Beta Server Office Hours/Minutes/2013-09-26

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[2013/09/26 15:01]  Yuzuru Jewell: Hello, Nalates.
[2013/09/26 15:01]  live hat logging here can be found:
[2013/09/26 15:01]  Rex Cronon: lol. chat not hat:)
[2013/09/26 15:01]  Nalates Urriah: Hi Yuzuru
[2013/09/26 15:01]  Maestro Linden: Hi guys
[2013/09/26 15:02]  xstorm Radek: hi hi new boss
[2013/09/26 15:02]  MartinRJ Fayray: Hello Maestro
[2013/09/26 15:02]  xstorm Radek: lol
[2013/09/26 15:02]  TankMaster Finesmith: heya meastro
[2013/09/26 15:02]  Rex Cronon: hi maestro
[2013/09/26 15:02]  Maestro Linden: don't you dance, Rex? :)
[2013/09/26 15:02]  xstorm Radek: and if its broken I did not do it Rex did
[2013/09/26 15:03]  Jenna Felton: hi Maestro
[2013/09/26 15:03]  Rex Cronon: i am a little rusty
[2013/09/26 15:03]  xstorm Radek: some person has copybot the primtar
[2013/09/26 15:03]  DG-X 3000 Mix Deck: Time out for dialog.
[2013/09/26 15:03]  Maestro Linden: The DJ booth is open
[2013/09/26 15:03]  Rex Cronon: and if i dance the chat log dies in 30 minutes...
[2013/09/26 15:03]  Maestro Linden: (sit on the center mixer)
[2013/09/26 15:03]  Maestro Linden: o_O
[2013/09/26 15:03]  Maestro Linden: ah
[2013/09/26 15:04]  Maestro Linden: you should be okay if you set the object's group to 'second life beta'
[2013/09/26 15:04]  Kennylex Luckless:
[2013/09/26 15:04]  Kennylex Luckless: Sorry for late url.
[2013/09/26 15:04]  xstorm Radek: what about set to philip linden lol
[2013/09/26 15:05]  Maestro Linden: Okay, we should probably get started
[2013/09/26 15:05]  Maestro Linden:
[2013/09/26 15:06]  Maestro Linden: First things first, this area has been remodeled
[2013/09/26 15:06]  TankMaster Finesmith: big news! nothing happened!
[2013/09/26 15:06]  TankMaster Finesmith: :P
[2013/09/26 15:06]  Maestro Linden: it looks pretty with 'advanced ilghting model' set
[2013/09/26 15:06]  TankMaster Finesmith: heya simon
[2013/09/26 15:06]  Maestro Linden: Simon can DJ
[2013/09/26 15:06]  Simon Linden: whoa, bug party!
[2013/09/26 15:06]  Rex Cronon: i guess now all the bugs r fixed through dancing:)
[2013/09/26 15:07]  Rex Cronon: disco night:)
[2013/09/26 15:07]  Kennylex Luckless: and materials?
[2013/09/26 15:07]  Maestro Linden: they're everywhere!
[2013/09/26 15:07]  Maestro Linden: well, the only fancy normal and specular maps are on the floor
[2013/09/26 15:07]  Maestro Linden: otherwise I just gave some of the objects a blank specular map
[2013/09/26 15:07]  TankMaster Finesmith: maestro, are you gonna add materials and ribbon particals to this setup? :P
[2013/09/26 15:07]  Maestro Linden: for a better shiny than legacy shin
[2013/09/26 15:07]  Maestro Linden: shiny
[2013/09/26 15:07]  Rex Cronon: hello simon
[2013/09/26 15:08]  xstorm Radek: yes it looks it
[2013/09/26 15:08]  xstorm Radek: hi Simon
[2013/09/26 15:08]  Maestro Linden: Maybe I'll use the new particle blending for a good fire effect, if I figure out the right particle params..
[2013/09/26 15:08]  Gangnam Glass(synchro dance): whispers: Now Preload Sound
[2013/09/26 15:08]  Gangnam Glass(synchro dance): whispers: Ready !!
 Say "gangnam" start anmation!!
[2013/09/26 15:08]  TankMaster Finesmith: ah nice, was hard to tell on the floor untill i looked close
[2013/09/26 15:08]  arton Rotaru: good luck
[2013/09/26 15:08]  xstorm Radek: and it makes it harder for users to copybot it out of sl so far
[2013/09/26 15:08]  Simon Linden: ok, I'm gonna file a bug that this dance ball is too low
[2013/09/26 15:08]  TankMaster Finesmith: lol
[2013/09/26 15:08]  Maestro Linden: they're all sized for my avatar
[2013/09/26 15:09]  Maestro Linden: you're just too tall :)
[2013/09/26 15:09]  Maestro Linden: or too long-legged, perhaps
[2013/09/26 15:09]  Inara Breen: If Simon's legs reach from his hips to the floor, they're the correct length....
