Simulator User Group/Transcripts/2011.10.25

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List of Speakers

Adamburp Adamczyk Andrew Linden Falcon Linden
Imaze Rhiano Jonathan Yap Kadah Coba
Kaluura Boa Kelly Linden Latif Khalifa
Leonel Iceghost Liisa Runo Motor Loon
Qie Niangao Questar Utu Rex Cronon
Sahkolihaa Contepomi Simon Linden Thunderclap Morgridge
Vincent Nacon

Transcript

[11:59] Motor Loon: ey andrew

[11:59] Sahkolihaa Contepomi: Hey Andrew.

[11:59] Imaze Rhiano: nuuuu... it is UI's fault

[11:59] Questar Utu: So you're saying that because SL doesn't change the permissions just because it's inside something else, rather than on the ground, then it's the person's fault for it not doing what they told it to do?

[11:59] Andrew Linden: Hello everyone.

[11:59] Vincent Nacon: heya

[12:00] Meeter: Welcome to the Server User Group

[12:00] Questar Utu: That's like saying that putting a lock on something while it's inside a box should magically make the lock disappear when someone takes it out of the box.

[12:00] Vincent Nacon: I always knew the permission wasn't set till you actually do it before putting it in

[12:00] Questar Utu: ^

[12:00] Vincent Nacon: but anywho.... time for news

[12:00] Andrew Linden: I'm hoping Simon has some news.

[12:01] Simon Linden: Hmm, well, I don't have anything outside of what's in the latest server release notes

[12:01] Andrew Linden: I'm currently trying to figure out how to add some "simulator web services" for an experimental project

[12:01] Vincent Nacon: you mean host web from prim?

[12:01] Simon Linden: I haven't been paying real close attention since there has been some scrambling on recent bugs

[12:02] Andrew Linden: er... I'm trying to figure out how to add a "capability"

[12:02] Simon Linden: The latest deploy data is here: http://community.secondlife.com/t5/Second-Life-Server/Deploys-for-the-week-of-2011-10-24/td-p/1186325

[12:02] Motor Loon: magnum looks interesting

[12:03] Simon Linden: There has been some troubles that seem related to our recent kernel upgrade, and that's been getting attention yesterday and today

[12:03] Simon Linden: Otherwise I've been doing some performance work and general bug fixing

[12:03] Sahkolihaa Contepomi: Would the http problem that occured on Hippotropolis be part of that?

[12:03] Motor Loon: I heard that might be the cause of sim instatility which we've seen ALOT since the kernel rolls

[12:03] Rex Cronon: greetings everybody

[12:03] Simon Linden: Hopefully that work will see an RC channel next week

[12:04] Motor Loon: had the kernel issues been identified?

[12:04] Vincent Nacon: why is "prim equivalent weight" covered in anti-font?

[12:04] Simon Linden: Koli - it's very likely, a lot of the trouble has been around http requests, some viaapache

[12:04] Simon Linden: via apache

[12:04] Vincent Nacon: there's some font error going on with "prim equivalent weight" on that post

[12:04] Sahkolihaa Contepomi: Ahh.

[12:04] Imaze Rhiano: it looks much more cooler with font error :P

[12:05] Simon Linden: Unrelated to our normal work, I have a very up-to-date version of the viewer without the sidebar, and I like it a lot :)

[12:05] Simon Linden: It's _much_ more stable than the current beta release

[12:05] Imaze Rhiano: we can download it yet?

[12:05] Sahkolihaa Contepomi: Runitai's stuff is getting merged into Snowstorm soon.

[12:05] Simon Linden: The latest beta has the new UI, but is pretty buggy

[12:06] Simon Linden: I'

[12:06] Simon Linden: I'm not sure what's in the tip of the public viewer code

[12:06] Kaluura Boa: FUI is much better but chat is still broken... in a new different way...

[12:06] Simon Linden: This was a build a QA person pointed me to with a lot of fixes in it

[12:06] Sahkolihaa Contepomi: Was it shining-fixes?

[12:06] Vincent Nacon: release it on RC

[12:06] Kelly Linden: I'm liking fui

[12:06] Simon Linden: That's where it's going, Vincent

[12:06] Rex Cronon: what is fui?

[12:06] Vincent Nacon: how soon?

