Beta Server Office Hours/Minutes/2013-06-27

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[2013/06/27 15:02]  Maestro Linden: Alright, let's get started: https://wiki.secondlife.com/wiki/Server_Beta_User_Group#Agenda
[2013/06/27 15:03]  Maestro Linden: We don't have a whole lot on the agenda, but let's cover the releases
[2013/06/27 15:03]  Maestro Linden: the main channel got the project that was on the RCs last week
[2013/06/27 15:03]  Maestro Linden: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/13#13.06.18.277494
[2013/06/27 15:04]  Maestro Linden: This project added the new LSL return functions and CHARACTER_STAY_WITHIN_PARCEL
[2013/06/27 15:04]  Maestro Linden: it also has some miscellaneous other bug fixes
[2013/06/27 15:05]  Maestro Linden: meanwhile, the three RC channels all got a new maintenance project
[2013/06/27 15:05]  Maestro Linden: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/13#13.06.21.277682
[2013/06/27 15:05]  Maestro Linden: which has the usual crash fixes, and fixes for some bugs related to scripts
[2013/06/27 15:06]  Maestro Linden: one of the fixes involved adding a new LSL function, llXorBase64
[2013/06/27 15:07]  Maestro Linden: which is similar to llXorBase64StringsCorrect(), except it fixes a 'bad' behavior when the 2nd string contains nulls ("A" in base64)
[2013/06/27 15:07]  Rex Cronon: nice
[2013/06/27 15:08]  Rex Cronon: :)
[2013/06/27 15:08]  Maestro Linden: The new function was added because Kelly didn't want to change the behavior of existing scripts which may rely on llXorBase64StringsCorrect()'s current output
[2013/06/27 15:09]  Maestro Linden: the SVC-8227 fix should also address functions aside from llApplyImpulse, I believe
[2013/06/27 15:10]  Maestro Linden: so that's the good news, I suppose
[2013/06/27 15:10]  Maestro Linden: the bad news is that we became aware of a new bug yesterday,
[2013/06/27 15:11]  Lucia Nightfire: lol
[2013/06/27 15:11]  Maestro Linden: certain regions have continuous navmesh rebaking, which causes some annoying UI effects and hurts performance a bit
[2013/06/27 15:11]  Margithe: is it only pathfinding enabled regions then?
[2013/06/27 15:12]  VoidPointer Linden: no
[2013/06/27 15:12]  Maestro Linden: this issue only affects regions which have >1 parcel, but have 100% submerged parcel boundaries
[2013/06/27 15:12]  Whirly Fizzle: Bet that one was fun to track down heh
[2013/06/27 15:13]  Maestro Linden: Yeah, Void can talk to that :)
[2013/06/27 15:13]  Whirly Fizzle: Bizarre repro!
[2013/06/27 15:13]  Margithe: ack, so it's like every island type estate..
[2013/06/27 15:13]  VoidPointer Linden: wellllll, no, it was pretty easy once I saw what was happening
[2013/06/27 15:13]  arton Rotaru: glad our region is only one parcel^^
[2013/06/27 15:14]  VoidPointer Linden: So, as part of the STAY_WITHIN_PARCEL changes, I needed to change the way the navmesh is constructed. This involved making sure that every region did a rebake once.
[2013/06/27 15:14]  VoidPointer Linden: Unfortunately, the criteria that I used to test whether a region needed rebaking had a flaw - it can't see parcel edges underwater for some reason
[2013/06/27 15:15]  Maestro Linden: I believe that's because the navmesh doesn't include areas below sea level
[2013/06/27 15:15]  VoidPointer Linden: so if a region has more than 1 parcel and has no parcel edges above water, then it thinks it needs to rebake. So it does
[2013/06/27 15:15]  Nalates Urriah: The server gerbils probably can't swim...
[2013/06/27 15:16]  Maestro Linden: there's a workaround, if your region is affected: simply subdivide a chunk of your parcel which is below sea level
[2013/06/27 15:16]  VoidPointer Linden: The fix was pretty easy once I realized what was going on, but by then it was too late. So, the fix is in, but needs to go through testing, etc.
[2013/06/27 15:16]  VoidPointer Linden: yes, as long as at least some part of a parcel boundary (that is not also a region border!) is found, it will not require a rebake.
[2013/06/27 15:16]  Jonathan Yap: Will people notice their region's performance is worse?