[2013/09/26 15:09]  Simon Linden: I use SL to compensate for being short in RL
[2013/09/26 15:09]  Maestro Linden: the disco balls have custom normal and specular maps too
[2013/09/26 15:10]  TankMaster Finesmith: they look like floor tiles
[2013/09/26 15:11]  Maestro Linden: Yeah, basically some of the squares reflect more brightly than others
[2013/09/26 15:11]  arton Rotaru: they just glow way too much in my viewer
[2013/09/26 15:11]  Rex Cronon: they were washed better:)
[2013/09/26 15:12]  TankMaster Finesmith: what viewer is that, arton?
[2013/09/26 15:12]  Maestro Linden: okay, maybe i'll play with reducing glow
[2013/09/26 15:12]  Kennylex Luckless: Normalmap can be made in DX or OpenGL, I guess SL use GL?
[2013/09/26 15:12]  arton Rotaru: Maintenance RC
[2013/09/26 15:12]  Maestro Linden: be sure to use region settings for lighting, btw
[2013/09/26 15:12]  TankMaster Finesmith: SL uses OGL almost exclusivly
[2013/09/26 15:13]  arton Rotaru: ok it's better with region settings
[2013/09/26 15:13]  Kennylex Luckless: My fist normal maps did I make with DX before I did learn that.
[2013/09/26 15:13]  TankMaster Finesmith: it does use DX for some really minor things on windows
[2013/09/26 15:13]  Ardy Lay: Oh my.  This place looks loud.
[2013/09/26 15:13]  Maestro Linden: Alright.. we did have an agenda
[2013/09/26 15:13]  TankMaster Finesmith: lol
[2013/09/26 15:14]  Ardy Lay: Ah, no music stream.  ;-)
[2013/09/26 15:14]  Maestro Linden: Updates!
[2013/09/26 15:14]  TankMaster Finesmith: that went out the window quick :P
[2013/09/26 15:14]  Maestro Linden: Sorry, need to find the perfect one first, Ardy
[2013/09/26 15:14]  Ardy Lay: Nothing is perfect.
[2013/09/26 15:14]  Maestro Linden: this week's server releases were rather uniform
[2013/09/26 15:14]  Maestro Linden: all 4 channels got the same version
[2013/09/26 15:15]  Ardy Lay: 4?
[2013/09/26 15:15]  Ardy Lay: Snack?
[2013/09/26 15:15]  Maestro Linden: Second Life server, and the 3 RC channels
[2013/09/26 15:15]  Maestro Linden: They all got this one:
[2013/09/26 15:15]  TankMaster Finesmith: release, mag, blue, laT
[2013/09/26 15:15]  Maestro Linden: The features match what Magnum had last week,
[2013/09/26 15:15]  Ardy Lay: I see.  Homogeneous het-grid.  ;-)
[2013/09/26 15:15]  Maestro Linden: and last week's Magnum also included the changes that were on BS and LT
[2013/09/26 15:16]  Nalates Urriah: You emptied the pipeline...
[2013/09/26 15:16]  Maestro Linden: Yep, if only momentarily
[2013/09/26 15:16]  Maestro Linden: There are several miscellaneous LSL bugfixes in this release,
[2013/09/26 15:16]  Maestro Linden: and also crash fixes
[2013/09/26 15:17]  Maestro Linden: yesterday we learned about an issue with this particular bug fix:  " Users who are on a parcel's "Allowed Access" list now correctly bypass other parcel restrictions (such as "Payment Info On File") when entering the parcel "
[2013/09/26 15:17]  Maestro Linden: it introduced a bug related to parcel access
[2013/09/26 15:18]  Jenna Felton: you need some sort fo priority what permission bets what
[2013/09/26 15:18]  Maestro Linden: If you have a group-owned parcel, and the parcel access is restricted to group members, *and* "sell passes to.." is set,
[2013/09/26 15:18]  Jenna Felton: fo - of
[2013/09/26 15:18]  Maestro Linden: then group members can't access the parcel
[2013/09/26 15:18]  Maestro Linden: which isn't good
[2013/09/26 15:19]  arton Rotaru: lol
[2013/09/26 15:19]  Maestro Linden: my guess is that nobody noticed in RC because "sell passes to" isn't widely used
[2013/09/26 15:19]  arton Rotaru: fun times on the grid^^
[2013/09/26 15:19]  TankMaster Finesmith: sell passes to only those in the group? :P
[2013/09/26 15:19]  Ardy Lay: Did we get "Sell passes only to group members"?
[2013/09/26 15:19]  arton Rotaru: mostly porn cinemas I guess
[2013/09/26 15:19]  Maestro Linden: hehe well, the classic behavior was..
