Beta Server Office Hours/Minutes/2013-05-23

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[2013/05/23 15:01]  Yuzuru (yuzuru.jewell): Hello, Maestro.
[2013/05/23 15:01]  MartinRJ Fayray: Hello Maestro
[2013/05/23 15:01]  Maestro Linden: Hi guys
[2013/05/23 15:01]  Nal (nalates.urriah): Hi
[2013/05/23 15:01]  Theresa Tennyson: Hi Maestro!
[2013/05/23 15:01]  Shrike Rossini: Halllooooo
[2013/05/23 15:01]  Shrike Rossini: Maestro
[2013/05/23 15:01]  Lares Carter: Hey Maestro
[2013/05/23 15:02]  Inara Breen: Hey Maestro
[2013/05/23 15:02]  Whirly Fizzle: Heya Maestro
[2013/05/23 15:02]  Maestro Linden: How's everybody doing today?
[2013/05/23 15:02]  Jenna Felton: hello Maestro
[2013/05/23 15:02]  Lucia Nightfire: we need more prims here Maestro, can you claim on of teh gov linden parcel nearby? heh
[2013/05/23 15:02]  Lucia Nightfire: *one
[2013/05/23 15:03]  Inara Breen: Right now? Cat herding....
[2013/05/23 15:03]  Maestro Linden: Oh, I can do something that'll have a similar effect
[2013/05/23 15:03]  Lucia Nightfire: GM prim multiplier on
[2013/05/23 15:03]  Maestro Linden: Okay, check 'about land' now, Lucia
[2013/05/23 15:03]  Kennylex Luckless: Beta revolution, Maestro for govenor?
[2013/05/23 15:03]  Lucia Nightfire: yes, tyvm
[2013/05/23 15:04]  Jenna Felton: how that hapened?
[2013/05/23 15:04]  Lucia Nightfire: nvm, its just the object bonus
[2013/05/23 15:04]  Rex Cronon: hello everybody
[2013/05/23 15:04]  Maestro Linden: Yeah, I just increased the object bonus setting for Morris to 2.0
[2013/05/23 15:04]  Kennylex Luckless: Hia
[2013/05/23 15:04]  Jenna Felton: hello Rex
[2013/05/23 15:04]  Kennylex Luckless: Rex
[2013/05/23 15:04]  Lucia Nightfire: although look sGM modded as you don't own any other land here, unless I'm high
[2013/05/23 15:04]  Inara Breen: Hi, Rex
[2013/05/23 15:05]  Rex Cronon: hi jenna, kennylex, inara
[2013/05/23 15:05]  Maestro Linden: with Kelly here, we now have quorum
[2013/05/23 15:05]  Lucia Nightfire: nvm, that'll do it
[2013/05/23 15:05]  Yuzuru (yuzuru.jewell): Hello, Kelly.
[2013/05/23 15:05]  Rex Cronon: when i logged in i was sent to a different sim. said this is down
[2013/05/23 15:05]  tehKellz (kelly.linden): hello.
[2013/05/23 15:05]  Rex Cronon: hello kelly
[2013/05/23 15:05]  Duckie Dickins: Hi Andrew
[2013/05/23 15:05]  Yuzuru (yuzuru.jewell): Hello, Andrew.
[2013/05/23 15:05]  Maestro Linden: Morris has been up for 3 weeks on Aditi
[2013/05/23 15:05]  Rex Cronon: hello andrew, maestro
[2013/05/23 15:06]  Maestro Linden: howdy
[2013/05/23 15:06]  Kennylex Luckless: Hia Andrew.
[2013/05/23 15:06]  Maestro Linden: Okay, let's get started :
[2013/05/23 15:06]  Andrew Linden: hrm... it helps the scene load if I don't limit my viewer bandwidth to 100kbps
[2013/05/23 15:06]  Shrike Rossini: Hello Andrew
[2013/05/23 15:06]  Duckie Dickins: Hi Caleb...seems we got a full crowd of Lindens today. :)
[2013/05/23 15:06]  Caleb Linden: hiya
[2013/05/23 15:06]  Maestro Linden: First.. main grid updates
[2013/05/23 15:06]  Rex Cronon: hi cleb
[2013/05/23 15:06]  Rex Cronon: caleb*
[2013/05/23 15:06]  MartinRJ Fayray: Hi Andrew
[2013/05/23 15:07]  Yuzuru (yuzuru.jewell): Hello, Caleb. You are all black!