[2013/06/27 15:17]  Lucia Nightfire: some will, heh
[2013/06/27 15:17]  Maestro Linden: One of the reporters noticed
[2013/06/27 15:17]  VoidPointer Linden: yes, the continual rebaking does cause performance hitches as well as memory spikes
[2013/06/27 15:17]  Whirly Fizzle: Support fixed one of my friends regions getting this by lowering water level to 0m, rebaking, then raising water level again. It worked
[2013/06/27 15:17]  Margithe: So the fix is to rise a bit of the region boundary over sea level then?
[2013/06/27 15:17]  VoidPointer Linden: yup, that would also work, Whirly
[2013/06/27 15:17]  Whirly Fizzle: So thats a good workaround for people to use
[2013/06/27 15:17]  Maestro Linden: yeah, I could see that working, but it may get broken after a region restart, whirly
[2013/06/27 15:17]  VoidPointer Linden: no, the region boundaries will not work - it needs to find a parcel boundary that is NOT a region boundary
[2013/06/27 15:17]  Lucia Nightfire: until teh region restarts
[2013/06/27 15:18]  Lucia Nightfire: for any reason
[2013/06/27 15:18]  VoidPointer Linden: correct - restarting the region would kick off the continuous rebaking again in that case
[2013/06/27 15:18]  Maestro Linden: terraforming to raise a parcel boundary would work.. but that seems more bothersome and destructive to me than parcel subdivision
[2013/06/27 15:18]  Margithe: ah i see... are any mainland sailing sims affected?
[2013/06/27 15:19]  VoidPointer Linden: if the region only has 1 parcel, the rebaking will not happen
[2013/06/27 15:19]  arton Rotaru: so when it says, "The Navmesh is up to date" it's not rebaking constantly I guess
[2013/06/27 15:20]  VoidPointer Linden: Margithe: probably not - those sims usually only have 1 parcel I believe
[2013/06/27 15:20]  Maestro Linden: Arton: yes, I think you'll see a 'stale navmesh' indicator repeatedly, if the region is affected
[2013/06/27 15:20]  arton Rotaru: ok cool, I'm fine then
[2013/06/27 15:20]  arton Rotaru: ( been on agni as weel)
[2013/06/27 15:21]  arton Rotaru: well even*
[2013/06/27 15:21]  Duckie Dickins: well several of the sailing sims usually got 2 parcels....to allow for a rez zone....not all of them but several do but I figure they wouldn't be running pathfinding in those regions anyways.
[2013/06/27 15:21]  Margithe: The user-owned adjoining sims might be affected too.
[2013/06/27 15:21]  VoidPointer Linden: pathfinding on or off doesn't matter - the rebaking will happen regardless
[2013/06/27 15:21]  Maestro Linden: I didn't see any report about the Blake Sea regions having the issue, but I could see them being affected..
[2013/06/27 15:22]  Jonathan Yap: Will it be 2 weeks before this fix makes it out?
[2013/06/27 15:22]  VoidPointer Linden: maestro can answer that better than me, I think
[2013/06/27 15:22]  Duckie Dickins: Yeah...there's only a handfull of areas where rez zones exist.
[2013/06/27 15:23]  Maestro Linden: that brings us to another topic.. since Thursday is a holiday in the US (July 4th), there aren't any rolls planned for next week
[2013/06/27 15:23]  Rex Cronon: u guy also have day off .right?
[2013/06/27 15:23]  Duckie Dickins: so no meetings tuesday either?
[2013/06/27 15:23]  Rex Cronon: guys8
[2013/06/27 15:23]  Maestro Linden: so the next regularly-scheduled rolls will be the week after
[2013/06/27 15:23]  Rex Cronon: guys*
[2013/06/27 15:23]  Maestro Linden: yep
[2013/06/27 15:24]  VoidPointer Linden: correct
[2013/06/27 15:24]  Jonathan Yap: Is SSA still planned to go live on 7 July?
[2013/06/27 15:24]  Whirly Fizzle: So this bug may cause a rise in the number oif regions being hit by the memory allocated reaching its limit then? (because of the navmesh rebaking constantly)
[2013/06/27 15:24]  Duckie Dickins: so performance bugged sims are stuck that way for 2 weeks.
