link in saved scripts from your hard drive
>
> On Oct 18, 2010 1:43 PM, "Zabb65" <zab...@gmail.com> wrote:
>
> The local script editing and local texture editing has already been
> done before and were implemented in phoenix. Scripting was done by
> Katharine and textures were done by Vaalith.
>
> I believe Vaalith is waiting for mesh source code so they can begin
> working on the mesh portion of that.
>
> The caveats of this is that there is no way to sync them to existing
> inventory items or to update existing assets with the new one. So you
> get a local preview of the changes instantly, but you have to decide
> to upload a final copy at some point, and then it goes into your
> inventory. This also costs money. If there was some method of fast
> temporary uploads they could be previewed by all residents within a
> sim, but until that is done on the simulator side, there is no way to
> provide a cohesive element of live previews for other residents in the
> sim. (They see either of a broken prim/mesh/texture or the old copy
> that you uploaded.)
>
> Until there is a local disk based prim editor. I would not expect
> there to be the final item.
>
> On Mon, Oct 18, 2010 at 14:34, Ponzu <lee.po...@gmail.com> wrote:
>> These are some vague and undeve...
>
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