[2013/05/23 15:07]  Maestro Linden: The main channel didn't get any updates this week,
[2013/05/23 15:07]  Maestro Linden: because there was only 1 project in RC last week, and we found some bugs in it
[2013/05/23 15:07]  Maestro Linden: but those bugs are now fixed in the update to Magnum
[2013/05/23 15:08]  Lucia Nightfire: verified, ya
[2013/05/23 15:08]  Maestro Linden:
[2013/05/23 15:08]  Maestro Linden: Magnum got some fixes for the new JSON functions, and also a fix for control events in child prims of attachments (Lucia's bug)
[2013/05/23 15:08]  Maestro Linden: Unfortunately, the interim fix for Lucia's bug was to revert the SVC-8227 fix
[2013/05/23 15:09]  Maestro Linden: so llApplyImpulse() and similar functions are once again broken when called in child prims
[2013/05/23 15:09]  Maestro Linden: but we hope to get a 'real' fix in for that sometime in the future
[2013/05/23 15:09]  Maestro Linden: have any of you had a chance to play with the new LSL JSON functions?
[2013/05/23 15:09]  Lucia Nightfire: I have
[2013/05/23 15:10]  Rex Cronon: i don't use json
[2013/05/23 15:10]  Lucia Nightfire: although I don't have any apps that would benefit from it
[2013/05/23 15:10]  Maestro Linden: alright
[2013/05/23 15:10]  Maestro Linden: I haven't heard any feedback since the bug fixes, so hopefully that means it's functioning correctly now..
[2013/05/23 15:11]  Lucia Nightfire: the parsing and substringindex restrictions prevent use in any env for me, but can't do much about it due to teh nature of json I guess
[2013/05/23 15:12]  Jenna Felton: i must admit i tried to figure out what Json is but i stil have no idea and no idea how to use it in LSL
[2013/05/23 15:12]  Fenix Eldritch: I read someone say it could be used for (among other things) hacking arrays into lsl?
[2013/05/23 15:12]  Motor Loon:
[2013/05/23 15:13]  Jenna Felton: and i tald to someone else and her feedback was also to have some examples for Json functions to understand that stuff
[2013/05/23 15:13]  Rex Cronon: from what i understand json is a way to convert data to string format to be passed over the web, more specifically xml
[2013/05/23 15:13]  Fenix Eldritch: /me is mostly ignorant
[2013/05/23 15:13]  Jenna Felton: yes Motor, i read that, but stil not understand :)
[2013/05/23 15:13]  Lucia Nightfire: faux arrays, with static parsers
[2013/05/23 15:14]  tehKellz (kelly.linden): json is a javascript way to describe data and pass data between scripts or services. In that regard one of the biggest benefits of json in LSL is for improving the ability of LSL to interact with 3rd party APIs.
[2013/05/23 15:15]  Jenna Felton: ah. so it is not internal story and not something to use between LSL scripts
[2013/05/23 15:15]  Rex Cronon: sadly xml is not known for its parsing speed:)
[2013/05/23 15:15]  VoidPointer Linden: ^^understatement
[2013/05/23 15:15]  tehKellz (kelly.linden): because it is simple and relatively 'complete' even non-javascript services use it on the internet to exchange data. If you are only working within LSL there may be some specific cases where it is beneficial, but other string to list functionality will probably be fine.
[2013/05/23 15:15]  Jenna Felton: internal - something to use for script itself
[2013/05/23 15:15]  Maestro Linden: Hm, well you could pass it between LSL scripts... it's a handy serialization format for passing various datatypes within strings
[2013/05/23 15:16]  Jenna Felton: ok
[2013/05/23 15:16]  Fenix Eldritch: cool beans
[2013/05/23 15:16]  Lucia Nightfire: its probably ideal to use with external comm with websites sending data in format standards
[2013/05/23 15:16]  Rex Cronon: how much lsl memory does it eat:)
[2013/05/23 15:16]  tehKellz (kelly.linden): that is the intent lucia.
[2013/05/23 15:17]  Lucia Nightfire: which is why I don't yet have apps for it, lol
[2013/05/23 15:17]  Lucia Nightfire: as much as I'd like
[2013/05/23 15:18]  tehKellz (kelly.linden): I've been interested in services like for example which let you store and retrieve data very easily ... in json.