[12:07] Kaluura Boa: I hate it less than V2...

[12:07] Motor Loon: "For your information"

[12:07] Vincent Nacon: and second, Rex

[12:07] Simon Linden: F* User Interface ?

[12:07] Kelly Linden: I've removed all but 4 buttons. \o/

[12:07] Vincent Nacon: muhaha!

[12:07] Motor Loon: lols

[12:07] Jonathan Yap: According to a jira FUI is to be released on Nov. 7th

[12:07] Sahkolihaa Contepomi: Hah

[12:07] Vincent Nacon: that's what I was thinking

[12:07] Andrew Linden: FUI = Flexible User Interface, I think.

[12:07] Motor Loon: Flexible... funny thats how I like my women too

[12:07] Rex Cronon: oh. flexible?

[12:08] Vincent Nacon: I hope that implies easier skin customization for artist who doesn't have a lot of coding experience

[12:08] Simon Linden: I thought it was "Future" so somewhere there must be a note about it

[12:08] Rex Cronon: so. is not funky:)

[12:08] Sahkolihaa Contepomi: I've heard no one knows what the F stands for.

[12:08] Andrew Linden: oh yeah, I heard someone use "Future" last week

[12:08] Kelly Linden: Fui User Interface

[12:08] Latif Khalifa: flexible?

[12:08] Imaze Rhiano: fall user interface?

[12:08] Jonathan Yap: F is one letter before G, just like HAL was 1 before IBM

[12:08] Kaluura Boa: Don't ask me where I caught it... I don't remember... V3.2 is FUI, that's all I know.

[12:09] Andrew Linden: hehe, I liike Kelly's expansion for Fui

[12:09] Rex Cronon: as long as is not fubar;)

[12:09] Simon Linden: We're hoping that too, Rex :)

[12:10] Motor Loon: I didn't see if you mentioned if the kernel issues had been identified?

[12:10] Simon Linden: Anyway, I like it a lot ... I'd suggest trying the next beta release when it's available

[12:10] Simon Linden: Motor - some have, some have not

[12:10] Motor Loon: ok

[12:10] Jonathan Yap: One gotcha though is click to walk is now the default

[12:10] Rex Cronon: i guess if is flexible we the users have only to mod some text files(xml) to make it look like what we want it to took?

[12:10] Sahkolihaa Contepomi: Runitai merged more fixes for FUI into his OpenGL 3 build yesterday.

[12:10] Latif Khalifa: it's better than v2. a revision or two and it will be as usable as v1

[12:10] Sahkolihaa Contepomi: The fixes are a very welcoming change.

[12:10] Motor Loon: well fixing mean another around of server hard reboots?

[12:11] Simon Linden: Rex ... well, the sidebar is gone, and there's a drag-and-drop UI for moving buttons around

[12:11] Vincent Nacon: nice

[12:11] Vincent Nacon: but what about skin artist? anything for them?

[12:11] Vincent Nacon: I mean UI skin

[12:11] Kaluura Boa: If only we had the old profiles instead of the sluggish web profiles...

[12:11] Rex Cronon: u realize that some people actually liked the sidebar

[12:11] Vincent Nacon: quiet, Rex!

[12:12] Motor Loon: haha

[12:12] Andrew Linden: Oskar fixed the formatting on that "Deploys-of-the-week" forum post.

[12:12] Kaluura Boa: There is a Jira for the return of the sidebar...

[12:12] Motor Loon: I must admit the sidebar had grown on me

[12:12] Motor Loon: after along time of whining about it

[12:12] Rex Cronon: u see:)

[12:12] Motor Loon: hehe

[12:12] Vincent Nacon: I can adapt but doesn't mean I like it

[12:12] Motor Loon: can't please everybody

[12:12] Sahkolihaa Contepomi: LOL

[12:12] Latif Khalifa: i still miss the ability to chat in IM and local chat with keyboard only. The abiliy to dock local chat with the rest of conversations in the tabbed window

[12:12] Motor Loon: fact of life

[12:12] Sahkolihaa Contepomi: A friend of mine was getting rather worked up about the side bar being removed.

[12:12] Motor Loon: oh yes latif

[12:12] Motor Loon: major annoyance

[12:13] Kaluura Boa: Yeah... Me too. I want the old Communicate window!