[2013/09/26 15:20]  Maestro Linden: this one motorcycling sim had it set up
[2013/09/26 15:20]  Maestro Linden: you could either join the group for L$300 and have permanent access to their roads,
[2013/09/26 15:20]  Rex Cronon: if u have a combat sim u can also sell passes to it
[2013/09/26 15:20]  Simon Linden: A funny side-note is that in our code there was a comment that said the current (buggy) behavior is the way it's supposed to work ... that group members needed to buy passes.  It didn't work that way, however
[2013/09/26 15:20]  Maestro Linden: or alternatively pay L$100 for a one time pass to visit
[2013/09/26 15:20]  Kennylex Luckless: It is the "Porn in PG area settings", avatar privacy and pay lines.
[2013/09/26 15:21]  Maestro Linden: and with the bug, even the group members couldn't access (though oddly they weren't prompted to buy a pass either - entry just failed)
[2013/09/26 15:22]  Ardy Lay: Ow...  one of the possible combinations that probably has no possible use case.
[2013/09/26 15:23]  Maestro Linden: it may have been that the viewer expected the classic behavior, so didn't prompt about a pass
[2013/09/26 15:23]  Zenith Subchair final p: whispers: Hi Kennylex Luckless! Touch me for Menu. Say /1a to Adjust.
[2013/09/26 15:23]  Maestro Linden: anyway, we do have a pending fix for the issue
[2013/09/26 15:24]  Maestro Linden: This morning, I investigated a reported bug about bad vehicle behavior, possibly related to region crossings - have any of you been riding vehicles this week, since the updates?
[2013/09/26 15:25]  Maestro Linden: In the Jira, it wasn't quite clear to me if region crossings were just slow (causing rubber-banding effects) or if vehicles were behaving wonky in general
[2013/09/26 15:26]  xstorm Radek: i been trying that and i have no problem but for drop packets do to the ISP
[2013/09/26 15:27]  Maestro Linden: /me nods
[2013/09/26 15:27]  Maestro Linden: that can certainly make crossings worse
[2013/09/26 15:27]  xstorm Radek: only real problem I now find is physics do to scripts
[2013/09/26 15:28]  Kennylex Luckless: In Natoma there was bad problems before crossing over sim, car shot over whole parcel and was returned and dropped users stuck in drive mode until relog.
[2013/09/26 15:28]  xstorm Radek: script load time makes a good part of lag and errors on crossings
[2013/09/26 15:28]  Maestro Linden: hm, but was it specific to that one border?
[2013/09/26 15:28]  xstorm Radek: what type of cars ?
[2013/09/26 15:29]  Kennylex Luckless: Toon car
[2013/09/26 15:29]  Maestro Linden: I think the reporter was mostly flying airplanes around
[2013/09/26 15:29]  xstorm Radek: heavy scripts or no ?
[2013/09/26 15:29]  Maestro Linden: not sure
[2013/09/26 15:29]  Maestro Linden: But yes, even if the object crossing is fast, if scripts are slow to load in the destination region following crossing, that would make the vehicle wonky for a few seconds
[2013/09/26 15:30]  xstorm Radek: oh i has two copys now ty :)
[2013/09/26 15:30]  Rex Cronon: i wonder what would happen if somebody were to drive a car into a sim where scripts don't run, inventory doesn't rez and attchments don't work?
[2013/09/26 15:30]  Maestro Linden: I see pretty normal behavior when I cross with a fairly simple motorcycle
[2013/09/26 15:31]  Kennylex Luckless: Now you can copy car and it shall be full prem.
[2013/09/26 15:31]  xstorm Radek: hhmmm not a lot of scripts simple sit and car scripts
[2013/09/26 15:31]  Simon Linden: I don't think the code has changed on the destination region, fwiw
[2013/09/26 15:31]  xstorm Radek: why not add a physics watcher script to it
[2013/09/26 15:31]  arton Rotaru: Kennys Toon Car (pink Fjord)
 [15:31] llCastRay Hud: Prim Equivs: 28
 [15:31] llCastRay Hud: Download Weight: 16.919080
 [15:31] llCastRay Hud: Physics Weight: 28.000000
 [15:31] llCastRay Hud: Script Count: 2
 [15:31] llCastRay Hud: Script Memory: 81920
 [15:31] llCastRay Hud: Script Time: 0.000005
 [15:31] llCastRay Hud: Server Weight: 14.500000
[2013/09/26 15:32]  Jenna Felton: i am actually experimenting with region crosings
[2013/09/26 15:32]  xstorm Radek: i know its old way but it may help
[2013/09/26 15:32]  Maestro Linden: neat HUD, arton
[2013/09/26 15:32]  arton Rotaru: ^^
[2013/09/26 15:32]  Maestro Linden: you could convert it into a radar gun
[2013/09/26 15:32]  arton Rotaru: yup
[2013/09/26 15:32]  Maestro Linden: pull over cars which are over the script limit
[2013/09/26 15:32]  Kennylex Luckless: Bad car?