[2013/05/23 15:18]  Lucia Nightfire: hmm, will look into that
[2013/05/23 15:18]  tehKellz (kelly.linden): this is what would work with LSL
[2013/05/23 15:19]  arton Rotaru: Customers: Hello Kitty :p
[2013/05/23 15:19]  Lucia Nightfire: I see LL is a listed customer already, heh
[2013/05/23 15:19]  tehKellz (kelly.linden): not quite sure how or where for that actually lucia.
[2013/05/23 15:20]  Fenix Eldritch: Well respected customers, right up there with the cookie monster :)
[2013/05/23 15:21]  Rex Cronon: what would be really usefull is if LlGetHTTPHeader would be able to read all headers:)
[2013/05/23 15:21]  Andrew Linden: I came today to talk a little bit about the RC project that is on LeTigre -- some final interestlist work.
[2013/05/23 15:22]  Maestro Linden: Yes, actually let's get to that now, Andrew
[2013/05/23 15:22]  Andrew Linden: The main thing in that RC is some minor tweaks to help the scene load a little faster on login and teleport.
[2013/05/23 15:22]  Andrew Linden: The effects are small, especially in the case where you have a full cache for that region
[2013/05/23 15:23]  Andrew Linden: so I'm guessing that no one has really noticed the scene loading any faster.
[2013/05/23 15:23]  Maestro Linden: Does this version introduce 'solid angle' sorting, Andrew?
[2013/05/23 15:23]  Andrew Linden: No Maestro, that has been out for a month or so now.
[2013/05/23 15:23]  Maestro Linden: Ah, right
[2013/05/23 15:24]  Andrew Linden: There was one minor bug I fixed for people with really low bandwidth settings... the updates were not properly getting re-sorted when the camera moved around
[2013/05/23 15:24]  Andrew Linden: so the scene would continue to stream in based on where you were standing when you arrived
[2013/05/23 15:24]  Andrew Linden: but most people with >500kbps bandwidth shouldn't notice that problem -- the scene usually loads fast enough now.
[2013/05/23 15:25]  Motor Loon: if only the cache would work fast too...
[2013/05/23 15:25]  Theresa Tennyson: Would that explain why it sometimes takes forever to see something you walk over to in a heavily built-up sim - it's still sending where you were?
[2013/05/23 15:25]  Andrew Linden: Also, there was a partial fix for meeroo and other objects that move around behind you... when you turn around more of the scene should already look correct -- less last minute moving around.
[2013/05/23 15:25]  Andrew Linden: Theresa, are you still seeing that problem now?
[2013/05/23 15:26]  Maestro Linden: in LeTigre
[2013/05/23 15:26]  Andrew Linden: I'd expect the frequency of that problem to be reduced significantly throughout the world...
[2013/05/23 15:26]  Theresa Tennyson: I used to have it - haven't tested LeTigre yet, except for vehicle tests.
[2013/05/23 15:26]  Andrew Linden: although there were some cases where objects would just refuse to show up... we verified that was a viewer bug.
[2013/05/23 15:27]  Whirly Fizzle: Does V3 still default to 500kbps maxiumum bandwidth setting?
[2013/05/23 15:27]  Andrew Linden: If the objects show up after toggling some viewer parameters (I forget what exact parameters these were) then it is a vewer bug.
[2013/05/23 15:27]  Lucia Nightfire: last tiem I sinstalled it, a few days ago ti was
[2013/05/23 15:27]  Maestro Linden: Yes I think it's still 500kbps by default, Whirly
[2013/05/23 15:27]  Andrew Linden: Yes Whirly, as far as I know 500kpbs is still the default.
[2013/05/23 15:27]  Whirly Fizzle: Can toggle atmo shaders, bump mapping & shiny, basic shaders, wireframe mode - all work.....
[2013/05/23 15:27]  Jonathan Yap: But with the http changes that setting is becoming somewhat obsolete, right?
[2013/05/23 15:28]  Andrew Linden: Richard and I talked about bumping the default up... but decided to wait for us to first take a survey/study to see what people currently set their viewers to.
[2013/05/23 15:28]  Andrew Linden: Thanks Whirlyl.
[2013/05/23 15:28]  Whirly Fizzle: That bandwidth setting works in weird ways heh.
