Beta Server Office Hours/Minutes/2014-01-16

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[2014/01/16 15:02]  Duckie Dickins: hi
[2014/01/16 15:02]  Mæstro Linden (maestro.linden): Hey!
[2014/01/16 15:02]  Yuzuru (yuzuru.jewell): Hello, Maestro.
[2014/01/16 15:02]  Margithe: hello Maestro
[2014/01/16 15:03]  rcdsQueChatLog: Rex Cronon, you can read the log here:
[2014/01/16 15:03]  Rex Cronon: hello everybody
[2014/01/16 15:03]  Yuzuru (yuzuru.jewell): Hello, Rex. And thank you for your log.
[2014/01/16 15:04]  Inara Breen: Hi, Maestro, Rex
[2014/01/16 15:04]  Rex Cronon: hi yuzuru. u r welcome:) its not a blog. its a live feed:)
[2014/01/16 15:04]  Rex Cronon: hi inara
[2014/01/16 15:04]  Mæstro Linden (maestro.linden): Okay, let's get started:
[2014/01/16 15:05]  Mæstro Linden (maestro.linden): I don't have much in the way of updates, so most of the time will be open floor
[2014/01/16 15:05]  Yuzuru (yuzuru.jewell): Rex. I see.
[2014/01/16 15:05]  Mæstro Linden (maestro.linden): So, we didn't have any rolls on Agni this week
[2014/01/16 15:06]  Mæstro Linden (maestro.linden): The maintenance project which is in all three RCs is looking good,
[2014/01/16 15:06]  Mæstro Linden (maestro.linden): but we weren't in a particular hurry to promote it,
[2014/01/16 15:06]  Mæstro Linden (maestro.linden): because we wanted to give the new features some time to show issues (so far they still haven't)
[2014/01/16 15:07]  Mæstro Linden (maestro.linden): In particular, we wanted to see if there were any bugs with llScaleByFactor()
[2014/01/16 15:07]  Mæstro Linden (maestro.linden): but it seems to be performing well
[2014/01/16 15:07]  Margithe: has anything specific happened in the last two weks?
[2014/01/16 15:07]  Mæstro Linden (maestro.linden): I anticipate this project will move to the main channel on Tuesday
[2014/01/16 15:08]  Mæstro Linden (maestro.linden): not really, Margithe
[2014/01/16 15:08]  Mæstro Linden (maestro.linden): release notes for the project in RC now
[2014/01/16 15:08]  Mæstro Linden (maestro.linden): for those of you who haven't seen it yet
[2014/01/16 15:08]  And all I got was this lousy DN (tankmaster.finesmith): with monday being a holiday, will the rolls still take place at the normal day next week?
[2014/01/16 15:08]  Mæstro Linden (maestro.linden): Yep, that's the plan, Tankmaster
[2014/01/16 15:08]  And all I got was this lousy DN (tankmaster.finesmith): ok
[2014/01/16 15:08]  Mæstro Linden (maestro.linden): I'll post the release notes and forum announcement on Friday
[2014/01/16 15:09]  Mæstro Linden (maestro.linden): (usually I wait until Monday, but that's a holiday for us)
[2014/01/16 15:09]  Mæstro Linden (maestro.linden): we have an upcoming RC with a crash fix, which will probably be rolled to all 3 RC channels on Wednesday
[2014/01/16 15:10]  And all I got was this lousy DN (tankmaster.finesmith): crash fixes are good
[2014/01/16 15:10]  Margithe: In the past two weeks, i've went from great performance (considering this old junk computer), to totally crashtastic, and trying to pinpoint whats wrong has been quite hard
[2014/01/16 15:10]  Mæstro Linden (maestro.linden): (I say 'probably' because we officially decide in a Friday meeting)
[2014/01/16 15:10]  Mæstro Linden (maestro.linden): yep
[2014/01/16 15:10]  Mæstro Linden (maestro.linden): viewer or server crashes, margithe?
[2014/01/16 15:10]  Margithe: just viewer, so it could be... anything :/
[2014/01/16 15:11]  Mæstro Linden (maestro.linden): Hm, yes that's hard for me to say - I mostly focus on server bugs
[2014/01/16 15:12]  Margithe: It's like when textures were re-loading time after time, making everything lagtastic. But if nothing on your end has changed, then it's not a topic for this place :)
[2014/01/16 15:12]  Rex Cronon: margithe. r using linux and a tpv?
[2014/01/16 15:13]  Mæstro Linden (maestro.linden): Hm, yeah there haven't been any server changes related to asset loading that I can think of
[2014/01/16 15:13]  And all I got was this lousy DN (tankmaster.finesmith): the constant reloading of textures sometimes is a byproduct of running out f video memory
[2014/01/16 15:14]  Nal (nalates.urriah): If you see he texture fully render, then cler, go blurry and then sharp, you are seeing what is known as "texture thrashing".
