New LSL feature, ray picking:
list llRayCollide(vector pos, vector dir, float maxdist, string name, key id);
Position = starting position in world coords
Dir = unit vector relative to the position to indicate the direction to shoot the ray
Last two params are optional
name = name of object to collide with (similar to collisionfilter), can be "" for any name.
id = id of object to collide with, can be NULL_KEY for any.
Returns:
[pos, name, key]
pos = position of first ray intersection (NOT the center of the prim that the ray collided with)
name = name of prim that the ray collided with
key = key of prim that the ray collided with
1. Combat systems that don't have to shoot physical bullets.
2. Pets that don't have to send out physical probes to avoid colliding with walls
3. Prim->sculptie generator tools that don't have to rely on a swarm of 1024 physical bullets to figure out the shape of an object.