[2013/05/23 15:28]  Andrew Linden: So, if the scene doesn't show up in a timely way, and it isn't a viewer bug, I'll be very interested to hear about it.
[2013/05/23 15:28]  Maestro Linden: /me always moves that slider to the far right
[2013/05/23 15:29]  And all I got was this lousy DN (tankmaster.finesmith): weve found some strange issues with a higher bandwith level
[2013/05/23 15:29]  Whirly Fizzle: Also, doesn't the server cap at 3k anyway? So wahy does that slider go to 10k?
[2013/05/23 15:29]  Jonathan Yap: I thought there was some good reason for keeping it <1,500
[2013/05/23 15:29]  And all I got was this lousy DN (tankmaster.finesmith): thats why we lowered the max you can set it to to 3k
[2013/05/23 15:29]  Whirly Fizzle: 1500 seems "optimal" for most people.
[2013/05/23 15:29]  Andrew Linden: Also, if anyone has noticed differences in their meeroo's (or similarly animated objects) updating behind the viewer I'm also interested
[2013/05/23 15:29]  Kennylex Luckless: Yes, I got a clog on 10 000 and 1500 to 2000 works best for me
[2013/05/23 15:30]  Andrew Linden: Finally, there was a minor bug where the green avatar dots on the minimap would not update correctly for avatars behind the camera
[2013/05/23 15:30]  And all I got was this lousy DN (tankmaster.finesmith): theres some bugs in the viewer also with a setting higher than 2k in regards to backing off
[2013/05/23 15:30]  Whirly Fizzle: Yeah
[2013/05/23 15:30]  Andrew Linden: That is theoretically fixed in LeTigre.
[2013/05/23 15:31]  Whirly Fizzle: (unexpected behavior with UDP throttling when bandwidth is set higher than 1900 )
[2013/05/23 15:31]  Andrew Linden: TankMaster, the viewer does not control the incoming bandwidth > 2k.
[2013/05/23 15:31]  Andrew Linden: the viewer tells the server what its bandwidth is
[2013/05/23 15:31]  Andrew Linden: and the server tries to follow the suggestion
[2013/05/23 15:31]  Andrew Linden: so if something funny is going on > 2k (I assume you mean > 2000 * kbps) then I would suspect the server.
[2013/05/23 15:32]  Jonathan Yap: Andrew, do you send CoarseUpdates for all agents in a region still, or are you eliminating some?
[2013/05/23 15:32]  Andrew Linden: btw, if you set the bandwidth higher than your true physical bandwidth then weird things will happen... namely packet loss
[2013/05/23 15:32]  Whirly Fizzle: Yusssss
[2013/05/23 15:32]  And all I got was this lousy DN (tankmaster.finesmith): no, the viewer doesn't properly raise back to the user setting or something like that after backing off for a while
[2013/05/23 15:32]  Jenna Felton: Talking about avatars and Le Tigre, i noticed another strange behaviour on that sim. When i move my camera far away out the scene so i dont see people around me, and environment i am. Than my viewer-side radar reports everyone left my chat range and when i return camera to my position, everyone enters the chat range accto radar. This is hapens on LeTigre only when i obsered right. For example not here right now.
[2013/05/23 15:32]  Whirly Fizzle: Thats why id be careful setting the default higher heh
[2013/05/23 15:33]  Andrew Linden: No Jonathan, nothing changed with CoarseUpdates, however I think the viewer will override the CoarseUpdates for avatars that are in the render pipeline
[2013/05/23 15:33]  Andrew Linden: so avatars that were in view in front of you and walk around behind you... the green dot shows up based on the position of the avatar as known by the render pipeline (If I understand it correctly)
[2013/05/23 15:33]  Whirly Fizzle: Is that on Firestorm Jenna with the client radar?
[2013/05/23 15:33]  Jenna Felton: i am using Firestorm. Failed to test it with SL viewer by now.
[2013/05/23 15:34]  Andrew Linden: and the old server will throttle the position updates for objects behind down to about 1 update every 5 seconds
[2013/05/23 15:34]  Whirly Fizzle: Thats been happening since interest list changes.
[2013/05/23 15:34]  Jonathan Yap: The mini map has two inputs for avatar position: one is data from the coarse updates (which is how it knows if you are above or below when >1020m and in draw distance)
[2013/05/23 15:34]  Whirly Fizzle: Maybe its worse with the changes on leTigre now? I don't know
[2013/05/23 15:35]  Andrew Linden: I would expect the client radar to be working correctly on LeTigre now.
