Simulator User Group/Transcripts/2013.12.10

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[12:04] Neva Naughty Designs Christmas Caroling TeddyBear '08 whispers: Preloading your song request. Please wait a few moments...

[12:04] Simon Linden: we updated the main channel this morning with the code that was on the RC channels

[12:04] Duckie Dickins: oh shush music bear

[12:04] Simon Linden: Tomorrow the RC channels all get the same update, which is really minor

[12:05] Simon Linden: The forum post is here: http://community.secondlife.com/t5/Second-Life-Server/Deploys-for-the-week-of-2013-12-09/td-p/2368751

[12:05] Simon Linden: That will be the last planned server update until January

[12:05] Lucia Nightfire: won't that go out to MC on the 17th?

[12:06] Simon Linden: There won't be any rolls next week

[12:06] Lucia Nightfire: great...

[12:06] Lucia Nightfire: heh

[12:06] Simon Linden: we're getting into the "no change window" for the holidays ... basically trying to settling things down as people take vacation, and giving us a week to make sure what's out there is solid.

[12:07] Lucia Nightfire: I'm sure you know why I asked, lol

[12:07] Simon Linden: If we rolled something next week that had problems, we might not discover it or realize we had to update until we got into vacations, and then things get a lot more difficult to make it happen

[12:08] Simon Linden: So that's it for server news ... Andrew or Kelly, do you folks have anything?

[12:08] Motor Loon: Any news on the pesky autoreturn-not-working-bug ?

[12:08] Duckie Dickins: Isn't that what server minions are for? My company took us to hawaii for christmas once and being the server minion, I had to monitor things even while on vacation. :)

[12:08] Lucia Nightfire: lol

[12:08] Whirly Fizzle: Autoretirn big should be fixed on the RC's

[12:08] Tiberious Neruda: er... what's the 'controls-grabbing' change mean?

[12:08] Whirly Fizzle: *i=u

[12:08] Simon Linden: That's fixed, Motor

[12:09] Andrew Linden: We have some server minions, but they are not qualified to fix the major stuff. We're worried about accidentally deploying a major problem over the holidays.

[12:10] Simon Linden: Where do you see that, Tiberious ?

[12:10] Ima Mechanique: lol as opposed to deliberately deploying one?

[12:10] Tiberious Neruda: it's listed in the changes for 13.11.19.284082 (the previous main channel update)

[12:10] Tiberious Neruda: it just says "Cleanup of controls-grabbing in LSL scripts (no functional changes)"

[12:10] Andrew Linden: Yes, naturally we wouldn't suspect deliberate malicious behavior of ourselves ;-)

[12:10] Mona Eberhardt: Simon, any chance that Vivox exploit I told you about a few days ago will be fixed?

[12:11] Duckie Dickins: I haven't had a chance to double check it with the official viewer but I noticed that abandoned parcels on mainland....they show object entry as being set to group only but you're stilll allowed to have objects enter the parcel. :)

[12:11] Andrew Linden: Tiberious, I think that "controls grabbing" cleanup was stuff I did. It really was just cleanup

[12:11] Andrew Linden: but it had to be tested

[12:11] Tiberious Neruda: ah

[12:11] Andrew Linden: and we figured we would mention it in case someone spots a bug therein

[12:12] Simon Linden: Mona - I'm not sure when that Vivox issue will get attention

[12:12] Jonathan Yap: Andrew, did you see my email on that little bug in the server work you did for storm-68?

[12:12] JIRA-helper: http://jira.secondlife.com/browse/STORM-68

[#STORM-68] As a Builder, I want that ability to set default permissions on creation of objects, clothing, scripts, notecards, etc. - Second Life Bug Tracker

[12:12] Mona Eberhardt: I suppose it'll be looked on when it's old enough to vote. :/

[12:12] Tiberious Neruda: well, I have noticed I no longer need to reattach an object after saving or resetting a script that uses physics on me... that's welcome :3

[12:13] Kitto Flora: What about the problem with Server Machines having their clock set at the wrong time?

