Beta Server Office Hours/Minutes/2013-05-02

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[2013/05/02 15:02]  Inara Breen: Hey, all
[2013/05/02 15:02]  Motor Loon: ey guys
[2013/05/02 15:02]  Maestro Linden: Hi guys
[2013/05/02 15:02]  Nal (nalates.urriah): Hi
[2013/05/02 15:02]  Kallista Arliss (kallista.destiny): Hi Maestro
[2013/05/02 15:02]  Baker Linden: oh phew, another linden
[2013/05/02 15:02]  Duckie Dickins: hi
[2013/05/02 15:02]  Motor Loon: haha
[2013/05/02 15:02]  Kallista Arliss (kallista.destiny): Hi Baker
[2013/05/02 15:02]  Rex Cronon: hi baker, blake, kennylex, inara, mestor
[2013/05/02 15:02]  Motor Loon: chicken!
[2013/05/02 15:02]  Motor Loon: °͜°
[2013/05/02 15:02]  Rex Cronon: maestro*
[2013/05/02 15:03]  Margithe: Hi alll!
[2013/05/02 15:03]  Kallista Arliss (kallista.destiny): I've got my sunglasses on just incase Kelly shows up
[2013/05/02 15:03]  Rex Cronon: hi
[2013/05/02 15:03]  Maestro Linden: How's everybody doing?
[2013/05/02 15:03]  Motor Loon: Not too crappy
[2013/05/02 15:03]  Blake Burger: doing good over here :)
[2013/05/02 15:03]  Kallista Arliss (kallista.destiny): Well enough
[2013/05/02 15:03]  Rex Cronon: busy
[2013/05/02 15:03]  Maestro Linden: There's a heat advisory around here in SF
[2013/05/02 15:04]  Nal (nalates.urriah): Big fires in California today
[2013/05/02 15:04]  Blake Burger: it was like 80 yesterday and now 57 in chicagoland
[2013/05/02 15:04]  Rex Cronon: buy bucket with ice cubes:)
[2013/05/02 15:04]  Kallista Arliss (kallista.destiny): Several brush fires here is SOCal
[2013/05/02 15:04]  Maestro Linden: It's only in the low 80s in downtown SF, but it's up in the 90s if you go more inland
[2013/05/02 15:04]  Nal (nalates.urriah): Snow in Denver...
[2013/05/02 15:04]  Motor Loon: sighs... wish it was hot enough here for fires
[2013/05/02 15:04]  Baker Linden: Wait, really, Nal?
[2013/05/02 15:05]  Nal (nalates.urriah): This week, yes Baker
[2013/05/02 15:05]  Kallista Arliss (kallista.destiny): Motor no you don't
[2013/05/02 15:05]  Rex Cronon: too bad we can't tp in rl. teleporting some snow from denver to ca would be wonderful:)
[2013/05/02 15:05]  Motor Loon: well, mabye not... but still... anything close to it would do just fine
[2013/05/02 15:05]  Kallista Arliss (kallista.destiny): Not hot, just smoky and windy
[2013/05/02 15:05]  Margithe: 6 c where i am, so stop bragging you people >.<
[2013/05/02 15:06]  Baker Linden: Wow, I used to live in the Denver area. That sucks that it's not warmer
[2013/05/02 15:06]  Motor Loon: /me goes to put on a sweater
[2013/05/02 15:06]  Kallista Arliss (kallista.destiny): Hey it's still hockey season.
[2013/05/02 15:07]  Maestro Linden: Well, let's get started
[2013/05/02 15:07]  Maestro Linden: https://wiki.secondlife.com/wiki/Server_Beta_User_Group#Agenda
[2013/05/02 15:07]  Kallista Arliss (kallista.destiny): Oh speaking of loacations, where are the LL data centers now?
[2013/05/02 15:08]  Maestro Linden: Phoenix and Dallas for sure; I think some sims are in DC too
[2013/05/02 15:08]  Maestro Linden: We had another interesting week in server release land
[2013/05/02 15:08]  Kallista Arliss (kallista.destiny): None in SFO?