[2013/05/23 15:35]  Andrew Linden: If not, then I'd like to hear about it.
[2013/05/23 15:36]  Andrew Linden: Finally, I have a new idea on how to fix the "meeroo don't update behind the camera" problem... but I need to test it to see if it is performant enough.
[2013/05/23 15:36]  Jenna Felton: I will test it. thinking close i can nt test that on SL viewer, unless it also has client-side radar :)
[2013/05/23 15:36]  MartinRJ Fayray: the map problem is BUG-2437 I think
[2013/05/23 15:36]  Andrew Linden: So that is probably what I'll be working on tomorrow and early next week.
[2013/05/23 15:37]  Maestro Linden: yes that sounds right to me, MartinRJ ("minimap update rate for people behind is too low")
[2013/05/23 15:37]  Andrew Linden: Oh yeah, LeTigre introduced a new server crash mode, but it is rare... only about 6 per day.
[2013/05/23 15:37]  Whirly Fizzle: Dud you get sent the epro item from Andrew?
[2013/05/23 15:37]  Andrew Linden: I already have a fix for that.
[2013/05/23 15:37]  Whirly Fizzle: *did
[2013/05/23 15:37]  Andrew Linden: er... a fix for the crash mode.
[2013/05/23 15:37]  Whirly Fizzle: *repro >.<
[2013/05/23 15:38]  Andrew Linden: Yes MartinRJ, you're right about BUG-2437. I'll try to add a comment to it.
[2013/05/23 15:38]  Lucia Nightfire: Maestro, was there anything new or significant in SEC-1277 that needed to be sent to the server devs?
[2013/05/23 15:38]  Andrew Linden: Whirly, I think BUG-2644 (pathfinding characters not updating behind the camera) is the same problem as the meeroo animation.
[2013/05/23 15:38]  Andrew Linden: So I hope to fix it correctly soon.
[2013/05/23 15:39]  Rex Cronon: i think i have small problem possibly due to how the new interest list works, or maybe the sim is discarding very fast from temp cache all the objects that r no longer rezzed.
[2013/05/23 15:39]  Whirly Fizzle: Okay :)
[2013/05/23 15:39]  Rex Cronon: i have a main script that turns on a secondary script that feeds it some data. the problem is that the main script can't seem to see the secondary script when the object is rezzed. it used to be that it happened only the first time the object was rezzed. now it happens every time the object is rezzed if there is no copy of the object in the sim:(
[2013/05/23 15:39]  Andrew Linden: I don't have the repro item yet as far as I know, but I think I know exactly what is going on there.
[2013/05/23 15:39]  Maestro Linden: Lucia, if you have a way to reliably trigger it, that would be helpful. So far it seems like it may happen randomly
[2013/05/23 15:40]  Lucia Nightfire: that data is all I have
[2013/05/23 15:40]  Maestro Linden: fair enough
[2013/05/23 15:40]  Lucia Nightfire: no time to determine anything else by lsl
[2013/05/23 15:40]  Andrew Linden: Rex, if you add a delay can the first script see the second?
[2013/05/23 15:40]  Lucia Nightfire: split second crash
[2013/05/23 15:41]  Rex Cronon: i tried before with delay it made no difference
[2013/05/23 15:42]  Andrew Linden: Hrm... well if it reproduces reliably it sounds like something that we could probably fix, if we had a repro object.
[2013/05/23 15:43]  Inara Breen: .
[2013/05/23 15:44]  Maestro Linden: is that llmessagelinked, rex?
[2013/05/23 15:44]  Rex Cronon: yes
[2013/05/23 15:44]  Lucia Nightfire: I do a two second delay before enabling a script that was first introduced to a region unabled, seems to prevvent the failed to find script or wth the error is
[2013/05/23 15:44]  Maestro Linden: hm, I could see that happening if the first script loaded before the second one
[2013/05/23 15:45]  Rex Cronon: ok. here doesn't seem to happen the second time
[2013/05/23 15:45]  Lucia Nightfire: *disabled, bah, still waking up, lol
[2013/05/23 15:46]  Rex Cronon: strange. must have been the sim i was in. rausch:)
[2013/05/23 15:46]  Lucia Nightfire: anything can happen in Rausch or WT, heh
[2013/05/23 15:46]  tehKellz (kelly.linden): what call is not finding the other script, specifically?
