Hi Alain & Isa
Sorry I am having trouble keeping up with you Alain lol
I fixed a number of bugs in seamless as a result of playing about with your Zoe Robot avatar so I must thank you for this
This avatar raises an issue I need to explain. The issue is that some of the parts are rotated to orientate them permanently (not set by animation) so when you click

to reset all the rotations for all the parts, the permanently oriented parts get messed up. For example in the case of your Zoe Robot the feet fly off to a new location and end up being upside down. This problem can be solved by using a compile transform scale rotation command but before using this command you must manually set every rotation field (except for the rotations you want to keep) for every part to 0 angles.
You will have to do this one at a time. This can be relatively easy by fist stopping the animation and then selecting each part, highlighting its rotation field using the mouse and typing in 1 (this will set the rotation to 1 0 0 0).
I have seen this issue before from avatars exported from max when mars sent me some examples of bipped animated avatars. I found it very strange that many of the parts orientations default to being 180 degrees different to what you would expect. Perhaps there is a good reason for them being like this but I find it so bizarre and annoying I can not resists fixing with a compile transform scale rotation command
Shared TouchSensor Events, ColorEffect Animation, CopyPart transform & landOffset for 2.154 Shared TouchSensor EventsAll TouchSensor's that have a name will be automatically shared in seamless chat. Since 90% of the time when a blaxxun world builder would want shared events all they really needed them for was for TouchSensors and the only way to do this was to add protos and instances of the protos and extra routes to and from the server, seamless chat in comparison will greatly simplify adding simple shared events. And unlike in Blaxxun, TouchSensors contained in avatars will be shared too. The train's start/accelerate/decelerate/stop script in Techuelife Island is now shared in seamless chat.
ColorEffect Animation Because Seamless does not yet have a MonoColorEffect node for simple color animation I have made it so that all parts that use a ColorEffect node can be set to any single color by writing a color value to the diffuse field.
Same for VRML/X3D, the diffuse field has no purpose when color per vertex is used so I thought why not make use of it this way. You can not use a text editor to specify parts to be colored this way because the diffuse field only causes an internal event when it is written to after the world has loaded.
CopyPart scale, rotation & translation fieldsBy adding a scale, rotation, and translation field to the CopyPart node, it is now possible to add all the leaves to a tree from a single leaf using just a few lines of script and a single CopyPart node. These 3 transform fields replace the need for a Place node, another CopyPart node and 2 more Parts nodes just for transforming vertices isolated from the destination part.
landOffsetI added this feature in response to Dajamma telling me she could no longer adjust her gammonbrat pink fairy avatar (which is fixed to the Blaxxun height) in Techuelife Island since I added the land gravity. The landOffset field allows you to adjust the height of an avatar that does not have the base set to zero height. Because this field is contained in the OpenNetFile control panel it will get saved when you close seamless and so this will make things easier than before because the user wont have to keep adjusting the height each time they log into a world. I considered making it so the base of an avatar is automatically adjusted the way they were in Blaxxun but I decided not to do this because this way did not seem to work well for Blaxxun. I remember my avatar's feet would typically be in the ground unless I moved and it was not clear what you were meant to do to solve this problem, if there was a solution. Also by being able to have control over the height of the avatar means the avatar modeller wont have to fight the automatic height adjustment (by adding a small triangle to a avatar's base) to make the avatar hover over the land.
autoOutSegmentedParts & outScriptAsRoutes combinationAlthough the autoOutSegmentedParts (export parts as regular VRML/X3D Shape & Transform nodes) option is not new being able to combine both autoOutSegmentedParts & outScriptAsRoutes for export is new for 2.154. Perhaps this should be categorized as a bug-fix but it is a feature implemented for the first time.
Bug-fixsImport HAnim with No SkinHAnim avatars that have no skin with all of the geometry contained in HAnimSegment nodes could not be imported. This has now been fixed.
HAnimSegment scaleThe geometry could get messed up when importing HAnimSegment nodes that are descendents of HAnimJoint nodes and when there is scaling This has now been fixed.
Multi Effect transform bugWhen plugging an Effect node into a Part node the Part's geometry did not transform correctly. This has now been fixed.
compile transform scale & compile transform scale rotationThe compile transform scale field could fail to work correctly depending on the combinations of rotations used for the skeleton. This has now been fixed.
The compile transform scale & compile transform scale rotation commands did not scale the translation fields, this has now been fixed.
Many thanks to Alain, fabricator and Dajamma for their feedback.