[2013/06/27 15:25]  Maestro Linden: I'm not sure what the release schedule of SSA is, Jonathan - that's a question for Nyx (who seems to be afk presently)
[2013/06/27 15:25]  Jonathan Yap: Duckie, it sounds like 3 weeks before the whole grid gets the fix
[2013/06/27 15:25]  Whirly Fizzle: July 9th is tentative date for SSA to go onto an RC (thats from Nyx's email to TPVD list)
[2013/06/27 15:25]  Maestro Linden: it would probably be possible to request that your region be moved to an RC channel, if you want to get the rebaking fix early
[2013/06/27 15:26]  Inara Breen: SSA is planned to start deployment on the 9th July.
[2013/06/27 15:26]  VoidPointer Linden: this bug did hit at a particularly unfortunate time, yes.
[2013/06/27 15:26]  Maestro Linden: in the meantime, I would recommend performing one of the workarounds
[2013/06/27 15:26]  Whirly Fizzle: Nyx gave permission to quote his email in full, so... http://wiki.phoenixviewer.com/_media/20130626131210457.jpeg?t=1372252828&w=500&h=159&tok=f5fbaa
[2013/06/27 15:27]  Inara Breen: He comments have been circulated via notecard in-world as well.
[2013/06/27 15:27]  Inara Breen: His*
[2013/06/27 15:29]  Maestro Linden: So that's about all I had
[2013/06/27 15:30]  Maestro Linden: do we have any other topics?
[2013/06/27 15:30]  arton Rotaru: that was quite a bit actually
[2013/06/27 15:30]  Jonathan Yap: Did Andrew start working on better anti-griefer methods?
[2013/06/27 15:31]  Whirly Fizzle: Is the "run_time_permissions no longer triggers in attachments after requesting 0 permissions" issue something that will be fixed or left as a behaviour change?
[2013/06/27 15:31]  Kelly Linden: fixed.
[2013/06/27 15:31]  Maestro Linden: Jonathan: I heard something about that, though I'm not sure how much we're supposed to share..
[2013/06/27 15:32]  Jonathan Yap: Thank you Maestro, will wait until he is at a meeting to ask again
[2013/06/27 15:32]  Kelly Linden: Probably need to wait for andrew to talk more about that, Jonathan.
[2013/06/27 15:32]  Lucia Nightfire: I think it would eb wise to liason with a few land owner's on whats on that table as they are updated, heh
[2013/06/27 15:32]  Maestro Linden: Jonthan: Andrew is out this whole week.. I *think* he'll be back on Mday
[2013/06/27 15:32]  Maestro Linden: Monday
[2013/06/27 15:32]  Lucia Nightfire: feedback both ways
[2013/06/27 15:32]  Maestro Linden: Whirly, Kelly has a pending fix for that issue,
[2013/06/27 15:32]  Whirly Fizzle: Great thanks
[2013/06/27 15:32]  Maestro Linden: but *only* for attachments and seats, which recently had that working
[2013/06/27 15:33]  Whirly Fizzle: Yes
[2013/06/27 15:33]  Maestro Linden: we don't plan to change the non-attachment/seat cases reported in SVC-1006
[2013/06/27 15:34]  Whirly Fizzle: Okay ty
[2013/06/27 15:34]  Nalates Urriah: What is: max_materials_per_transaction ?
[2013/06/27 15:34]  Maestro Linden: since the current behavior has been in place for over 5 years now, and changing that could break a lot of content
[2013/06/27 15:34]  Maestro Linden: Nal, that's a setting for materials,
[2013/06/27 15:34]  Whirly Fizzle: Yeah, thats why I wasn't sure if the attachment case would be fixed
[2013/06/27 15:34]  Nalates Urriah: Server side? or viewer?
[2013/06/27 15:34]  Rex Cronon: how much gold u can sell;)
[2013/06/27 15:34]  Maestro Linden: it limits how many materials the viewer can request details for or set (POST, PUT methods) in a single message
[2013/06/27 15:35]  Maestro Linden: by default, the limit is 50
[2013/06/27 15:35]  Whirly Fizzle: Does that mean you can only see 50 materials objects at once?
[2013/06/27 15:35]  Maestro Linden: the reason for the limit is that we don't want the simulator to hang if a malicious viewer requests the details of 2 billion materials at once
[2013/06/27 15:35]  Maestro Linden: nope
[2013/06/27 15:36]  arton Rotaru: lol
[2013/06/27 15:36]  Whirly Fizzle: I mean...see the materials on 50 mat objects....