[12:13] Vincent Nacon: thanks FS for that

[12:13] Simon Linden: A lot of people don't like changes, and any shift in the UI is awkward because it messes up your expected workflow

[12:13] Kaluura Boa: And a chat bar at the bottom of my screen... It's missing in FUI

[12:13] Simon Linden: But I think this is a step forward

[12:13] Latif Khalifa: that's the biggest complant for me about v2. communications and notifications. fui doesn't change that.

[12:13] Motor Loon: I like notifications

[12:13] Liisa Runo: i want ability to hit enter to open chat, type, and hit enter again to send message and completely remove the chat bar, v1 rules

[12:14] Latif Khalifa: Simon, agreed, better. Not good enough for me yet

[12:14] Leonel Iceghost: Simon people likes Windows 7, that's too general

[12:14] Vincent Nacon: but Simon.... you're still not answering my question.

[12:14] Kaluura Boa: I hate popups!

[12:14] Kelly Linden: hrm.

[12:14] Simon Linden: About skins? I don't know anything about them in the new UI, sorry

[12:14] Vincent Nacon: what about UI skin artist? any easier for them to play with?

[12:14] Vincent Nacon: k

[12:14] Qie Niangao: Hitomi must have posted about it on SLU

[12:15] Imaze Rhiano: is FUI going to support RLV? :P

[12:15] Latif Khalifa: lol

[12:15] Jonathan Yap: The notifications system has some serious flaws that can lead to inventory loss

[12:16] Vincent Nacon: it's generally a good idea to support custom skin UI with more ease, so anyone can whine less about UI, like you guys had to put up with

[12:16] Vincent Nacon: won't hurt to hire some coders who worked on WinAmp

[12:16] Rex Cronon: i am all for custom skins:)

[12:16] Simon Linden: I _believe_ that's the general direction we're going, but it's really outside of where I work. I'm personally all for a more flexible system that can be customized and changed as you want

[12:16] Sahkolihaa Contepomi: My only gripe with FUI is that you can't snap windows to the screen edges anymore.

[12:17] Sahkolihaa Contepomi: And this is even 'expected behaviour'.

[12:17] Vincent Nacon: oh?

[12:17] Imaze Rhiano: I can't wait client side scripting then :P

[12:17] Latif Khalifa: did you guys figure out what' wrong with the increased crash rate recently? sim crashes i mean

[12:18] Vincent Nacon: on which version?

[12:18] Motor Loon: kernel issues latif.. apparently

[12:18] Andrew Linden: I get some snapping fo FUI windows... but they snap to the panels, side and bottom, not to the sides of the window

[12:18] Leonel Iceghost: yes we want client side scripting!

[12:18] Latif Khalifa: kernal was blamed for caps/httpd stuff, crashes too?

[12:18] Sahkolihaa Contepomi: Yeah Andrew - that's the expected behaviour now. But I'd like to snap my stats window to the top left of the screen. >:

[12:19] Rex Cronon: can we get "llForma( string drive)" for client side scripting;)

[12:20] Imaze Rhiano: ya Rex! I have allways wanted to write file manager with LSL :P

[12:20] Latif Khalifa: lol

[12:20] Rex Cronon: right. especially for other computers:)

[12:20] Imaze Rhiano: RLV - extreme versoin!

[12:20] Vincent Nacon: muhaha!

[12:21] Latif Khalifa: andrew, the web services you mention, would they be for internal LL use only, or would sims have so external ones that we could use?

[12:21] Andrew Linden: These would eventually be available for residents.

[12:21] Vincent Nacon: RLV need to be renamed to something else since people are using it more than just for adult contents

[12:21] Leonel Iceghost: that's a good idea, we could have even per account cookies

[12:21] Rex Cronon: what cookies?

[12:22] Leonel Iceghost: for scripts!

[12:22] Vincent Nacon: I think client-side scripting could be related with bots and NPC bots coming up?

[12:22] Vincent Nacon: to make it easier to switch bot to active user

[12:22] Andrew Linden: Ah I get it: RLV = Restricted Life Viewer. I was wondering what that meant.

[12:23] Motor Loon: oh dear.. spongebob

[12:23] Jonathan Yap: With client side scripting you could get llName2Key

[12:23] Adamburp Adamczyk: just changing , 1 mo

[12:23] Questar Utu: Pretty sure it was Restrained Love before.

