I guess piper simply doesn’t visit the forums that often.
One of the ways how in-world tools would be to use repeated objects to define a scene. For example using a pre-made pillar mesh, or basic boxes to create a house.
Right now what we are missing is grouping of multiple objects:
While this will at some point exist, we should expand on this, we should have the native ability to save a group of entities. into a json format (with all their settings and reference) and / or read json format to construct groups of entities. Reading the format would work similarly to scripts, but instead of running forever, it would just rez the configuration of objects onto the scene.
As a rule however, you cannot save a json configuration if you are not the owner of the entity group.
This will however lead to the question of inworld tools, with such an ability to save/load entities:
I have an unpopular opinion on this, but please heed this warning: If we will include primitives in client (locally instead of making the content creators to make their own components) they should be very basic shapes and should be ultra light in polygon use, No-where near the amount of polygons they use in SL. Another question that would rise from this what is too many entities in a domain (has anyone tested this? with mesh you can save quite alot in entity count within a domain)
I personally found primitives, while basic, and very easy to build with, were redundant polygon waste just to allow custom ability of each prim component. Most of the polygons are not even seen as most faces get hidden by other primitives.
Id rather return the voxels based inworld tools, and improve upon them to be akin to Everquest landmark than: These could be utilized with a bit more flexibility for basic primitive building, and would make sure on topology of objects is optimized to some degree with LOD (also with posibility to destroy perhaps? I am going over my head though). Ofcourse, thatd be a huge amount of extra work.
The restrain of server bandwidth use would also encourage the use of them instead of optimized meshes.