[2013/05/23 15:46]  Rex Cronon: reset
[2013/05/23 15:46]  Jenna Felton: perhaps there should be a script state that delays the script say on relog or region change, until the complete object is loaded
[2013/05/23 15:46]  Maestro Linden: llResetOtherScript?
[2013/05/23 15:46]  Rex Cronon: yes
[2013/05/23 15:47]  Whirly Fizzle: Is this related to ?
[2013/05/23 15:47]  tehKellz (kelly.linden): okay, yeah that function won't work unless the other script is already running.
[2013/05/23 15:47]  Lucia Nightfire: llSetScriptState() also fails for me on first introduced disabled scripts on rez
[2013/05/23 15:47]  Rex Cronon: well. it works the secon time
[2013/05/23 15:48]  tehKellz (kelly.linden): I suppose we could delay running any script in a task until all scripts in that task were fully running.
[2013/05/23 15:48]  Lucia Nightfire: ie, first time the object containing the disabled script is rezzed in a region
[2013/05/23 15:48]  Lucia Nightfire: thereafter it won't fail
[2013/05/23 15:48]  Maestro Linden: I liked the idea of a new event handler for 'fully loaded'
[2013/05/23 15:48]  tehKellz (kelly.linden): the first time is harder
[2013/05/23 15:48]  tehKellz (kelly.linden): I don't really like the idea of a new event for it.
[2013/05/23 15:48]  Andrew Linden: /me wonders if anyone is relying on one script being able to run before others are loaded.
[2013/05/23 15:48]  Lucia Nightfire: I give it 2 sec before attempting to set the state to true and it hasn't failed yet
[2013/05/23 15:49]  tehKellz (kelly.linden): Andrew: if your scripts did not interact with each other, things might appear to start quicker sometimes
[2013/05/23 15:49]  Maestro Linden: alternatively you could have them do some sort of handshake upon rez or crossing
[2013/05/23 15:49]  Andrew Linden: Sure, especially if you load a lot of scripts onto the object.
[2013/05/23 15:50]  Rex Cronon: it happens even if i have only 2 script in the object
[2013/05/23 15:50]  Lucia Nightfire: ya, mine was about 7 scripts I think
[2013/05/23 15:50]  Lucia Nightfire: enablign one
[2013/05/23 15:50]  Motor Loon: Speaking of scripting, on a sidenote, you guys know if there's already a feature request in for something like... llTriggerLinkSound(integer link, string sound, float volume); plus the family, play/loop/stop... I'd find it highly useful for larger low scripted builds with multiple sound sources (like houses/boats and such), must be fairly easy to implement and would sure save me alot of then un-needed scripts in some builds...
[2013/05/23 15:51]  Rex Cronon: the second script purpose is only to feed data using linkmessage than it turns itself off. the master script can't find secont script to turn it on in the first place
[2013/05/23 15:51]  arton Rotaru: there are more than one requests Motor, but fairly old ones
[2013/05/23 15:51]  tehKellz (kelly.linden): Rex: unless the second script is 'running' already and fully loaded from being rezzed then the first script will not 'find' it.
[2013/05/23 15:52]  Rex Cronon: so, how long does the master have to sleep first time is rezzed so that the second script is fully loaded?
[2013/05/23 15:52]  Lucia Nightfire: depends on lag, heh
[2013/05/23 15:53]  Lucia Nightfire: but what doesn't, heh
[2013/05/23 15:53]  tehKellz (kelly.linden): depends on the region and the size of the scripts.
[2013/05/23 15:53]  Jonathan Yap: Are these 2 scripts in different prims?
[2013/05/23 15:53]  Rex Cronon: same prim
[2013/05/23 15:53]  tehKellz (kelly.linden): 2 seconds seems extreme but should work nearly always.
[2013/05/23 15:53]  Whirly Fizzle: Motor?
[2013/05/23 15:53]  Rex Cronon: it didn't kelly, but i will have to try again
[2013/05/23 15:53]  Lucia Nightfire: it is extreme, but the app wasn't timing cirtical on startup, so I was generous
[2013/05/23 15:53]  Jonathan Yap: Then how about hold all scripts in a prim until they all make it to a "I am ready to run" state?