[12:23] Vincent Nacon: muhaha! enough with the llName2Key function

[12:23] Rex Cronon: if the viewer just opened a port locally for reading/writing we could make our own programs to intereact with the viewer:)

[12:23] Jonathan Yap: haha, I just made a viewer change which calls that function in the name cache

[12:23] Latif Khalifa: it was restained life. but the linden (tm) police came and banned everyone from using "second *" and "* life"

[12:24] Adamburp Adamczyk: i heard "life" had o t change to "love" to make it sound bettr so ll werenb;t accused of runnign a gimp convention

[12:24] Vincent Nacon: Second Life! *looks around for polices*

[12:24] Rex Cronon: IMO is much better than local scripting implemented in the viewer

[12:24] Andrew Linden: The viewer side name cache... does it get saved to a file and reloaded on next startup?

[12:25] Jonathan Yap: yes

[12:25] Jonathan Yap: I've not looked to see how large it grows to though

[12:25] Andrew Linden: ok I was just curious, because that could be done. In fact, the name cache really should never change

[12:25] Imaze Rhiano: doesn't give much security if users are required to run external programs in their computer - at least with client side scripting there is some "virtual" security

[12:25] Andrew Linden: so as long as it never gets corrupted it can grow to whatever length is reasonable

[12:26] Vincent Nacon: well we'll always have AHK (AutoHotkey)

[12:26] Rex Cronon: only if u make your own viewer can u be sure is relatively secure

[12:26] Jonathan Yap: Look in your top-level cache folder for name.cache

[12:26] Leonel Iceghost: I want real time huds, I don't care bots or autohotkey

[12:26] Jonathan Yap: It's in xml

[12:27] Rex Cronon: everyday people run flash:)

[12:27] Vincent Nacon: non-prim hud?

[12:27] Vincent Nacon: this isn't Blue Mars, Rex, heheh

[12:28] Imaze Rhiano: are border crossings getting any better?

[12:28] Simon Linden: Slowly, Imaze, I think they are

[12:29] Andrew Linden: I have SVC-472 assigned to me so I get email traffic when people post there.

[12:29] JIRA-helper: http://jira.secondlife.com/browse/SVC-472

[#SVC-472] Region Crossings Fail

[12:29] Simon Linden: There is ongoing work on it

[12:29] Andrew Linden: According to the comments there region crossings are getting worse.

[12:30] Motor Loon: I've seen really bad blake sea simcrossing this last week

[12:30] Vincent Nacon: nice picture of a biker on his bike with giant penis

[12:30] Meeter: Timecheck : User Group is half over

[12:30] Motor Loon: lots worse than usual

[12:30] Qie Niangao: need some objective data collection about region crossing, on a continuing basis... otherwise just get anecdotes corresponding to people wearing more scripts this week than last.

[12:30] Simon Linden: Mesh made some of it worse (assuming mesh was involved)

[12:30] Simon Linden: ... because there was more data to transfer

[12:31] Latif Khalifa: why would there be more data to transfer?

[12:31] Vincent Nacon: if it was badly built

[12:31] Sahkolihaa Contepomi: I guess most of my crossings are quick and painless since I rarely have more than 10 scripts on me.

[12:31] Simon Linden: Because there is now mesh model data

[12:31] Imaze Rhiano: why servers need to know users mesh info?

[12:32] Simon Linden: For the physics model, for one

[12:32] Latif Khalifa: but surely assets are not tranfered as the part of "avatar package" that is sent between the sims

[12:32] Latif Khalifa: attachmetns have no physics

[12:32] Sahkolihaa Contepomi: Aren't assets forced-saved when crossing?

[12:32] Andrew Linden: heh, thanks for pointing that out Vincent. I removed the attachment.

[12:33] Simon Linden: Right, attachments don't have a physical shape, but objects (like a vehicle) will

[12:33] Latif Khalifa: so mesh should not matter for avatar crossing, not more than prim and sculpt attachments

[12:33] Simon Linden: I didn't work closely on the mesh project so I am not intimate with the details. But, in any case, if there is mesh, there is more data.