[2013/05/02 15:09]  Maestro Linden: nope
[2013/05/02 15:09]  Maestro Linden: The main channel got a rollback, which is pretty rare
[2013/05/02 15:09]  Maestro Linden: the rollback was to the previous version on SLS
[2013/05/02 15:09]  Kennylex Luckless: What is SFO?
[2013/05/02 15:10]  Maestro Linden: and the reason for the rollback was a grid-wide performance issue related to region presence lookups
[2013/05/02 15:10]  Maestro Linden: the sims were hitting the service too hard, causing stability problems
[2013/05/02 15:11]  Jenna Felton: is this causing teleport problems?
[2013/05/02 15:11]  Coco: is this causing teleport problems?
[2013/05/02 15:11]  Maestro Linden: the rollback had the unfortunate effect of removing support for the new LSL functions like llSetAnimationOverride()
[2013/05/02 15:11]  Baker Linden: Kennylex, SFO is the airport code for San Francisco Int'l Airport, but I think it was meant to just indicate San Francisco.
[2013/05/02 15:11]  Lucia Nightfire: and teh PF fixes
[2013/05/02 15:11]  Maestro Linden: that too Lucia
[2013/05/02 15:11]  Coco: You should learn the commands!
 /8#help = this text
 /8#reset = resetting
 /8#name on | off = toggle floating text
 /8#rename "what ever" = change pet name
 /8#random on | off = Animation random or sequential
 /8#touch on | off = toggle touch
 /8#babble on | off = toggle babble public chat
 /8#sound on | off = toggle Animation-Sound
 /8#vol 0 - 10 = sound volume
 (you can add more different soundfiles into the object.)
[2013/05/02 15:12]  Lucia Nightfire: ...
[2013/05/02 15:12]  Maestro Linden: Jenna, I think it could cause problems with TP in some cases
[2013/05/02 15:12]  Jenna Felton: ok
[2013/05/02 15:12]  Maestro Linden: but you'd also see cases of regions not connecting to their neighbors, in some cases
[2013/05/02 15:13]  Maestro Linden: LeTigre got a new version, which is just like last week's SLS, except that we reverted the change that caused the performance issue
[2013/05/02 15:14]  Maestro Linden: It's the conservative option, in case the changes from the other two channels have their own problems
[2013/05/02 15:14]  Maestro Linden: BlueSteel is still on that experience tools project;
[2013/05/02 15:14]  Margithe: how long before server side AO's are reinstated?
[2013/05/02 15:14]  Maestro Linden: BlueSteel followed the rollback change from SLS
[2013/05/02 15:15]  Lucia Nightfire: I noticed an odd bug on LeTigre too
[2013/05/02 15:15]  Maestro Linden: on this week's LeTigre Lucia?
[2013/05/02 15:15]  Lucia Nightfire: I can describe it as all scripted object script timing capturing was being done at half the rate it should have been.
[2013/05/02 15:15]  Lucia Nightfire: last version
[2013/05/02 15:16]  Maestro Linden: So, llSleep(2) would sleep for 4 seconds?
[2013/05/02 15:16]  Lucia Nightfire: someone dropped one of those inv offer spam objects that governance refuses to blacklist which dropped the region's fps/td to 0 and when it was removed thats when all script timing was being reported at half the rate it should have been
[2013/05/02 15:16]  Lucia Nightfire: meaning
[2013/05/02 15:17]  Lucia Nightfire: all object and agent script timing was taking twice as long to drop
[2013/05/02 15:17]  Lucia Nightfire: and it lasted that way for 36 hous
[2013/05/02 15:17]  Lucia Nightfire: *hours
[2013/05/02 15:17]  Lucia Nightfire: until the restart/roll out
[2013/05/02 15:17]  Lucia Nightfire: there was nothing in the region eating timing too
[2013/05/02 15:18]  Maestro Linden: that's curious
[2013/05/02 15:18]  Lucia Nightfire: indeed
[2013/05/02 15:18]  Simon Linden: so the scripts basically ran at half speed?