[2013/05/23 15:53]  Jenna Felton: i think a function like llGetLoadState() would be quite handy, it will give TRUE when the Object is load and FALSE if not yet. Than the master script woud wait until the object was load. Or return out of the event handler and continue the work until the fully_load() event was triggered
[2013/05/23 15:53]  Maestro Linden: If each script sent a link message upon rez or region crossing to 'probe', you would know the other script is active by it sending a probe or replying to your probe.
[2013/05/23 15:54]  Lares Carter: Looks like , Motor
[2013/05/23 15:54]  Rex Cronon: i like what jonathan is saying:)
[2013/05/23 15:54]  Motor Loon: super... now we just need it done °͜°
[2013/05/23 15:54]  tehKellz (kelly.linden): yes, that is what I mentioned above jonathan/rex.
[2013/05/23 15:54]  Lucia Nightfire: soundbyte of Picard: "Make it so."
[2013/05/23 15:55]  VoidPointer Linden: Sounds like a recipe for lag - lots of scripts spamming "are we there yet?" "are we there yet?"
[2013/05/23 15:55]  Maestro Linden: yeah it wouldn't scale well
[2013/05/23 15:55]  Maestro Linden: if you have a lot of scripts in the linkset
[2013/05/23 15:55]  Rex Cronon: can u hear me now:)
[2013/05/23 15:55]  Lucia Nightfire: Nappa script checker
[2013/05/23 15:55]  And all I got was this lousy DN (tankmaster.finesmith): and 'Wheres my master???"
[2013/05/23 15:55]  Motor Loon: "Mommy, I have to pee"...
[2013/05/23 15:55]  Rex Cronon: haha
[2013/05/23 15:55]  Fenix Eldritch: You'd have threaten to turn the script around and go home
[2013/05/23 15:56]  Jonathan Yap: Wait, I know, they can all send a JSON message to a web server :P
[2013/05/23 15:56]  Jenna Felton: /me laughs
[2013/05/23 15:56]  Nal (nalates.urriah): Do we have any test regions in AGNI with SSA enabled?
[2013/05/23 15:56]  Lucia Nightfire: if you don't eat your meat, you can't have any pudding
[2013/05/23 15:56]  Theresa Tennyson: The Sunshine regions are still up, Nal
[2013/05/23 15:56]  Andrew Linden: How can you have any pudding if you don't eat your meat?!
[2013/05/23 15:57]  And all I got was this lousy DN (tankmaster.finesmith): i make the pudding myself
[2013/05/23 15:57]  Rex Cronon: u start with cake:)
[2013/05/23 15:57]  Lucia Nightfire: now I want meat and pudding, damn...
[2013/05/23 15:58]  Lucia Nightfire: also, I'm required to bring up that SEC-1204 still crashes sims, just an fyi, heh
[2013/05/23 15:58]  Jonathan Yap: Is that the duck one?
[2013/05/23 15:58]  Lucia Nightfire: the duck one is already known
[2013/05/23 15:58]  Motor Loon: the continent killer °͜°
[2013/05/23 15:58]  Lucia Nightfire: this is the moderation one
[2013/05/23 15:59]  Lucia Nightfire: still crashes all channels
[2013/05/23 15:59]  Rex Cronon: anybody tried on this grid?
[2013/05/23 15:59]  Lucia Nightfire: I saw in my emails it crash two regions I monitor 5 times in the last 8 hours
[2013/05/23 15:59]  Lucia Nightfire: *crashed
[2013/05/23 16:00]  Lucia Nightfire: an once every other day on avg
[2013/05/23 16:00]  Motor Loon: ouch
[2013/05/23 16:00]  Lucia Nightfire: still completely random though...
[2013/05/23 16:00]  Lucia Nightfire: I can't repro the conditions
[2013/05/23 16:00]  Maestro Linden: Nal, I just checked - right now there aren't any public regions on Agni with SSA enabled. But the test regions on Aditi should still be working for SSA testing
[2013/05/23 16:01]  tehKellz (kelly.linden): Lucia: there are a variety of crashes and causes for the ones listed in that jira. I don't know about your recent ones. However DRTSIM-207 on RC now fixes some of the crash modes related to agents leaving a region and I just put in some more fixes for a future version.