[12:33] Andrew Linden: yes, objects are serialized to asset form during region crossing, but not saved to the permenant asset system

[12:34] Simon Linden: It's usually over-shadowed by scripts, I think

[12:34] Andrew Linden: going afk for a couple min

[12:34] Motor Loon: hm

[12:35] Simon Linden: Has anyone been playing with the keyframed motion?

[12:35] Leonel Iceghost: is the data transfer all threaded? and does it have more priority than physics and scripts?

[12:35] Vincent Nacon: not as much yet

[12:35] Motor Loon: so you're saying a MESH vehicle crossing a simborder, would by default take longer than one made with sculpties

[12:36] Simon Linden: Leonel - some of it is, and future work is along the lines of better threading and more efficient data transfers

[12:36] Motor Loon: KeyframedMotion worked great for the few things I tried with it

[12:36] Vincent Nacon: I'm still hoping Falcons understand what I was asking about SMOOTH flag, which I was sort of asking other sort of effect

[12:36] Motor Loon: which included a giant slingshot that fired prims into the air lol....

[12:36] Imaze Rhiano: what viewers are supporting keyframed motion?

[12:37] Rex Cronon: motor. think of all the vertices, and the textures that go along with the mesh vehicle. besides scripts and sounds

[12:37] Simon Linden: Motor - I think there would be more data, but I can't say how much. It might end up being faster, however, if the mesh is using a nice simple physical shape (like a box) instead of the older models, which are often way more detailed than they should be

[12:37] Vincent Nacon: thus badly built

[12:38] Motor Loon: sure... I'm talking about a perfect made MESH - and a similar perfect made sculptie version of the same item

[12:38] Simon Linden: Right ... mesh can definitely make _much_ more efficient vehicles if the builder is careful

[12:38] Rex Cronon: i think people need a tool for testing how "light" their vehicle is

[12:39] Motor Loon: If the creator is any good, he/she'll know if the content is proper made

[12:39] Imaze Rhiano: they can see physics cost when importing meshes

[12:39] Vincent Nacon: for the keyframedmotion, I was asking Falcon to apply SMOOTH flag for something that is already smooth between two vectors. Which I was implying that when you don't use SMOOTH flag, it would just skip straight to the next vector.

[12:40] Simon Linden: Yeah, that's a complicated number, though ... script load, physical shape complexity, visual complexity, number of textures ... all of those need to be minimized

[12:40] Rex Cronon: people like thinks that r simple and easy to use

[12:40] Questar Utu: Wouldn't that be the same as llSetLinkPrimParamsFast though, Vincent?

[12:40] Latif Khalifa: Vincent, I don't think that's possible. The viewer will smooth any motion.

[12:40] Vincent Nacon: yeah but what if I wanted to use Rotation on smooth?

[12:40] Vincent Nacon: but not for position?

[12:41] Rex Cronon: i think if if u move very fast from on place to another u can make it look like broken motion

[12:41] Vincent Nacon: I know, that was the idea

[12:41] Simon Linden: I think Falcon has tried to lock it down from additional features, however

[12:41] Vincent Nacon: which also could make a better TP

[12:41] Questar Utu: There are ways to interpolate non-physical rotation, though yeah, a single function would be nice.

[12:41] Vincent Nacon: hmm

[12:41] Simon Linden: I'm also not sure if the underlying engine supports what you want

[12:42] Simon Linden: Much of this work has been an adapter from the new LSL command and existing functionality in the physics engine that we could start to use

[12:42] Latif Khalifa: the viewer doesn't support it either. it would require modification of the viewer, the protocol and the sim

[12:43] Vincent Nacon: and supported in HUD/Attachment? I know they don't currently work yet

[12:44] Vincent Nacon: but I mean any plan for it?

[12:44] Vincent Nacon: surely not physical though

[12:44] Vincent Nacon: mainly for display use

[12:46] Simon Linden: right ... are there any new issues someone would like to bring up, or questions from earlier that got missed?

[12:46] Thunderclap Morgridge: crickets!

[12:46] Simon Linden: llSetCricketAttackMode()

[12:46] Adamburp Adamczyk: /

[12:46] Liisa Runo: ...can we have more script mem soon?

[12:46] Vincent Nacon: that was a question, Simon

[12:47] Kaluura Boa: Any news about llSetKeyframedMotion()... ETA?