[2013/05/02 15:18]  Lucia Nightfire: they were runnign correctly, the reported script timign was taking forever to drop
[2013/05/02 15:19]  Lucia Nightfire: and that was for every agent and rezzed object script time
[2013/05/02 15:19]  Lucia Nightfire: there was no excessive timing in the region during that time
[2013/05/02 15:20]  Lucia Nightfire: can't explain it, heh
[2013/05/02 15:20]  Simon Linden: Are you sure the spam object got fully removed? I wonder if it left something in the region
[2013/05/02 15:20]  Lucia Nightfire: yes all objects were removed
[2013/05/02 15:21]  Lucia Nightfire: there was no excessive timing occurring, which is what I why I couldn't figure out why agent and object script timing was taking so long to drop
[2013/05/02 15:21]  Lucia Nightfire: esp when scripts were working fine without lag
[2013/05/02 15:22]  Maestro Linden: Ok
[2013/05/02 15:22]  Lucia Nightfire: weird, huh
[2013/05/02 15:22]  Maestro Linden: yeah
[2013/05/02 15:22]  Maestro Linden: Let's see, finally, we have Magnum. Magnum is on the same project as last week,
[2013/05/02 15:23]  Maestro Linden: which includes the new changes for LSL HTTP functions, and also includes the stuff that was in last week's SLS
[2013/05/02 15:23]  Maestro Linden: Magnum's only change was that one performance fix
[2013/05/02 15:24]  Maestro Linden: I'm hoping that Magnum is OK this week, so that we can get its changes out
[2013/05/02 15:25]  Maestro Linden: Well, that's all I have for updates. I'm still in Materials viewer testing land, so I don't have anything else relating to server
[2013/05/02 15:26]  Lares Carter: Ooops, missed the time. Can someone please send me a notecard with the chat of the first half hour of the meeting?
[2013/05/02 15:26]  Yuzuru (yuzuru.jewell): Me too..
[2013/05/02 15:27]  Lucia Nightfire: Was BUG-2467 not a winner? I figured that would help land owner's out alot.
[2013/05/02 15:27]  Lucia Nightfire: also, can you please mention why not when those get clsoed as not applicable as thats sort of confusing closing with that label, heh
[2013/05/02 15:28]  Maestro Linden: The "not a bug" resolution is given to feature requests
[2013/05/02 15:29]  Maestro Linden: which changes status to 'not applicable'
[2013/05/02 15:29]  Lucia Nightfire: I've filed feature requests under BUG before taht were accepted.
[2013/05/02 15:29]  Lucia Nightfire: Theres no other category to file anything under except SEC and BUG
[2013/05/02 15:30]  Rex Cronon: we need a new categry "REQUESTS" :)
[2013/05/02 15:30]  Baker Linden: Yuzuru, Lares, you can get the full transcript shortly after the meeting here: http://wiki.secondlife.com/wiki/Server_Beta_User_Group#Agenda
[2013/05/02 15:30]  Rex Cronon: i request that we have requests:)
[2013/05/02 15:30]  Maestro Linden: Yeah, that's the correct/only way to file feature requests, Lucia
[2013/05/02 15:30]  Yuzuru (yuzuru.jewell): Thank you, Baker.
[2013/05/02 15:31]  Lucia Nightfire: yeah, thats what I did, though, lol
[2013/05/02 15:31]  Lucia Nightfire: so what did I do wrong?
[2013/05/02 15:32]  Maestro Linden: it's right. it's on the list of feature requests
[2013/05/02 15:34]  Lucia Nightfire: yeah, I was gonna poke at giving mainland region owner the ability to acces top scripts and collisions too, but figured taht was an uphill battle so I settled on that request
[2013/05/02 15:36]  Kennylex Luckless: Is it posible to have custom "Edit pose/animation"?