[12:13] Andrew Linden: Jonathan, I don't think so. Unless it the initial, spurious 404 error on the first connection.

[12:13] Jonathan Yap: no, it's a different message, only happens once

[12:14] Jonathan Yap: When arriving in Borrowdale a moment ago and trying to set the initial

default permissions I received a "Not found" error dialog from the

POST error handler.

[12:14] Jonathan Yap: that's on aditi

[12:14] Andrew Linden: Kitto, have you spotted that bug more than that one time?

[12:15] Kitto Flora: Andrew - yes - we had another instance a few days ago. Tickleted. I and others have seen it n the past

[12:15] Andrew Linden: Jonathan, you're saying that bug is reproducible?

[12:15] Jonathan Yap: yes, very much so

[12:15] Jonathan Yap: you get that once for each new avatar

[12:15] Whirly Fizzle: https://jira.secondlife.com/browse/BUG-4537 was case of server clock being at wrong time.

[12:15] Jonathan Yap: that goes to a test region

[12:15] Andrew Linden: Ok Kitto, I'll ask our #ops team if they know how to watch for or otherwise prevent that problem.

[12:16] Kitto Flora: Andow - dont server machines use NTP?

[12:16] Andrew Linden: Jonathan, I don't have any theories ATM as to why that bug would happen. I'll have to reproduce it and watch it happen to get more clues, I think.

[12:16] Jonathan Yap: I was thinking it was from the first time you create a db entry for the new agent

[12:17] Jonathan Yap: Oz can give you a link to a test build

[12:17] Jonathan Yap: of the viewer

[12:17] Whirly Fizzle: Did they fix the build failing on windows yet Jonathan?

[12:17] Jonathan Yap: that is a build farm issue

[12:17] Andrew Linden: Jonathan, no that does not make sense.

[12:18] Andrew Linden: Actually I do have a theory... I wonder if the viewer is not actually asking for the cap *before* trying to hit it.

[12:18] Jonathan Yap: Also, if your changes can get into Oz's regions then I can restart them

[12:18] Andrew Linden: That is, when you login the "seed cap" provides a list of all available caps.

[12:18] Andrew Linden: And then the viewer must actually ask for the relevant caps before using them.

[12:18] Jonathan Yap: You mean it has to do a GET first?

[12:18] Andrew Linden: Typically the viewer just asks for all available caps right off the bat, but it doesn't have to do so.

[12:19] Andrew Linden: It could, in theory, ask for the cap later, right before trying to use it.

[12:19] Jonathan Yap: I did add that cap to the long initial list

[12:19] Andrew Linden: There is some code in the veiwer, if I remember correctly, that must be called ot request the cap.

[12:19] Ima Mechanique: more than typically, generally that gets coded directly into the llViewerRegion code

[12:19] Andrew Linden: Ok, perhaps you're doing it right.

[12:19] Simon Linden: There is a window between that initial cap request and when they are returned that can cause trouble if you're trying to do things when initially entering a region

[12:19] Andrew Linden: If this theory doesn't make sense, then I don't yet have a second one.

[12:20] Jonathan Yap: The call to POST happens early on - the first time region data arrives

[12:20] Andrew Linden: Ah hrm... Simon has the second theory... perhaps the viewer must wait a couple seconds before the first POST.

[12:21] Jonathan Yap: I could ignore that error, as things do seem to work

[12:21] Simon Linden: well, if you don't have the cap yet, you don't have a URL to POST to ... assuming that's what you're doing

[12:21] Simon Linden: There's a callback mechanism to do things when the sim caps arrive, so if you want to do something right off, that's how you get notified

[12:22] Andrew Linden: Remember, for caps to work there is some setup that must be done server-side (mapping a public URI to an internal URI) in a little db lookup table.

[12:22] Andrew Linden: Perhaps that is the db you were talking about Jonathan earlier, when I said it "didn't make sense"

[12:22] Jonathan Yap: Simon, do you remember the name of that "caps arrive" routine?

[12:22] Adamburp Adamczyk: where's the chef btw?