[2013/06/27 15:36]  Maestro Linden: So, the capability for materials is called RenderMaterials
[2013/06/27 15:36]  Maestro Linden: it has 3 HTTP access methods:
[2013/06/27 15:36]  Lucia Nightfire: lol, the simulator is already weak against certain illeagl tpv ddosing in that regard
[2013/06/27 15:36]  Lucia Nightfire: esp rez requests
[2013/06/27 15:36]  Maestro Linden: GET: get the full list of details of all materials in the region
[2013/06/27 15:37]  Maestro Linden: POST: get the materials details for a list of material_ids (the server will only parse the first max_materials_per_transaction in the post data)
[2013/06/27 15:37]  Rex Cronon: so when u set the material for a linked set u set it for all prims in the linked set?
[2013/06/27 15:37]  arton Rotaru: for any face
[2013/06/27 15:37]  Maestro Linden: PUT: set the materials properties of up to max_materials_per_transaction object faces
[2013/06/27 15:38]  arton Rotaru: you can have a material on each face
[2013/06/27 15:38]  Maestro Linden: GET is used when you first connect to a region and want to get the materials of everything,
[2013/06/27 15:38]  Jonathan Yap: does it get the materials of everything, or only things withing draw distance?
[2013/06/27 15:38]  Maestro Linden: POST is used if e.g. a new object is rezzed with a new materials type, and the viewer needs to resolve what the normal map is, etc
[2013/06/27 15:38]  Maestro Linden: and PUT is used for object editing
[2013/06/27 15:39]  arton Rotaru: I have a question
[2013/06/27 15:39]  Maestro Linden: Rex, depends on which faces you had selected
[2013/06/27 15:39]  Maestro Linden: jonathan: GET is for everything in the region
[2013/06/27 15:39]  arton Rotaru: if you turn ALM off, wil the viewer download the materials data still?
[2013/06/27 15:40]  Maestro Linden: if the viewer needs to edit 80 faces at once, for example, it will know that the server limit is 50, and POST in 2 messages (one for the first 50, the other for the other 30)
[2013/06/27 15:40]  Maestro Linden: it definitely does at some point, arton
[2013/06/27 15:40]  arton Rotaru: hm okay
[2013/06/27 15:41]  Maestro Linden: Arton: materials are also used for non-ALM stuff
[2013/06/27 15:41]  Maestro Linden: like if the face is set to use a new alpha mode
[2013/06/27 15:41]  Jonathan Yap: What is ALM?
[2013/06/27 15:41]  Maestro Linden: 'advanced lighting model', in graphics prefs
[2013/06/27 15:41]  arton Rotaru: new alpha does work with ALM off?
[2013/06/27 15:41]  Whirly Fizzle: Advanced lighting model (lighting & shadows/deferred rendering)
[2013/06/27 15:41]  Rex Cronon: i must be missing something. i don't understand how u select the faces that u want to apply the material to, and the object(s)
[2013/06/27 15:41]  Jonathan Yap: Rex, it is like applying a texture
[2013/06/27 15:42]  Rex Cronon: i mean how does the script select them
[2013/06/27 15:42]  arton Rotaru: get a mesh viewer reeeeeeeeex ^^
[2013/06/27 15:42]  Maestro Linden: arton: yep! at least 'alpha masking' and 'none' both work. I'd have to check to see if emissive mask works with basic graphics settings
[2013/06/27 15:42]  Lucia Nightfire: rex does your 1.23 viewer render ALM?
[2013/06/27 15:42]  Rex Cronon: i don't think so
[2013/06/27 15:42]  arton Rotaru: okay then, thx for the answer:)
[2013/06/27 15:42]  Margithe: btw, whats up with the marketplace right now >.<
[2013/06/27 15:42]  arton Rotaru: some bad news for those on limited bandwidth
[2013/06/27 15:43]  Maestro Linden: Hm, it's not that bad
[2013/06/27 15:43]  Margithe: https://marketplace.secondlife.com/p/Skateboard-Halfpipe-Basic-Skateboards/4369448
[2013/06/27 15:43]  Jonathan Yap: When the viewer GETs those materials, do it get just the UUIDs or also start fetching the material's data?
[2013/06/27 15:43]  Margithe: whoops, sorry
[2013/06/27 15:43]  Margithe: it wasn't supposed to be a link O.o
[2013/06/27 15:43]  arton Rotaru: if you say so maestro, I have to believe it :)
[2013/06/27 15:43]  Margithe: but the error message.
[2013/06/27 15:43]  Maestro Linden: the RenderMaterials service doesnt' actually include the texture data, it just tells you things like the texture UUIDs used, texture repeats, etc.