[2013/05/02 15:37]  Jenna Felton: i filled a number of feature request in the Jiira but after the decision to hide the entries from people who not wrote them, i switched to filing frequests in the forum.
[2013/05/02 15:38]  Jenna Felton: so you get a feadback if your idea is god or not at al :)
[2013/05/02 15:38]  Maestro Linden: No, I'm sure that "selection arm" animation is not on the current list of animation states supported by llSetAnimationOverride()
[2013/05/02 15:39]  Rex Cronon: how u guys know how many people want a specific feature if users can't see nor vote on the requests?
[2013/05/02 15:39]  Maestro Linden: I'm not sure if it would be possible for that to be supported as an animation state, since its used in combination with 'standing', etc
[2013/05/02 15:39]  Jenna Felton: thats cool thing Kenny
[2013/05/02 15:39]  Kennylex Luckless: Thnx
[2013/05/02 15:39]  Kennylex Luckless: But the standard edit/select arm can just look to silly.
[2013/05/02 15:40]  Motor Loon: I rather injoy the "feature"
[2013/05/02 15:40]  Jenna Felton: and the frequent nod animation, too
[2013/05/02 15:40]  Nal (nalates.urriah): I'm with Kenny on that one...
[2013/05/02 15:40]  Maestro Linden: looks like the animation is called 'editing', Kenny
[2013/05/02 15:40]  Maestro Linden: maybe you could stop it manually?
[2013/05/02 15:41]  Kennylex Luckless: I want a custom one so I can look like a guru when I edit... or like I sleep :)
[2013/05/02 15:41]  Whirly Fizzle: You can. Disable pointer target. Not sure if V3 lets you
[2013/05/02 15:41]  Whirly Fizzle: Maybe a debug
[2013/05/02 15:42]  Kennylex Luckless: But hand inside my body when I edit, not cool.
[2013/05/02 15:42]  Whirly Fizzle: Is PrivatePointAtTarget in your debug?
[2013/05/02 15:42]  Jenna Felton: debug settings - "PrivatePointAtTarget" - PrivatePointAtTarget: If true, viewer won't show the editing arm motion.
[2013/05/02 15:42]  Jenna Felton: at least in Firestorm
[2013/05/02 15:43]  Motor Loon: some anims in my AO seems to override it fine
[2013/05/02 15:43]  Maestro Linden: I don't see that or DisablePointerTarget in debug settings for 'Second Life 3.5.1 (274821) Apr 25 2013 16:01:25 (Second Life Release)'
[2013/05/02 15:43]  Jenna Felton: ok, than it is proprietary seting
[2013/05/02 15:43]  Maestro Linden: the priority of 'editing' is only 2, so that would make sense, Motor
[2013/05/02 15:43]  Motor Loon: yeah
[2013/05/02 15:45]  Motor Loon: it aint perfect, but not too bad
[2013/05/02 15:46]  Motor Loon: oh interesting... try dropping a physical cube here
[2013/05/02 15:46]  Motor Loon: goes offworld right away
[2013/05/02 15:46]  Lucia Nightfire: heh
[2013/05/02 15:46]  Lucia Nightfire: that is my shield knocking it away I'd bet
[2013/05/02 15:46]  Lucia Nightfire: eye candy off
[2013/05/02 15:46]  rullin Rotaru: wow
[2013/05/02 15:47]  Motor Loon: oh could be the shield
[2013/05/02 15:47]  Motor Loon: yeah seemes so
[2013/05/02 15:47]  Motor Loon: nvm then
[2013/05/02 15:47]  Motor Loon: lol
[2013/05/02 15:47]  Margithe: Would it be completely impossible to start replacing some default animations entirely?
[2013/05/02 15:47]  Margithe: As part of resident retention program?