[12:22] Andrew Linden: perhaps I just didn't understand what db you were talking about

[12:22] Simon Linden: one sec, I'll look it up...

[12:22] Ima Mechanique: wouldn't that be finish by the time the sim starts advertising those services?

[12:23] Jonathan Yap: I do a post at the very end of the routine that parses region packets

[12:23] Andrew Linden: no I don't think so Ima. The sim advertises all possible services, but doesn't actually set them up until the viewer asks for them.

[12:23] Andrew Linden: at which point there is some work to do that can take some time

[12:23] Ima Mechanique: that would explain some observed behaviour

[12:24] Andrew Linden: In theory the viewer could not ask for a relavent cap until it is ready to use it

[12:24] Simon Linden: Jonathan - look for setCapabilitiesReceivedCallback() usage

[12:24] Andrew Linden: but in practice I think the veiwer just asks for all caps... simpler to code

[12:24] Jonathan Yap: ok, thank you

[12:24] Jonathan Yap: that makes much more sense than the place I am doing the POST from now

[12:25] Andrew Linden: the problem with asking for all caps is that there is a slight security risk: if your caps are given to a third party then they can access them as long as they are valid

[12:25] Andrew Linden: so if the viewer never asked for caps it wasn't using then those caps would not be open to exploit

[12:26] Andrew Linden: but the public version of the cap is basically unguessable... the exploit could only happen if the third party managed to read them from your viewer session

[12:26] Jonathan Yap: hmm, wait though, I only get this error once per region, not once per login

[12:26] Tiberious Neruda: so... how many movement attributes does an avatar have? I can think of: Walking, Running, Jumping, Falling and Crouchwalking... are there any others?

[12:26] Jonathan Yap: or it might even be just once per avatar, irregardless of region

[12:27] Andrew Linden: Jonathan, you should only need to POST to that cap once per login, or each time you change the defaults.

[12:27] Ima Mechanique: Tibierious, flying

[12:27] Tiberious Neruda: oh yeah

[12:27] Tiberious Neruda: duh

[12:27] Jonathan Yap: Andrew, that is what I am doing

[12:27] Tiberious Neruda: LOL! Man, I feel like an idiot for not considering that one

[12:27] Jonathan Yap: But I only get that error once, not every time I log in

[12:28] Ima Mechanique: and hovering I think

[12:28] Andrew Linden: ah, but the subsequent change POST fails first time in each region?

[12:28] Jonathan Yap: To get it again I have to change accounts

[12:28] Jonathan Yap: no, in a different test region there is no error

[12:28] Lexbot Sinister: turning, crouching , swimming and pointing (selection/build)

[12:28] Jonathan Yap: I onlhy do the post once

[12:28] Andrew Linden: so you get one error per login

[12:29] Jonathan Yap: no, one error per avatar, not counting logins

[12:29] Tiberious Neruda: anyway... I'm asking because I'm curious how feasible it might be to let us use an LSL function to modify those movement speeds, similar to how we got ll*AnimationOverride for animations

[12:29] Hexapoda: Where is Baker and how does his work come along?

[12:29] Jonathan Yap: This is getting a little too much for this meeting--maybe you can do some testing Andrew with my viewer

[12:30] Simon Linden: Baker is on a plane right now, I think ... his work is still in testing

[12:30] Andrew Linden: Tiberious, when you say "movement speeds" you're talking about the cycle/completion speed of the animation itself, not the velocity speeds of the moving avatar, right?

[12:30] Tiberious Neruda: 'cause, let's be honest, it looks REALLY goofy to have huge avs (think > 10' tall here) having a short av of only 4'-something keeping up when them

[12:30] Tiberious Neruda: I'm talking abot velocities

[12:30] Tiberious Neruda: (and the impulse on a jump)

[12:31] Andrew Linden: ah

[12:31] Lexbot Sinister: well, if you could sync animation to moving speed, that would be very good for immersion, indeed

[12:31] Duckie Dickins: can't you already do that with movement and jump enhancers that are already on the marketplace?