[2013/06/27 15:43]  arton Rotaru: ahh okay
[2013/06/27 15:44]  Maestro Linden: and the message is gzipped
[2013/06/27 15:44]  arton Rotaru: so it starts downloading the texture only when it's in view
[2013/06/27 15:44]  Jonathan Yap: Time for a new beacon type
[2013/06/27 15:44]  Maestro Linden: yes, I"m pretty sure it works like diffuse textures in that regard, Arton
[2013/06/27 15:45]  arton Rotaru: ok cool
[2013/06/27 15:45]  Margithe: (marketplace is broken)
[2013/06/27 15:45]  Lucia Nightfire: it isn't for me
[2013/06/27 15:45]  Rex Cronon: ok. this might explain my confussion. i was looking at llGetPhysicsMaterial and llSetPhysicsMaterial :)
[2013/06/27 15:45]  Lucia Nightfire: I can open my store and check my listings, etc
[2013/06/27 15:45]  Maestro Linden: Oh, that's totally different, Rex
[2013/06/27 15:45]  arton Rotaru: reeeex, get a mesh viewer :p
[2013/06/27 15:46]  Margithe: can't add stuff to cart, got error messages about it, other listings webpages are stuck loading.
[2013/06/27 15:46]  Lucia Nightfire: Rex, you'll have to hop off that 1.23 viewer to experience the good stuffs, lol
[2013/06/27 15:46]  Maestro Linden: Rex: please see http://community.secondlife.com/t5/Tools-and-Technology/New-Open-Source-Project-to-Improve-Graphics-Rendering/ba-p/1637559
[2013/06/27 15:46]  Whirly Fizzle: It would be nice to have some indication in the viewer for materials enabled objects (beacon option or something in render metadata?). Its noy always obvioous when you see mat content
[2013/06/27 15:46]  Whirly Fizzle: *not
[2013/06/27 15:46]  Rex Cronon: the functions i was looking at have nothing to do with the viewer used
[2013/06/27 15:46]  Lucia Nightfire: rendering the effects will though
[2013/06/27 15:47]  Jonathan Yap: Whirly, I might be able to add a beacon for it--I did for some other not-quite-so-new-now feature a while ago
[2013/06/27 15:47]  Whirly Fizzle: That wou;d be cool. I would find that useful. id go and have a closer perv ay materials objects ;)
[2013/06/27 15:47]  Whirly Fizzle: *at
[2013/06/27 15:48]  Lucia Nightfire: more console lines...
[2013/06/27 15:48]  Lucia Nightfire: hehe
[2013/06/27 15:48]  Maestro Linden: peek at?
[2013/06/27 15:48]  Jonathan Yap: The trouble is picking yet another distinct color
[2013/06/27 15:48]  Whirly Fizzle: Im finding that with full shadows enabled, it really seems to deaden the effect of materials & you can't tell sometimes
[2013/06/27 15:48]  Maestro Linden: just have them sparkle with a custom specular map, jonathan :)
[2013/06/27 15:48]  Jonathan Yap: :P
[2013/06/27 15:49]  Maestro Linden: My Agni avatar has a dooky rope with specularity cranked to max
[2013/06/27 15:49]  Maestro Linden: it has a natural bling twinkle effect
[2013/06/27 15:49]  Lucia Nightfire: I guess I'm going to make a feature request for a debug setting to turn off beacon console data...
[2013/06/27 15:49]  arton Rotaru: Material info for: 
 [aR] Directors Chair v0.6f4ebbe1a-e3c5a9fe-0b387f14-0afb206d on face 0
[2013/06/27 15:49]  Maestro Linden: not faked like kelly's :)
[2013/06/27 15:49]  Lucia Nightfire: LL jira
[2013/06/27 15:50]  Rex Cronon: so now if u have a vampire ave u can sparkle:)
[2013/06/27 15:50]  Whirly Fizzle: Kelly's is deh REAL bling!
[2013/06/27 15:50]  Maestro Linden: lol
[2013/06/27 15:50]  Nalates Urriah: Whirly, is there more than one type of shadows to enable? Full shadows?
[2013/06/27 15:50]  arton Rotaru: ctrl+shift+Alt+M
[2013/06/27 15:50]  arton Rotaru: tells materials info of the selected face
[2013/06/27 15:50]  arton Rotaru: whatever that UUID means
[2013/06/27 15:50]  Maestro Linden: Whirly: did you see the conclusion to that cabin 'issue'?