[2013/05/23 16:01]  Lucia Nightfire: we get many send homes and temp bans, too, about 1/4 - 1/6 results in a crash
[2013/05/23 16:01]  Rex Cronon: i g2g. tc everybody and have a nice day. bye:)
[2013/05/23 16:01]  Maestro Linden: SunshineTest1 on Aditi is up and available for sure
[2013/05/23 16:01]  arton Rotaru: bye Rex
[2013/05/23 16:01]  Lucia Nightfire: great, can't wait to see if they help
[2013/05/23 16:01]  Nal (nalates.urriah): Thx Maestro.
[2013/05/23 16:01]  Andrew Linden: what does "illegal importing" mean?
[2013/05/23 16:01]  Lucia Nightfire: can you try to have that targeted for LeTigre when it hits agni? lol
[2013/05/23 16:02]  Whirly Fizzle: Dod you know when SSA will be enabled on Testylvania regions? They are running Snack already but the switch hasn't been flipped. It was said at the last TPV meeting it would likely be enabled last Friday
[2013/05/23 16:03]  Whirly Fizzle: *Do
[2013/05/23 16:03]  Andrew Linden: SSA = ?
[2013/05/23 16:04]  And all I got was this lousy DN (tankmaster.finesmith): server side apperence
[2013/05/23 16:04]  And all I got was this lousy DN (tankmaster.finesmith): aka server side baking
[2013/05/23 16:04]  Maestro Linden: formerly 'ssb' (for -baking)
[2013/05/23 16:04]  arton Rotaru: shouldn't they push out a capable viewer first
[2013/05/23 16:04]  Whirly Fizzle: Its out
[2013/05/23 16:04]  arton Rotaru: release viewer I meaN
[2013/05/23 16:04]  Theresa Tennyson: Firestorm, LL and Singularity are all capable already.
[2013/05/23 16:04]  Whirly Fizzle: Yes, its released
[2013/05/23 16:05]  Whirly Fizzle: V3 too
[2013/05/23 16:05]  And all I got was this lousy DN (tankmaster.finesmith): its out, arton
[2013/05/23 16:05]  Jenna Felton: also Cool viewer
[2013/05/23 16:05]  Maestro Linden: Whirly, maybe you should ask Nyx Linden directly about that
[2013/05/23 16:05]  Theresa Tennyson: 3.5.1 is out and capable. 3.5.2 is an annoying &#&*@&#
[2013/05/23 16:05]  Whirly Fizzle: Okay ty
[2013/05/23 16:05]  And all I got was this lousy DN (tankmaster.finesmith): i think exodus is the only viewer w/o SSA support
[2013/05/23 16:05]  arton Rotaru: §:%:! HAS SSA SUPPORTß
[2013/05/23 16:05]  arton Rotaru: OOPS
[2013/05/23 16:05]  And all I got was this lousy DN (tankmaster.finesmith): but it seems to also be a dead viewer as of late
[2013/05/23 16:05]  arton Rotaru: 3.5.1
[2013/05/23 16:05]  And all I got was this lousy DN (tankmaster.finesmith): kokua has SSA
[2013/05/23 16:05]  Maestro Linden: We're out of time for this week
[2013/05/23 16:06]  Theresa Tennyson: Dolphin and Catznip don't have it yet.
[2013/05/23 16:06]  arton Rotaru: yep
[2013/05/23 16:06]  arton Rotaru: thx for the meeting
[2013/05/23 16:06]  Maestro Linden: at least I am :)
[2013/05/23 16:06]  Nal (nalates.urriah): Thx Lindens
[2013/05/23 16:06]  Jonathan Yap: Thank you Lindens
[2013/05/23 16:06]  Maestro Linden: thanks for coming everybody!
[2013/05/23 16:06]  Theresa Tennyson: Thank you!
[2013/05/23 16:06]  And all I got was this lousy DN (tankmaster.finesmith): catz does in a non relaese
[2013/05/23 16:06]  Inara Breen: Catnip is delayed slightly, but R8 will have SSA in the near future.
[2013/05/23 16:06]  Whirly Fizzle: Catzip is ready. I thought that was released. If not, its in testing.
[2013/05/23 16:06]  And all I got was this lousy DN (tankmaster.finesmith): thank for your time and info, lindens „ã°
[2013/05/23 16:06]  fuse McGinnis: bye all
[2013/05/23 16:06]  Whirly Fizzle: Thanks Lindens