[12:32] Tiberious Neruda: oh, I'm sure you can... hell, I've got a slow-fall in my av, but that's probably harsh on the sim

[12:32] Jenna Felton: control of the framerate of the avatar animation would be great too. Some AOs would benefit off changing speeds of the animation and the avarar velocity

[12:32] Tiberious Neruda: yeah

[12:33] Mona Eberhardt: Hasn't Niran provided this facility in his viewer? :/

[12:33] Duckie Dickins: speeding up a slow run animation to be a fast run animation could be interesting....much like the proposed pitch changing of sounds

[12:33] Andrew Linden: well, changing the target speeds of the avatar is technically possible, and I don't think it would be TOO hard to do

[12:33] Jenna Felton: I have balett boots that slow down the speed i move :) i beleive it does per pushing me back.

[12:34] Lexbot Sinister: But there's more urgent things at hand i think.. Like, is anyone doing support for changing the Slurls on the destination guide? At all? Tec...

[12:34] Mona Eberhardt: Are they the ones made by KaS, Jenna?

[12:34] Jenna Felton: yes

[12:34] Jenna Felton: No, sorry, MD balett boots

[12:35] Tiberious Neruda: but you could have scripts set up to change your 'settings' ocne, and have them stick, like with the llAnimaionOverride functions

[12:35] Simon Linden: Jenna - fwiw there's a minor tweak I put in the viewer a while back under Develop / Avatar / Animation Speed. It now can bump speeds +/- 10%, but it's definitely experimental

[12:35] Tiberious Neruda: no more llSetVelocity every .1 seconds

[12:35] Whirly Fizzle: Is the slow motion animations new as well? That ones cool

[12:36] Andrew Linden: What is the "destination guide". You mean the website destination guide?

[12:36] Tiberious Neruda: I know I'd make extensive use of the ability to set terminal velocity...

[12:36] Lexbot Sinister: Yeah. None of your department, i guess. unfortunately, nobody seems to know who's department it is

[12:37] Duckie Dickins: I bet all of the web minions are busy being retasked to handle the woes of the marketplace. :)

[12:37] Jenna Felton: Andrew, this Avatar Speed setting in the viewer works for all animations? When so, than its not what i am thinking about :) because the idea was to have lsl function that controls that. since than the bots would change that on wear and release on unwear

[12:37] Andrew Linden: BTW, with the work I did for default new obj permissions for Jonathan, it is much easier (server-side anyway) to add per-avatar preferences and have them follow the avatar through region crosses and teleports.

[12:38] Simon Linden: I forget what the previous functionality was, Whirly ... I think you could slow them down but it was a single, hard-coded factor. It was easy to make it more flexible

[12:39] Jonathan Yap: Andrew, do those settings persist after logging out?

[12:39] Andrew Linden: No Jonathan.

[12:39] Andrew Linden: But I had to make sure they survived a region cross into a new region, or a teleport.

[12:39] Whirly Fizzle: Oh I see, it changes +/- 10% for each click. Thats neat

[12:39] Jenna Felton: Slow Motion animations looks cool too :)

[12:40] Tiberious Neruda: now that could be interesting...

[12:40] Tiberious Neruda: what's an avatar's 'normal' running speed?

[12:40] Lexbot Sinister: Destination guide is part of the search... do you happen to know who's desk that is?

[12:40] Tiberious Neruda: assuming flat ground, anyway

[12:42] Whirly Fizzle: http://wiki.secondlife.com/wiki/Voluntary_Movement_Speeds

[12:42] Jenna Felton: Is that a message from server to viewer, that scripts could misuse for the own needs?

[12:42] Tiberious Neruda: anyway... if we had an LSL function to modify an animation's speed (I'd guess it might be llAdjustAnimationspeed(float rate), I bet wecould make one optimized for that speed, and use math on our current velocity and auto-tweak it...

[12:42] Simon Linden: The animation speeds? That's all done on the viewer, and only shows up on your own

[12:42] Tiberious Neruda: oh

[12:43] Tiberious Neruda: and I take it there's no way to get the velocity of another avatar...