[2013/09/26 15:32]  xstorm Radek: any one know what a physic watcher script is any more ?
[2013/09/26 15:32]  arton Rotaru: lol
[2013/09/26 15:33]  xstorm Radek: or have i just dated my self ?
[2013/09/26 15:33]  Maestro Linden: one that monitors SimFPS, xstorm?
[2013/09/26 15:33]  Inara Breen: Oh, sorry, was afk. I took a boat and a plane out on extended trips across Blake Sea today
[2013/09/26 15:33]  xstorm Radek: it stops the user from flying off region
[2013/09/26 15:33]  Maestro Linden: oh
[2013/09/26 15:34]  Inara Breen: The boat - an E-Tech Sparrow had no issues on region corrsings other than some rubber-banding.
[2013/09/26 15:34]  Kennylex Luckless: Oh, that is an old car, not same as I has in main grid
[2013/09/26 15:34]  Popgun - Beta: Enter Mouselook to shoot me!
[2013/09/26 15:34]  Maestro Linden: okay, thanks Inara
[2013/09/26 15:34]  xstorm Radek: it was used a lot when we had that problem way back befor this account i have now
[2013/09/26 15:34]  Inara Breen: But the aircraft - by Cubey Terra experienced severe problems.
[2013/09/26 15:34]  Ardy Lay: I find that turning off interpolation in viewer helps one to understand vehicle performance.
[2013/09/26 15:34]  Inara Breen: ack away from keyboard again...
[2013/09/26 15:34]  Maestro Linden: that's pretty consistent with what I've seen today with vehicle region crossings
[2013/09/26 15:35]  Maestro Linden: Yep Ardy, my other suggestion was for the reporter to use 'show updates to objects', to distinguish between crazy viewer extrapolation from actual physics
[2013/09/26 15:35]  Simon Linden: Very true, Ardy ... the viewer does some tricks trying to make it visually smooth and hides what's really happening
[2013/09/26 15:35]  xstorm Radek: let me see if i still have the scrip if not this account i will grab it off my server
[2013/09/26 15:35]  Maestro Linden: your technique might make it even more obvious
[2013/09/26 15:35]  xstorm Radek: ok got it still
[2013/09/26 15:36]  Maestro Linden: hm, maybe I do need to raise these poseballs
[2013/09/26 15:36]  xstorm Radek: thats it
[2013/09/26 15:36]  Maestro Linden: xstorm, whirly, simon, and inara are all slightly underground
[2013/09/26 15:36]  xstorm Radek: do not worry about me lol
[2013/09/26 15:36]  xstorm Radek: im just a prim
[2013/09/26 15:37]  arton Rotaru: yeah move em up a bit, whirly is too sexy in disco light^^
[2013/09/26 15:37]  xstorm Radek: what person need that physics script ?
[2013/09/26 15:37]  Maestro Linden: fixed whirly and yuzuru
[2013/09/26 15:38]  arton Rotaru: thanks lol
[2013/09/26 15:38]  Maestro Linden: inara just needed a few cm
[2013/09/26 15:38]  Rex Cronon: i am sorry whirly and yuzuru that u got "fixed";)
[2013/09/26 15:38]  Maestro Linden: lol
[2013/09/26 15:38]  Maestro Linden: Okay, back to server stuff.. we do have a maintenance project that's on track for next week (probably)
[2013/09/26 15:38]  Yuzuru Jewell: I can see my feet!
[2013/09/26 15:39]  Maestro Linden: yatta!
[2013/09/26 15:39]  xstorm Radek: lol better lol
[2013/09/26 15:39]  Maestro Linden: For next week's server maintenance release, we have 1 planned LSL change
[2013/09/26 15:40]  Maestro Linden: which is to add JSON_DELETE as an option to llJsonSetValue()
[2013/09/26 15:40]  Maestro Linden: which lets you delete an element directly
[2013/09/26 15:40]  xstorm Radek: will that physics watcher script help users ?
[2013/09/26 15:40]  xstorm Radek: if so just blow off the dust
[2013/09/26 15:40]  Maestro Linden: I'm not sure who needs it, xstorm - the bug I mentioned probably wouldn't be helped by toggling physics
[2013/09/26 15:41]  Maestro Linden: Also, Simon has a fix for a group notice bug
[2013/09/26 15:41]  Maestro Linden: where sending a notice in certain(?) groups would often exclude some members randomly
[2013/09/26 15:41]  xstorm Radek: it may stop the agent from shooting off world still lol
[2013/09/26 15:41]  Maestro Linden: Simon, was that specific to offline recipients, or online ones too?