[2013/05/02 15:48]  Maestro Linden: there was that viewer-side update to replace the walking animation, not too long ago
[2013/05/02 15:49]  Nal (nalates.urriah): Thought the Lab ran a contest or something to get new walk and other animations for the defaults. What happened to those?
[2013/05/02 15:49]  Maestro Linden: I think that happened?
[2013/05/02 15:49]  Simon Linden: /me is clueless (about this, at least)
[2013/05/02 15:50]  Maestro Linden: though I'm not sure if this walk is the contest winner or was selected some other way
[2013/05/02 15:50]  Whirly Fizzle: UseNewWalkRun flips between old & new?
[2013/05/02 15:50]  Margithe: hmm, alright. I haven't heard about it
[2013/05/02 15:50]  Nal (nalates.urriah): Its been so long since I saw the old duck waddle I can't tell of this default is it or not. Still seems pretty lame.
[2013/05/02 15:50]  Jenna Felton: and make the default animations shape-dependend, for male and female avatar shapes
[2013/05/02 15:50]  Jenna Felton: the default anims are rather for male avatars :)
[2013/05/02 15:50]  Maestro Linden: UseNewWalkRun debug setting, defaults to True
[2013/05/02 15:51]  Whirly Fizzle: Both look like a duck waddle heh
[2013/05/02 15:51]  Rex Cronon: so jenna, u want a female soldier to wiggle the rear when marching;)
[2013/05/02 15:51]  Margithe: Was that the new walk, Whirly?
[2013/05/02 15:51]  Motor Loon: atleast it provides a good market for AO builders °͜°
[2013/05/02 15:51]  Nal (nalates.urriah): The default for UseNewWalkRun is TRUE...
[2013/05/02 15:51]  Jenna Felton: not too female, though :)
[2013/05/02 15:51]  Whirly Fizzle: Looks the sme to me
[2013/05/02 15:51]  Nal (nalates.urriah): Me too.
[2013/05/02 15:52]  Jenna Felton: but i guess new residents who dont know anything about AOs is rather scared by the way of walking
[2013/05/02 15:52]  Whirly Fizzle: Maybe needs a relog, not sure
[2013/05/02 15:52]  Margithe: i got the duck waddle, yours looked like it was sliding on mud
[2013/05/02 15:52]  Margithe: Maestro is sliding a lot too
[2013/05/02 15:52]  Jenna Felton: yes
[2013/05/02 15:52]  Lucia Nightfire: [15:52:44] Eclipse ESP HUD (T) v0.54328: Last collisions detected:
 Agent: Maestro Linden, Velocity: 1 m/s, Mass: 1.669 lgs, Time: 4 seconds ago
[2013/05/02 15:52]  Margithe: /me facepalms
[2013/05/02 15:53]  Nal (nalates.urriah): Meastro's walk is just wierd.
[2013/05/02 15:53]  Jenna Felton: steped into a uil spot and tries to stop sliding :)
[2013/05/02 15:53]  Jenna Felton: oil spot*
[2013/05/02 15:53]  Kallista Arliss (kallista.destiny): Ministry of Funny walks
[2013/05/02 15:53]  Maestro Linden: I imagine the next round of default avatars may come with custom animations
[2013/05/02 15:53]  Maestro Linden: using the new system, I mean
[2013/05/02 15:53]  Whirly Fizzle: Hopefully no invisiprums this time ^^
[2013/05/02 15:53]  Jenna Felton: that is great than, Maestro
[2013/05/02 15:53]  Set Velociraptor AO: Got override permission
[2013/05/02 15:53]  Set Velociraptor AO: Removing previous overrides
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'Standing' to animation 'draconianstand'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'Sitting' to animation 'draconiansitobject'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'Sitting on Ground' to animation 'draconiansit'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'Jumping' to animation 'satyrjump'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'Hovering' to animation 'aviaoshover'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'CrouchWalking' to animation 'acid trip'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'Walking' to animation 'draconianwalk'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'Running' to animation 'draconianrun'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'Hovering Up' to animation 'aviaosflyup'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'PreJumping' to animation 'draconianprejump'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'Hovering Down' to animation 'aviaosdive'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'FlyingSlow' to animation 'skyBORN_fly1'.