[12:44] Duckie Dickins: It would be cool if creators-only could also view the mesh upload LOD triangles and vertices info used for a mesh object. Especially when you upload the same mesh with 5 different LOD settings and want to be able to look at the mesh object's properties and view that information on the best one. Lex spent a lot of time recently uploading mesh objects over and over again and if you don't write that info down, you can quickly lose track of settings you've already tried before.

[12:45] Simon Linden: you'd need a new function llGetVelocity( key ) for that, I think ... or have them wear a script with llGetVel(), I believe

[12:45] Tiberious Neruda: oh

[12:45] Tiberious Neruda: darn

[12:46] Lucia Nightfire: llGetObjectDetails(k,[OBJECT_VELOCITY])

[12:46] Whirly Fizzle: Hmm you can backup your slm files each time after uploading a mesh. That saves all your upload settings

[12:46] Andrew Linden: Duckie, you mean: meta information about the upload stored in the uploaded asset itself?

[12:46] Duckie Dickins: yeah andrew

[12:46] Ima Mechanique: there'd be more complicated and heavier resource usage ways to do it with sensors.

[12:46] Tiberious Neruda: 'cause if that weren't the case, and the viewer knew the velocities of other avatars, it could auto-apply scaling...

[12:46] Simon Linden: oh wait, llGetObjectDetails() with OBJECT_VELOCITY might work

[12:46] Jenna Felton: i'd suggest also a function llDetectedVelocity() for sensoers

[12:46] Qie Niangao: umm, yeah, does OBJECT_VELOCITY not work for avatars? or llDetectedVel() for sensed avatars?

[12:46] Jenna Felton: ah, ok

[12:46] Lucia Nightfire: both work

[12:47] Andrew Linden: Duckie, I don't know offhand how hard that would be. I don't know much about the upload system and what info is available there. But I will ask.

[12:47] Tiberious Neruda: DetectedVel works on avatars

[12:47] Tiberious Neruda: have a HUD that uses that

[12:47] Kitto Flora: llDetectedVel() after sensor on Av

[12:47] Siwo: when I'm testing things on aditi (uplaoding mesh stuff), I always use lod settings and triangles count as name o:)

[12:47] Lucia Nightfire: sensors use more resources even if they're filtered though, sadly

[12:47] Tiberious Neruda: right

[12:48] Tiberious Neruda: but mine's not in a sensor... it's on collision_start

[12:49] Tiberious Neruda: which, in theory, shouldn't be as hard on the sim

[12:49] Lucia Nightfire: depends, heh

[12:49] Lexbot Sinister: saving settings for an upload would be great too, but thats viewer side. if i know i will have 10 almost same type, same sized mesh... having a setting where they all get roughly the same is great.

[12:49] Andrew Linden: BTW, I've implemented some experimental "uniform scaling" LSL functions. Won't be deployed until next year, but they are almost done.

[12:49] Tiberious Neruda: uniform scaling?

[12:49] Tiberious Neruda: like, on linksets?

[12:49] Lucia Nightfire: interppolating on/off options?

[12:49] Whirly Fizzle: Lexbot, the slm file should do that

[12:49] Andrew Linden: yeah, scale the entire object by a factor of 2 in one call.

[12:50] Lucia Nightfire: ah

[12:50] Jenna Felton: that is cool

[12:50] Tiberious Neruda: cool

[12:50] Jenna Felton: does it stops when aprim in linkset is too small to scale everything, or will that prim be ignored?

[12:50] Duckie Dickins: that would simplify resizer scripts for sure

[12:50] Andrew Linden: one problem with scaling by multiplicative factor is that the scale operation might fail for a number of reasons

[12:50] Lucia Nightfire: indeed

[12:51] Andrew Linden: there are four categories of failures: hit the "prim is too small" limit

[12:51] Andrew Linden: (2) hit the "prim is too big" limit

[12:51] Lucia Nightfire: if you ever try to resize mesh by script you can run into some nasty undesired effects, heh

[12:51] Lucia Nightfire: as well as weird script errors

[12:51] Andrew Linden: (3) violation of linkability rules for linked set (when making bigger)

[12:52] Andrew Linden: (4) misc failures because of navmeshy or other things

[12:52] Lucia Nightfire: theres also prim availability

[12:52] Jenna Felton: is the reason also returned by the function?