[2013/09/26 15:41]  Simon Linden: well, that group one is kind of minor.   There still seem to be issues with groups, even with this fix
[2013/09/26 15:42]  Maestro Linden: Okay
[2013/09/26 15:42]  TankMaster Finesmith: like chat? :P
[2013/09/26 15:42]  Maestro Linden: etc.
[2013/09/26 15:42]  Simon Linden: but it may help ... Group notices have gotten more relialbe lately, thanks to Monty's http work, I think
[2013/09/26 15:42]  Simon Linden: but I'm still hearing of notices getting lost sometimes, or the sender not getting one
[2013/09/26 15:43]  xstorm Radek: I do not know when you start messing with groups all types of problems pop up all the time
[2013/09/26 15:44]  Nalates Urriah: I have not received offline notices since 8/20...
[2013/09/26 15:44]  Maestro Linden: to email or once you log back in, Nalates?
[2013/09/26 15:44]  Nalates Urriah: to email
[2013/09/26 15:45]  Nalates Urriah: I havenotices in-world
[2013/09/26 15:45]  Maestro Linden: there is a separate bug about to email not working, even when it is queued up for IM delivery
[2013/09/26 15:46]  Popgun - Beta: Enter Mouselook to shoot me!
[2013/09/26 15:46]  Popgun - Beta: Boom!
[2013/09/26 15:46]  Ardy Lay: I suspect that the number of groups with logged-in members greatly exceeds the number of logged in residents.
[2013/09/26 15:47]  xstorm Radek: ?
[2013/09/26 15:47]  Rex Cronon: impossible
[2013/09/26 15:47]  TankMaster Finesmith: huh?
[2013/09/26 15:47]  xstorm Radek: what
[2013/09/26 15:47]  xstorm Radek: lol
[2013/09/26 15:47]  xstorm Radek: say that again Ardy ?
[2013/09/26 15:47]  Ardy Lay: Quite possible.  I am in 20 groups so I count 20 times.
[2013/09/26 15:47]  xstorm Radek: oh lol ok
[2013/09/26 15:47]  xstorm Radek: i see what your saying
[2013/09/26 15:48]  xstorm Radek: in a way that is interesting
[2013/09/26 15:48]  Maestro Linden: I'm out of announcements - open floor time
[2013/09/26 15:48]  arton Rotaru: I have a quick question
[2013/09/26 15:48]  arton Rotaru: well a viewer question, about the ribbon particles
[2013/09/26 15:48]  arton Rotaru: in the first maintenance RC viewer, they were displayed two sided, and in the latest Maintenance viewers they are only one sided, is that an intended change?
[2013/09/26 15:48]  Rex Cronon: u don't have a window/floater opened for every one of your groups. do u?
[2013/09/26 15:49]  xstorm Radek: load do to mas number of groups plus the number of users in them = larger number of sl users
[2013/09/26 15:49]  Maestro Linden: arton, let me check
[2013/09/26 15:49]  Lucia Nightfire: that got fixed recently afaik
[2013/09/26 15:49]  Lucia Nightfire: they should be back to double sided soon
[2013/09/26 15:49]  TankMaster Finesmith: there was a merge of materials to the ribbon repo, and some things seem to have regressed
[2013/09/26 15:49]  Ardy Lay: THe groups I am in rarely have group chat.
[2013/09/26 15:49]  Maestro Linden: .. or not.. the Lindens I planned on asking aren't online right now
[2013/09/26 15:50]  arton Rotaru: no biggy
[2013/09/26 15:50]  Maestro Linden: imo, 2-sided seems more useful
[2013/09/26 15:50]  arton Rotaru: certainly
[2013/09/26 15:50]  xstorm Radek: i hope its not any one from the amizon servers I do not like how they run that company
[2013/09/26 15:51]  Ardy Lay: I saw a changeset claiming to make particles not one-sided again.  The logic of the statement in the commit note was somewhat difficult to parse.
[2013/09/26 15:51]  Maestro Linden: hey Lucia, since you're here..
[2013/09/26 15:51]  Maestro Linden: I had a question about your feature request
[2013/09/26 15:51]  Maestro Linden: for llGetObjectRezTime(key id)
[2013/09/26 15:51]  Ardy Lay: BUG-3982 add code to subtract the lack of not removing the removal of backfaces for particles (make particles render double-sided again)
[2013/09/26 15:51]  Maestro Linden: (which was to give the time a given object was rezzed)
[2013/09/26 15:52]  xstorm Radek: wow real looking computer board screw from a case
[2013/09/26 15:52]  Maestro Linden: is your goal mostly to predict the autoreturn time of the object?
[2013/09/26 15:52]  Maestro Linden: if so, that's more like "parcel entry time"
[2013/09/26 15:52]  Rex Cronon: having llGetTimeLeft(uuid objKey) might be useful too:)
[2013/09/26 15:52]  Maestro Linden: yep or that
[2013/09/26 15:53]  Kennylex Luckless: Btw, is it possible to alter collision skeleton height with scripts?