[2013/06/27 15:51]  Maestro Linden: The moonlight was causing the normal maps on the wood to 'pop out' with materials effects
[2013/06/27 15:51]  Whirly Fizzle: I mean, if you have ALM enabled but shadows set to none, you can see materials effects really well. But when you enabled shadows, in certain situations, it deadens the effect and you can't even tell objects are using Materials
[2013/06/27 15:51]  Maestro Linden: but with shadows enabled, the moonlight was being blocked by the cabin's roof
[2013/06/27 15:51]  Whirly Fizzle: Maestro saw a house that had that effect
[2013/06/27 15:51]  Nalates Urriah: Thx Whirly
[2013/06/27 15:51]  Whirly Fizzle: Yeah
[2013/06/27 15:52]  Maestro Linden: so to see lighting effects with shadows enabled, you would need to add some good lighting sources to the inside of the cabin
[2013/06/27 15:52]  Whirly Fizzle: ahhh right. No I didn't see that maestro. There was no JIRA for it. I think it was on your internal only?
[2013/06/27 15:53]  Maestro Linden: yeah, just a discussion with the graphics devs
[2013/06/27 15:54]  Whirly Fizzle: Thats why I would like some optional indicator of materials in the viewer. So I can twiddle graphics settings if I don't see any mats
[2013/06/27 15:54]  Maestro Linden: anyway, back to the original question.. that 'max_materials_per_transaction' flag in the features cap will be a way for the viewer to know if the server lmit changes from 50 to message
[2013/06/27 15:54]  Maestro Linden: 50 per message
[2013/06/27 15:55]  Maestro Linden: I'm not aware of any plans to change that limit in the near future, though
[2013/06/27 15:55]  Margithe: it's kinda funny that normals show the best when the angle and distance between lightsource and material constantly changes- like asvatars moving for an example- by the avatar mesh can't use materials ;)
[2013/06/27 15:55]  Margithe: but*
[2013/06/27 15:55]  Nalates Urriah: Maestro, thanks for the answer.
[2013/06/27 15:56]  Amber Murfin: I'd jus tlike to mention that I'm very grateful that SVC-8130 is fixed Grid wide (Not being able to see neighboring regions). I have been unable to find any cases where this is not fixed. :)
[2013/06/27 15:57]  Maestro Linden: Hm, I'm not sure that's really fixed
[2013/06/27 15:57]  Maestro Linden: but I won't argue :)
[2013/06/27 15:57]  VoidPointer Linden: lol
[2013/06/27 15:58]  arton Rotaru: well that lamp doesent look to bad with shadows on^^
[2013/06/27 15:58]  Whirly Fizzle: Thats been "fixed" & unfixed more times the the server release notes from help about :P
[2013/06/27 15:58]  Amber Murfin: I'm seeing none of the strange warnings int eh viewer log and i've not managed to find any instances of regions not showing when they should.
[2013/06/27 15:58]  Amber Murfin: I know, but it's a particularly irritating one, lol.
[2013/06/27 16:00]  Rex Cronon: i g2g. tc everybody. have a nice day:)
[2013/06/27 16:00]  Nalates Urriah: bye Rex
[2013/06/27 16:00]  Rex Cronon: good job kelly with the xor:)
[2013/06/27 16:00]  Yuzuru Jewell: See you Rex.
[2013/06/27 16:00]  Maestro Linden: Rex has a point.. our time is up!
[2013/06/27 16:01]  Maestro Linden: thanks for coming, everybody!
[2013/06/27 16:01]  arton Rotaru: thx for the meeting
[2013/06/27 16:01]  VoidPointer Linden: bye everyone
[2013/06/27 16:01]  fuse McGinnis: bye all and thanks
[2013/06/27 16:01]  Jonathan Yap: thank you everyone
[2013/06/27 16:01]  Yuzuru Jewell: Thank you, Maestro.
[2013/06/27 16:01]  DjLTC: interesante!!
[2013/06/27 16:01]  DjLTC Resident: "interesting!",[["adjective","interesting","intriguing","cool","absorbing","refreshing"]]
[2013/06/27 16:01]  Yuzuru Jewell: Thank you, Void.
[2013/06/27 16:01]  Whirly Fizzle: Thanks Lindens
[2013/06/27 16:01]  Amber Murfin: Thank you Maestro, Kelly, Caleb and Void