[12:52] Lucia Nightfire: which you can thank since teh new prim accountign system

[12:53] Andrew Linden: the current API includes three calls:

[12:53] Andrew Linden: (A) llGetMinScaleFactor()

[12:53] Andrew Linden: (B) llGetMaxScaleFactor()

[12:53] Jenna Felton: ah, and, when you scale up mesh, you increase the land impact. When the parcell is fulll than to scale bigger, will the function also fail?

[12:53] Lexbot Sinister: what about "parcel is full" fail?

[12:53] Andrew Linden: and (C) llScaleByFactor(float)

[12:53] Lexbot Sinister: ^^-- that

[12:53] Andrew Linden: right... I currently handle failures (1) through (3)

[12:54] Andrew Linden: and the llScaleByFactor() will return FALSE if it fails

[12:54] Andrew Linden: but it won't tell you why it failed

[12:55] Andrew Linden: but you can use llGetMaxScaleFactor() and friend to ask what the max/min multiplicative factors are possible for reasons (1) through (3)

[12:55] Tiberious Neruda: interesting

[12:55] Andrew Linden: Needs some work, but it is in progress.

[12:55] Duckie Dickins: llGetMaxLandImpactFactor()

[12:55] Jenna Felton: yes, very interesting :) even if i am dropping questions on the linden heads :)

[12:55] Lucia Nightfire: shineys are always welcome

[12:56] Tiberious Neruda: oh... speaking of linked stuff... is there any reason an avatar can't be set to 'Physics Type: None' when sitting on an object?

[12:56] Simon Linden: Those are good questions ... and best to ask now before it gets carved in stone :)

[12:56] Duckie Dickins: maybe because you have a collision skeleton? *shrugs*

[12:57] Jenna Felton: I beleive i would need very soon a function that gives me how big i can scale the object up, before the parcel gets full

[12:57] Jenna Felton: probably this: llGetMaxLandImpactFactor()

[12:57] Tiberious Neruda: nah. The collision skeleton doesn't actually detemine collisions

[12:57] Lucia Nightfire: I miss the old VD ghost trick, heh

[12:57] Andrew Linden: Tiberious, mostly to prevent a collisionless exploit for some shoot-em-up game play in SL.

[12:57] Jonathan Yap: Even better would be a function to return LI for a given scale value, before the object is actually scaled

[12:58] Tiberious Neruda: well, I figure the sim would automatically set the physics type back when the av 'unlinks' from the object

[12:58] Tiberious Neruda: oh

[12:58] Jonathan Yap: Or that new routine could have a TEST option

[12:59] Tiberious Neruda: this is the reason i ask, heh

[12:59] Tiberious Neruda: if I set this physical, it's got my collision information with it

[12:59] Andrew Linden: Jonathan, I'm not sure I understand how the TEST option would work.

[12:59] Tiberious Neruda: and it won't roll around

[12:59] Jenna Felton: hm, perhaps llGetMaxScaleFactor() handles the land impact already, than the request of mine is obwolete

[12:59] Lexbot Sinister: would be good if it was a calculates LI table for every object.. like, you could see a table of LI for different sizes

[13:00] Lexbot Sinister: calculated*

[13:00] Jonathan Yap: Andrew, it would pretend to do the scaling and also have a way of returing the new LI number

[13:00] Jonathan Yap: so if the test failed then you know not to try scaling at that level

[13:00] Simon Linden: We're almost out of time ... since next week will be the last user group before the holidays, let's make it interesting and a bit of a party ... please bring some decorations or interesting holiday stuff if you'd like, and we can make it more festive

[13:00] Jenna Felton: Can you retreive land impact of n object at all?