[2013/09/26 15:53]  Lucia Nightfire: lol, I was already IMing you
[2013/09/26 15:53]  Maestro Linden: Cool, looks like Graham committed a fix to make particles dobule-sided again
[2013/09/26 15:53]  Maestro Linden: yesterday, to viewer-bear
[2013/09/26 15:53]  arton Rotaru: nice
[2013/09/26 15:53]  Jenna Felton: i think the autoreturn property of a parcell can be sitl worked-around easy, even after the last fix
[2013/09/26 15:53]  arton Rotaru: thanks for checking
[2013/09/26 15:54]  Jenna Felton: you only need to have parcells to escape and retutn :)
[2013/09/26 15:54]  Lucia Nightfire: there are still means to defeat autoreturn, ya
[2013/09/26 15:54]  Lucia Nightfire: not as commonly used though
[2013/09/26 15:54]  Lucia Nightfire: or explicitly
[2013/09/26 15:56]  TankMaster Finesmith: BUG-3982 add code to subtract the lack of not removing the removal of backfaces for particles (make particles render double-sided again)
[2013/09/26 15:56]  arton Rotaru: add code to subtract sounds cool
[2013/09/26 15:57]  TankMaster Finesmith: he sure has some funny commit messages :P
[2013/09/26 15:57]  arton Rotaru: removing the removal also
[2013/09/26 15:57]  Ardy Lay: THey have been removing code to divide
[2013/09/26 15:57]  Maestro Linden: Simon, do you know if object rez time is typically stored by the sim?
[2013/09/26 15:58]  Ardy Lay: hopefully making rendering a bit quicker.
[2013/09/26 15:59]  Ardy Lay: I would suspect the reaper knows
[2013/09/26 15:59]  Lucia Nightfire: also, quick question
[2013/09/26 15:59]  Ardy Lay: Or at least has access to the data
[2013/09/26 15:59]  TankMaster Finesmith: viewer-bear has been slower for me than material fixes
[2013/09/26 16:00]  Lucia Nightfire: when are you goign to start having avatar render weights returned by LSL show high values such as when people wear sculpt laggers, lol
[2013/09/26 16:00]  Simon Linden: I believe it is, Maestro ... it's used for sorting returns as such
[2013/09/26 16:00]  Lucia Nightfire: cause right now it won't update high values
[2013/09/26 16:00]  Maestro Linden: ah yes, I think I see it
[2013/09/26 16:01]  Jenna Felton: i think to defeat the object baypasses the autoreturn by changing parcell before autoreturn, the sim should keep track when object entered what parcell ane dhen autoreturn if it returns to a parcell where its lifetime was over
[2013/09/26 16:01]  Maestro Linden: there's creation time, rez time, and parcel time
[2013/09/26 16:01]  Lucia Nightfire: Jeena, it should reset any timers to begin with, lol
[2013/09/26 16:01]  Simon Linden: Lucia - what do you want besides the OBJECT_* stuff already giving you script info?
[2013/09/26 16:01]  Lucia Nightfire: but if it didn't then you'd get vehicles travelign the roads returnign in no time, wink wink
[2013/09/26 16:01]  Lucia Nightfire: what do you mean, Simon?
[2013/09/26 16:02]  Jenna Felton: ah, good point Lucia
[2013/09/26 16:03]  Ardy Lay: Lucia, "peak" render weight?
[2013/09/26 16:03]  Simon Linden: "[16:00] Lucia Nightfire: when are you goign to start having avatar render weights" ...
[2013/09/26 16:03]  Simon Linden: what other info do you want?
[2013/09/26 16:04]  Rex Cronon: how many $L somebody has in their account;)
[2013/09/26 16:04]  Maestro Linden: If you're asking for widespread adoption of a viewer which records render weight for the simulator..
[2013/09/26 16:04]  Lucia Nightfire: I just meant if I enter a region and I hav a render weight value reutrned by script, then attach other stuf if up dates my value, but if I attach a sculpt lagger or equiv and my weight skyrockets, it won't update by LSL
[2013/09/26 16:04]  Maestro Linden: I believe that's hitting release very soon?
[2013/09/26 16:04]  Maestro Linden: it updates, but slowly via a moving average
[2013/09/26 16:04]  Lucia Nightfire: I waited for several minutes and it never did, lol
[2013/09/26 16:05]  Maestro Linden: Were there viewers nearby reporting the new render weight?
[2013/09/26 16:05]  Simon Linden: The server support is already out, but it needs the maintenance viewer which is a special download
[2013/09/26 16:05]  Rex Cronon: well. it seems the moving average is slow?