[12:47] Adamburp Adamczyk: what were those critical updates?

[12:47] Vincent Nacon: that too

[12:47] Adamburp Adamczyk: the ones that necessitated so many restarts?

[12:47] Vincent Nacon: new OS

[12:47] Simon Linden: The biggest source of updates recently was a new versoin of the OS kernel

[12:47] Sahkolihaa Contepomi: Kernel, not OS. :p

[12:47] Sahkolihaa Contepomi: Actually, speaking of that.

[12:47] Sahkolihaa Contepomi: When does LL plan to update debian?

[12:47] Kaluura Boa: About llSetKeyframedMotion(), does anybody knows a sim where it compiles... on Aditi, of course.

[12:47] Vincent Nacon: Kernel, OS, God... same thing

[12:47] Simon Linden: There were some problems that it caused or exposed, which led to some more changes

[12:48] Adamburp Adamczyk: what's for lunch?

[12:48] Simon Linden: There should be a channel for it, Kaluura, lemme look...

[12:48] Thunderclap Morgridge: mahi mahi

[12:49] Thunderclap Morgridge: lag

[12:50] Simon Linden: Kaluura - try Fame, Morris or Sandbox-Bispinor

[12:50] Simon Linden: Those are the 3 regions with it

[12:50] Kaluura Boa: Thx... I tried Bispinor last week, it didn't even compile.

[12:50] Simon Linden: Did you catch the name change?

[12:51] Kaluura Boa: Errrr... Not keyframedMotion() any more?

[12:51] Vincent Nacon: llSetKeyFramedMotion()

[12:51] Vincent Nacon: Set

[12:51] Kaluura Boa: That's the one I tried.

[12:51] Simon Linden: That should be it

[12:52] Kaluura Boa: I'll try again...

[12:52] Simon Linden: If you get stuck, someone on the beta server mailing list probably has more experience than I do with it

[12:52] Jonathan Yap: You are coming up on a no-change window. While you have more time to focus on programming do you think svc-5467 might get some love?

[12:52] JIRA-helper: http://jira.secondlife.com/browse/SVC-5467

[#SVC-5467] Display a breakdown of script and URL usage per object

[12:53] Vincent Nacon: I dunno if displaying URL is a good idea

[12:54] Vincent Nacon: some may used it for security

[12:54] Leonel Iceghost: url usage, not url

[12:54] Latif Khalifa: here's the terrorist :P

[12:54] Vincent Nacon: and welcome Falcon

[12:54] Vincent Nacon: err oh ok

[12:54] Falcon Linden: Hey folks

[12:54] Simon Linden: Well, if it's sent to the viewer, it's already out ... but a count of server-side URLs could be useful, I imagine

[12:54] Jonathan Yap: There's already a URL radar available, but let's not get into that discussion

[12:54] Falcon Linden: Last week Andrew asked you about llVolumeDetect and physical objects

[12:54] Imaze Rhiano: llSetMemoryLimit is available yet?

[12:54] Sahkolihaa Contepomi: has been for a while.

[12:54] Andrew Linden: Sorry. Philip Linden dropped by my desk to talk.

[12:54] Motor Loon: ah yes... volumedetect?

[12:55] Andrew Linden: Philip says "Hi".

[12:55] Rex Cronon: hey

[12:55] Meeter: Timecheck : User Group is almost over

[12:55] Motor Loon: HI PHILIP!

[12:55] Latif Khalifa: say hi back to him :)

[12:55] Thunderclap Morgridge: hi

[12:55] Vincent Nacon: what about Rod?

[12:55] Vincent Nacon: he's our new god now

[12:55] Vincent Nacon: :P

[12:55] Thunderclap Morgridge: lol

[12:55] Simon Linden: Imaze ... http://wiki.secondlife.com/wiki/LlSetMemoryLimit says it's out already

[12:55] Falcon Linden: What kinds of content would be impacted if we made llVolumeDetect objects not collide with nonphysical objects?

[12:55] Liisa Runo: only when logged in as governor

[12:55] Andrew Linden: Philip was just vising the office today and swung by.

[12:56] Sahkolihaa Contepomi: I'm using llSetMemoryLimit to keep my avatar at 64KiB in 5 scripts.