[13:00] Jenna Felton: oh good idea Simon

[13:01] Tiberious Neruda: as you can see, it... kinda fails at rolling when I'm sat on it

[13:01] Siwo: woow... 'working' pokeball :o

[13:01] Hexapoda: I forgot my tree

[13:01] Duckie Dickins: oh so there is a meeting next week after all

[13:01] Andrew Linden: Jenna, not that I know of. Not by script anyway.

[13:01] Simon Linden: hmmm, seems that should be an option for llGetObjectDetails()

[13:02] Jenna Felton: ok, thank you Andrew

[13:02] Lucia Nightfire: OBJECT_PRIM_EQUIVALENCE

[13:02] Neva Naughty Designs Christmas Caroling TeddyBear '08 whispers: Preloading your song request. Please wait a few moments...

[13:02] Andrew Linden: Does anyone have the fist 6 min or so of the transcripts for day?

[13:02] Andrew Linden: er... for today?

[13:02] Simon Linden: I have it

[13:02] Duckie Dickins: I think the first 6 minutes we were decorating jonathan. :)

13:02] Hexapoda: llGetXmasSpirit()

[13:02] Andrew Linden: ok Simon, just send me the entire transcript

[13:02] Neva Naughty Designs Christmas Caroling TeddyBear '08 whispers: Playing.

[13:03] Lucia Nightfire: now I know who's missing, its Rex, heh

[13:03] Simon Linden: sure

[13:03] Andrew Linden: cheers

[13:03] Qie Niangao: Thanks folks. Have fun all!

[13:03] Mona Eberhardt: Thanks Lindens.

[13:03] Ima Mechanique: bye all

[13:03] Jonathan Yap: thank you

[13:03] Mona Eberhardt: Take care, all.

[13:03] Yuzuru Jewell: Thank you, Lindens.

[13:03] Whirly Fizzle: Ty Lindens

[13:03] Jenna Felton: yes, got to go too. Have a good week all and thank you for meeting Lindens

[13:03] Nalates Urriah: bye - thx Lindens

[13:03] Duckie Dickins: Thanks for the meeting!

[13:03] Simon Linden: Thanks everyone for coming and the good chat and ideas

[13:04] Andrew Linden: Oh right, I've got a question for Whirly...

[13:04] Whirly Fizzle: o.O

[13:04] Lexbot Sinister: See you again next week! Don't forget to bring bears and gifts :P

[13:04] Whirly Fizzle: I didn't do it!

[13:04] Lucia Nightfire: non-perishables too

[13:04] Andrew Linden: Whirly, a resident was asking me how they could get access to the bug reports

[13:04] Andrew Linden: I know you have access, and a few other Residents

[13:05] Andrew Linden: and I know I asked this before in the past, but I forget the answer...

[13:05] Whirly Fizzle: They need to ping Alexa or Oz and fit the criteria for access

[13:05] Jonathan Yap: There is a special JIRA group for that

[13:05] Duckie Dickins whispers: You drop off a pile of starbucks gift cards at the main office. :)

[13:05] Andrew Linden: ok thanks. Yeah, that was the question.

[13:05] Lucia Nightfire: they have to 'survive' the initiation and orientation process

[13:05] Lucia Nightfire: and set a new record for getting coffe and doughnuts

[13:05] Andrew Linden: ok thanks.

[13:06] Lucia Nightfire: somethign like that, heh

[13:06] Whirly Fizzle: Criteria is (as far as I know): Have a CA on file with LL and be an active contribter, be part of a TPV team or already have been in the good-citizens JIRA group before the JIRA closedown. people were added to this group after being helpful on JIRA for some time.

[13:06] Duckie Dickins: maybe x% amount of the jiras have to be filed by you. :)

[13:07] Whirly Fizzle: Proably Alexa really

[13:07] Whirly Fizzle: But Oz or Alexa are who they need to ping

[13:07] Andrew Linden: Thanks, I will relay that info.

[13:07] Lucia Nightfire: Whirl has 51% of shares, I mean jiras, he



Simulator_User_Group

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