[2013/09/26 16:05]  Lucia Nightfire: it only updates if my reading increases slowly and never has a major increase
[2013/09/26 16:05]  TankMaster Finesmith: there are 3 viewers in RC atm
[2013/09/26 16:05]  Lucia Nightfire: or drops
[2013/09/26 16:05]  Maestro Linden: (You may have to set RenderAutoMuteLogging = True in your viewer to see evidence of that)
[2013/09/26 16:05]  Simon Linden: it is a rolling average
[2013/09/26 16:05]  TankMaster Finesmith: not sure which will get promoted next week
[2013/09/26 16:05]  Lucia Nightfire: and yes, I jhad two viewers viewing me and others
[2013/09/26 16:06]  Lucia Nightfire: the latest viewer
[2013/09/26 16:06]  Simon Linden: I've heard the maintenance one won't because they want to fix a few more bugs, and roll some fast-tracked fixes in with it too
[2013/09/26 16:06]  TankMaster Finesmith: yeah, i think the gpu table update will get rolled in soon
[2013/09/26 16:06]  Maestro Linden: well, "Second Life 3.6.6 (280963) Sep 12 2013 03:55:18 (Second Life Release)" is latest and doesn't have that support
[2013/09/26 16:06]  xstorm Radek: what happens when users get to smart and copy inventory they have in sl to there own computers do to all the bug fix every one is making ?
[2013/09/26 16:06]  Rex Cronon: the thing is, if somebody changes to a laggy thing u need to take action fast
[2013/09/26 16:06]  Lucia Nightfire: I was using 3.6.7
[2013/09/26 16:07]  TankMaster Finesmith: 3.6.7 is a RC build
[2013/09/26 16:07]  Yuzuru Jewell: I hope updating GPU_Table..
[2013/09/26 16:07]  Lucia Nightfire: which was how I was making values update to begin with
[2013/09/26 16:07]  Maestro Linden: yes, its' rather confusing - I suppose 2/3rds of the RC viewers do not have support
[2013/09/26 16:07]  Lucia Nightfire: it just won't update large increase in teh number, like when I attach a scultp lagger
[2013/09/26 16:07]  Lucia Nightfire: or even enter the region with one
[2013/09/26 16:08]  xstorm Radek: sculpty lagger ?
[2013/09/26 16:08]  Maestro Linden: I would first check what the viewer is reporting in those cases, since the rolling average is quite slow
[2013/09/26 16:08]  xstorm Radek: thats not like a mesh crasher is it ?
[2013/09/26 16:08]  Simon Linden: The test viewer you want is Second Life 3.6.7 (281385)
[2013/09/26 16:08]  Lucia Nightfire: I mean I can see the render weight value over my head and in more info
[2013/09/26 16:08]  Maestro Linden: It's possible that you've found a bug in which certain types of attachments aren't counted properly
[2013/09/26 16:09]  Lucia Nightfire: Simon I was using that viewer, lol
[2013/09/26 16:09]  Maestro Linden: is the value over your head appropriate?  or is that also too low?
[2013/09/26 16:09]  Simon Linden: I don't think render weights have anything to do with scripts, but I might be wrong
[2013/09/26 16:09]  Maestro Linden: /me notices that we're way past time
[2013/09/26 16:09]  Simon Linden: I mean the reverse ... scripts have anything to do with render weight
[2013/09/26 16:10]  Maestro Linden: except that they can be used to query it
[2013/09/26 16:10]  xstorm Radek: ok you kids have lost me
[2013/09/26 16:10]  Ardy Lay: sculpted prims
[2013/09/26 16:10]  Rex Cronon: i don't think it matters what viewer u r using, what matter s that the scripts don't report that weight
[2013/09/26 16:10]  Lucia Nightfire: OBJECT_RENDER_WEIGHT
[2013/09/26 16:10]  xstorm Radek: oh
[2013/09/26 16:10]  Lucia Nightfire: that constant
[2013/09/26 16:11]  Lucia Nightfire: number 24
[2013/09/26 16:11]  Maestro Linden: if the avatar relogs (which should clear out the history, I believe), does OBJECT_RENDER_WEIGHT jump to what you'd expect?
[2013/09/26 16:11]  Ardy Lay: What is the render weight of one sculpted prim?