[2013/05/02 15:53]  Set Velociraptor AO: Setting animation state 'Flying' to animation 'aviaosflyforward'.
[2013/05/02 15:53]  Nal (nalates.urriah): Next round of default avatars?
[2013/05/02 15:53]  Whirly Fizzle: *invisiprims
[2013/05/02 15:54]  Jenna Felton: ah, something worn that overrides the anims
[2013/05/02 15:54]  Maestro Linden: the ones at https://join.secondlife.com/ , whenever that's refreshed
[2013/05/02 15:54]  Margithe: And showcase the newest shiny with materials, too
[2013/05/02 15:54]  Whirly Fizzle: The werewolds have a built in AO
[2013/05/02 15:54]  Kallista Arliss (kallista.destiny): Is they the bicycle riding animation?
[2013/05/02 15:54]  Lucia Nightfire: lool
[2013/05/02 15:54]  Kennylex Luckless: :D
[2013/05/02 15:54]  Jenna Felton: Michael Jakson walk
[2013/05/02 15:55]  Jenna Felton: almost
[2013/05/02 15:55]  rullin Rotaru: Maestro, are you ok? :))
[2013/05/02 15:55]  Jenna Felton: looks as if he want hunt my avatar
[2013/05/02 15:55]  Maestro Linden: :)
[2013/05/02 15:55]  Whirly Fizzle: Looks constipated
[2013/05/02 15:55]  Motor Loon: lol
[2013/05/02 15:55]  Nal (nalates.urriah): ll
[2013/05/02 15:55]  Kennylex Luckless: I think I has to relog, ava change made me stranger than normal
[2013/05/02 15:56]  Lucia Nightfire: bugs can make you constipated
[2013/05/02 15:56]  Lucia Nightfire: when they crawl in, heh
[2013/05/02 15:56]  Whirly Fizzle: Ewwwww
[2013/05/02 15:56]  Lucia Nightfire: lmao
[2013/05/02 15:56]  Motor Loon: oh can we talk about the automatic rollbacks during griefing btw
[2013/05/02 15:57]  Maestro Linden: You mean region crashes, Motor?
[2013/05/02 15:57]  Motor Loon: I notice that often during a simcrasher greifing, some of my regions will repeat crash alot... followed by a final automatic rollback of the region
[2013/05/02 15:57]  Motor Loon: not a big fan of that really
[2013/05/02 15:57]  Margithe: The automatic rollback depends on sim state saving, no?
[2013/05/02 15:57]  Motor Loon: example:
[2013/05/02 15:57]  Motor Loon: went down 2 times before this and then followed by
 [12:01] Motorworld: down
 [12:02] Motorworld: up
 [12:04] Motorworld: down
 [12:05] Motorworld: up
 [12:07] Motorworld: crashed
[2013/05/02 15:58]  Lucia Nightfire: heh, I had a 19 roll back from one of those once, while the region was up and down for 10 min
[2013/05/02 15:58]  Lucia Nightfire: *hour
[2013/05/02 15:58]  Lucia Nightfire: 19 hour
[2013/05/02 15:58]  Margithe: and us peons can not know when the sim state is saved- so it rolls back on restart.