[12:56] Kadah Coba: Cool

[12:56] Motor Loon: define "not collisde"

[12:56] Falcon Linden: it would not report collisions

[12:56] Vincent Nacon: not a word. :p

[12:56] Questar Utu: I've used llSetMemoryLimit in a few things, though, for the most part it seems to be asthetic since Mono scripts already don't reserve their full amount.

[12:56] Falcon Linden: basically, I'm talking about reverting SVC-292

[12:56] JIRA-helper: http://jira.secondlife.com/browse/SVC-292

[#SVC-292] llVolumeDetect fails to trigger collision_start and collision_end when used in a physical object while going through nonphysical objects

[12:56] Motor Loon: But no change to the prim acting phantom correct?

[12:56] Falcon Linden: no, Motor, no change

[12:57] Motor Loon: Then I personally dont have an issue

[12:57] Rex Cronon: if people hear that philip comes by durin you oh, than this will oh can quickly become very famous:)

[12:57] Leonel Iceghost: so what would be the difference with phantom?

[12:57] Falcon Linden: It simply would stop reporting/generating collision events with nonphysical objects

[12:57] Leonel Iceghost: ah but still with physical ones?

[12:57] Rex Cronon: druing your oh, than this oh can*

[12:57] Falcon Linden: Leonel: it would report collisions with physical objects (its primary purpose) and still wouldn't collide with the terrain

[12:58] Rex Cronon: during*

[12:58] Andrew Linden: Surely someone here uses Volume Detect to see when static objects pass through?

[12:58] Vincent Nacon: I know there are some use for it but as logically sounds... should have been other way

[12:58] Andrew Linden: via llSetPos() or something

[12:58] Liisa Runo: will not break my toys, but im sure there are toys out there that need the ability to detect nonphys too

[12:58] Falcon Linden: The only way llVolumeDetect lets you detect nonphysical objects /now/ is if the volume detect object is physical

[12:58] Falcon Linden: so either it's falling or it's set buoyant

[12:59] Vincent Nacon: maybe different function for non-physical?

[12:59] Falcon Linden: Vincent: I'm trying to determine if there are any use cases for that

[12:59] Falcon Linden: I doubt it

[12:59] Falcon Linden: at least, nothing llCastRay can't replace

[12:59] Rex Cronon: actually u us volume detect on a moving thing to see what u hit with it

[12:59] Andrew Linden: oh right, static volume detect object would be in the static collision group and wouldn't collide withother static objects

[12:59] Motor Loon: I think the impact would be limited Falcon

[12:59] Vincent Nacon: might be easier to filter out the differences

[12:59] Imaze Rhiano: I have been avoiding using llVolumeDetect - there is some issues on it - like not detecting when avatar teleports away from volume (if I remember right)

[12:59] Motor Loon: and nothing that couldn't be fixed using alternative methods

[13:00] Falcon Linden: Cool, thanks folks!

[13:00] Vincent Nacon: np

[13:00] Meeter: Thank you for coming to the Server User Group

[13:00] Motor Loon: wow that hours passed quick

[13:00] Rex Cronon: it would be very nice volumedetect worked for attachments:)

[13:00] Andrew Linden: Thanks for coming everyone.

[13:00] Vincent Nacon: out he goes

[13:00] Motor Loon: catch ya next time guys

[13:00] Latif Khalifa: thank you andrew, simon and kelly

[13:01] Thunderclap Morgridge: thanks

[13:01] Simon Linden: Thanks everyone for coming and the good talk

[13:01] Vincent Nacon: later all

[13:01] Andrew Linden: I've got another meeting that starts now.

[13:01] Imaze Rhiano: thanks lindens!

[13:01] Andrew Linden: So gotta leave on time.

[13:01] Sahkolihaa Contepomi: Thanks Andrew, Simon & Kelly.

[13:01] Rex Cronon: tc andrew, simon, kelly and everybody else

[13:01] Simon Linden: See you next time

[13:01] Rex Cronon: have a nice day people:)

[13:01] Thunderclap Morgridge: Yuzuru thanks for your tools I could do any of my food with out them

[13:01] Qie Niangao: Thanks Lindens

[13:01] Thunderclap Morgridge: couldnt

[13:01] Jonathan Yap: Take care everyone



Simulator_User_Group

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