[2013/09/26 16:11]  Rex Cronon: 1
[2013/09/26 16:11]  arton Rotaru: rez one Ardy
[2013/09/26 16:11]  Maestro Linden: that depends on the scale and other rendered properties, I believe
[2013/09/26 16:12]  Lucia Nightfire: it resets, then goes back to my actual value
[2013/09/26 16:12]  Lucia Nightfire: I have nto relogged whiel wearign a scultp lagger though
[2013/09/26 16:12]  arton Rotaru: texture size, alpha, glow, particles all kind of things
[2013/09/26 16:12]  Lucia Nightfire: still, the question is why it wont' update wehn I eitehr enter the region wearing one or when I attach it there
[2013/09/26 16:12]  xstorm Radek: you think that sculped prims will have the same land impact as a mesh will have do to they are in the same family
[2013/09/26 16:13]  Lucia Nightfire: it onyl updates when I attach/detach normal objects
[2013/09/26 16:13]  TankMaster Finesmith: /me adds 256 35565m^2 prims
[2013/09/26 16:13]  xstorm Radek: oh i hope no one reads that lol
[2013/09/26 16:13]  Jenna Felton: hehe
[2013/09/26 16:13]  Maestro Linden: that might be bugworthy, lucia
[2013/09/26 16:14]  xstorm Radek: i think so
[2013/09/26 16:14]  Lucia Nightfire: I have yet to file a bug report as taht constant hasn't pubicly been released
[2013/09/26 16:14]  Lucia Nightfire: ie, "still working on it" heh
[2013/09/26 16:14]  Maestro Linden: if you enter a region with a set of attachments (and had been wearing them for a while), the long term OBJECT_RENDER_WEIGHT should be the same as if you attached it after entering the region
[2013/09/26 16:15]  Lucia Nightfire: yeah, but it doesn't
[2013/09/26 16:15]  Kennylex Luckless: I has to go, take care and have fun.
[2013/09/26 16:15]  Lucia Nightfire: not for high values
[2013/09/26 16:15]  xstorm Radek: Lucia run with it befor whirly sees it
[2013/09/26 16:15]  Lucia Nightfire: I've never seen a value returned for anything over a million
[2013/09/26 16:15]  Maestro Linden: it's the same as not wearing the heavy attachment, then?
[2013/09/26 16:16]  arton Rotaru: a million^^
[2013/09/26 16:16]  Rex Cronon: i g2g. tc everybody and have fun
[2013/09/26 16:16]  Lucia Nightfire: yeah, it only returns the same value as before
[2013/09/26 16:16]  arton Rotaru: bye Rex
[2013/09/26 16:16]  Maestro Linden: okay, that's odd
[2013/09/26 16:16]  TankMaster Finesmith: tc rex
[2013/09/26 16:16]  xstorm Radek: what happens if link to a prim as a root ?
[2013/09/26 16:16]  Lucia Nightfire: the test object was a near 3million render weight object
[2013/09/26 16:16]  Rex Cronon: :)
[2013/09/26 16:16]  arton Rotaru: if it's a million, kick their butts anyway
[2013/09/26 16:16]  PERMISSION_ATTACH test: I'm attached to you at point 2
[2013/09/26 16:16]  PERMISSION_ATTACH test: Trying attach to your left hand (this should fail silently)
[2013/09/26 16:16]  Rex Cronon: logger stopped
[2013/09/26 16:16]  Maestro Linden: I'll try it with this hair
[2013/09/26 16:17]  Ardy Lay: Uhm
[2013/09/26 16:17]  TankMaster Finesmith: thats some big hair
[2013/09/26 16:17]  arton Rotaru: fairly big
[2013/09/26 16:17]  xstorm Radek: thats hair ?
[2013/09/26 16:17]  Jenna Felton: jup
[2013/09/26 16:17]  Ardy Lay: Bald man overcompensating?  ;-)
[2013/09/26 16:18]  xstorm Radek: ok that scares me
[2013/09/26 16:18]  Maestro Linden:  in case you're interested, xstorm ;)
[2013/09/26 16:18]  Lucia Nightfire: the viewer updates correctly, it just never either sends that value if its a big increase or teh server ignores it, lol
[2013/09/26 16:18]  arton Rotaru: lol
[2013/09/26 16:18]  Maestro Linden: Well, I'll take a look if I have some time
[2013/09/26 16:19]  xstorm Radek: I like to not be prim heavy ty
[2013/09/26 16:19]  Maestro Linden: I'll use 'RenderAutoMuteLogging'=True to have the viewer log the values that it sends
[2013/09/26 16:19]  xstorm Radek: plus why im nude furry
[2013/09/26 16:19]  Maestro Linden: then from there, it should be easy to tell if the viewer is not sending the same number that it's displaying
[2013/09/26 16:20]  Maestro Linden: Anyway, time to adjourn - thanks for coming, everybody!
[2013/09/26 16:20]  Lucia Nightfire: also, I do hope some form of anti-obfuscation is being considered as well
[2013/09/26 16:20]  arton Rotaru: thanks for the meeting
[2013/09/26 16:20]  TankMaster Finesmith: have a good rest of the week and weekend, meastro and simon ㋡
[2013/09/26 16:20]  Nalates Urriah: Thx Lindens.
[2013/09/26 16:20]  Yuzuru Jewell: Thank you, Maestro.
[2013/09/26 16:20]  Jenna Felton: thanks back for the meeting :)
[2013/09/26 16:20]  Simon Linden: See y'all next time
[2013/09/26 16:20]  Yuzuru Jewell: Thank you, Simon.