[2013/05/02 15:58]  Motor Loon: when it came back, stuff I had removed ealier was back, so for sure a rollback happened
[2013/05/02 15:58]  Maestro Linden: so it got into a state where the latest simstate was unable to launch
[2013/05/02 15:58]  Motor Loon: must be possible to do the system better than that
[2013/05/02 15:59]  Lucia Nightfire: what support cannot seem to answer is if sim state saves were repeatedly corrupted and/or why
[2013/05/02 15:59]  Maestro Linden: My guess is that support noticed the crash loop and rolled it back to the second most recent simstate save
[2013/05/02 15:59]  Motor Loon: like for example... if a region has autoreturn on, why not force a return of object not set to the right group BEFORE it goes live and crashes again because of some silly griefer object
[2013/05/02 15:59]  Motor Loon: that atleast would limit it to a single crash
[2013/05/02 15:59]  Motor Loon: and no rollbacks
[2013/05/02 15:59]  Rex Cronon: i g2g. tc everybody and have a nice day:)
[2013/05/02 16:00]  Nal (nalates.urriah): Motor that sounds like a good featuer request.
[2013/05/02 16:00]  Maestro Linden: yes
[2013/05/02 16:00]  Motor Loon: Shouldnt need to suggest that, you devs are clever °͜°
[2013/05/02 16:01]  Lucia Nightfire: imo, if a rollback occurs, all copyable public rezzed objects should go poof and no-copy public objects returned
[2013/05/02 16:01]  Margithe: Oh, actually, it would also mean you don't have to wait forever to get objects back from a sim that crashed... on the other hand, wouldn't that possibly eat non-copy objects?
[2013/05/02 16:01]  Lucia Nightfire: key word being public rezzed
[2013/05/02 16:01]  Kallista Arliss (kallista.destiny): The regione doesn;t know about the later state, how can they be returned?
[2013/05/02 16:01]  Motor Loon: ..providing the sim uses autoreturn ofcourse... we dont want any "mishaps"
[2013/05/02 16:02]  Jenna Felton: when you enforce autoreturn, i know a sim that will become half empty if that hapens.
[2013/05/02 16:03]  Motor Loon: I had one of the girls file an AR on Gov. Linden btw, to get the logs checked from those multiple incedents, hopefully a crashmode fix could be sorted which is ever better...
[2013/05/02 16:03]  Jenna Felton: because a number of residents not understood to put objekts into gthe group
[2013/05/02 16:03]  Motor Loon: well, if the sim already had autoreturn on - it makes no difference
[2013/05/02 16:03]  Lucia Nightfire: I also wish that there was a DIE_ON_RETURN status that content creators could apply to copyable objects
[2013/05/02 16:03]  Lucia Nightfire: would clean up alot of stuff peopel leave behind
[2013/05/02 16:04]  Lucia Nightfire: like simple containers
[2013/05/02 16:04]  Lucia Nightfire: and maybe be easier on the asset servers
[2013/05/02 16:04]  Motor Loon: make the container a temporary object?
[2013/05/02 16:04]  Lucia Nightfire: not many creators like that
[2013/05/02 16:04]  Lucia Nightfire: as containers are also indirect advertisment
[2013/05/02 16:04]  Jenna Felton: yes, set temp state and you are fine
[2013/05/02 16:04]  Motor Loon: then they probably wont like the other feature either
[2013/05/02 16:05]  Lucia Nightfire: its return though, meaning it exists as long as it would without
[2013/05/02 16:05]  Margithe: in a laggy sandbox, the temp container might vanish before you get the stuff out of it'
[2013/05/02 16:05]  Maestro Linden: Looks like we're out of time
[2013/05/02 16:05]  Kallista Arliss (kallista.destiny): Thank you all
[2013/05/02 16:05]  Maestro Linden: whispers: Thanks for coming, everybody
[2013/05/02 16:05]  Nal (nalates.urriah): We can't extend the temp time-to-live. That is pretty short time frame for noobs to figure out what to so with a package...
[2013/05/02 16:05]  Yuzuru (yuzuru.jewell): Thank you!
[2013/05/02 16:05]  Simon Linden: Thanks everyone for coming, see you next time
[2013/05/02 16:05]  Whirly Fizzle: Thanks Lindens
[2013/05/02 16:06]  Nal (nalates.urriah): Thx Lindens
[2013/05/02 16:06]  Jonathan Yap: Thank you everyone