[2014/01/16 15:14]  Mæstro Linden (maestro.linden): You may be interested in the new HTTP viewer, Margithe
[2014/01/16 15:14]  Mæstro Linden (maestro.linden):
[2014/01/16 15:14]  Mæstro Linden (maestro.linden): better link:
[2014/01/16 15:15]  And all I got was this lousy DN (tankmaster.finesmith): the changes for http i think are centered around mesh loading
[2014/01/16 15:15]  Duckie Dickins: I have a sort of off base question regarding speculations for the future. WIth the recent loss of net neutrality in the United states and service providers will now be able to throttle bandwidth from sites who don't pay the ISP's extra money to make sure their sites are speedier for their you feel there will be enough bandwidth for everyone from LL data servers or do you think we might be seeing slowed bandwidth performance in the future. You might have an idea of the typical bandwidth consumption on a daily basis and since Second Life can eat quite a bit of bandwidth per user, what do you feel the future my hold for LL and its SL residents.
[2014/01/16 15:15]  Mæstro Linden (maestro.linden): mostly the changes are with mesh fetching, but I could potentially see that interacting with texture loading performance
[2014/01/16 15:15]  Duckie Dickins: TL;DR version: Will there be enough bandwidth for everyone with the changes of Net neutrality in the future
[2014/01/16 15:16]  Mæstro Linden (maestro.linden): (one of the fixes was too use way fewer connetions for mesh fetching, which would affect the performance of other connections)
[2014/01/16 15:16]  Mæstro Linden (maestro.linden): I can't speak for LL in general, Duckie, but I'm cautiously optimistic that we'll be ok
[2014/01/16 15:17]  Duckie Dickins: I was mostly curious if you knew of any bandwidth metrics that we consume on a daily basis
[2014/01/16 15:18]  And all I got was this lousy DN (tankmaster.finesmith): with the changes in that http project, itll reduce network load considerably
[2014/01/16 15:18]  Rex Cronon: its possible that sl is considered a game that your ips might slow network connections to sl:(
[2014/01/16 15:18]  And all I got was this lousy DN (tankmaster.finesmith): low end routers will see the most benifit
[2014/01/16 15:18]  Rex Cronon: that because sl*
[2014/01/16 15:18]  Rex Cronon: isp*
[2014/01/16 15:18]  Mæstro Linden (maestro.linden): I don't have average stats handy, but it's not too difficult to measure the bandwidth usage of a certain SL session
[2014/01/16 15:19]  Mæstro Linden (maestro.linden): obviously the bw usage varies a lot based on how many new regions you visit
[2014/01/16 15:19]  Nal (nalates.urriah): Duckie, there are bandwidth monitors you can use to measure BW use. I forgot how much SL uses per hour, it varies a lot. But, I remember it was less than watching two netflix movies.
[2014/01/16 15:19]  Rex Cronon: the more mesh and textures u see the more bandwith u use:(
[2014/01/16 15:19]  Duckie Dickins: Yeah...those who sail and fly tend to visit lots of sims. :)
[2014/01/16 15:20]  Mæstro Linden (maestro.linden): if you're staying in one place (or in places where the viewer has already cached stuff), almost all of the bandwidth usage will be reflected in the UDP bandwidth stat shown in the stats bar
[2014/01/16 15:20]  Mæstro Linden (maestro.linden): and for me right now, that's at a cool 14kbps
[2014/01/16 15:20]  Lucia Nightfire: hang around in the Linden weapons testing region and you may experience a good deal of bw usage, heh
[2014/01/16 15:20]  Mæstro Linden (maestro.linden): I'm sure the lag there will come from more than just network contention :)
[2014/01/16 15:21]  NEEDADISPENSERHERE (ac14.hutson): yeah i know there are certain mesh furry tails that constnatly spam primparam changes and increase bandwith.
[2014/01/16 15:21]  Lucia Nightfire: I've been restrainign myself from getting one of said tails
[2014/01/16 15:21]  Lucia Nightfire: they look nice, but eat bw and script time
[2014/01/16 15:22]  Mæstro Linden (maestro.linden): object updates would be reflected in the 'bandwidth' meter of the viewer stats bar
[2014/01/16 15:22]  Margithe: oh btw, a question about textures fetching- does the viewer fetch bump maps and specular maps etc, even when advanced light is turned off?
[2014/01/16 15:23]  And all I got was this lousy DN (tankmaster.finesmith): cus it still needs to render the texture
[2014/01/16 15:23]  Mæstro Linden (maestro.linden): there have certainly been times when somebody reported relatively high bw usage in a certain area, and it turned out that poorly scripted content (such as 500 prims all updating 5x a second each) being the cause
[2014/01/16 15:23]  And all I got was this lousy DN (tankmaster.finesmith): even if the material effect isnt applied
[2014/01/16 15:23]  Margithe: (i have 3 of the above mentioned tail... for home usage.. yeah they are quite bad... but give us some other option)
[2014/01/16 15:23]  Mæstro Linden (maestro.linden): it's highly evident when you enable 'show updates to objects' in the develop menu
[2014/01/16 15:23]  Duckie Dickins: My SL sessions average about 1 gig per day for like a 6 to 8 hour session, however I do visit many of the same places over and over again, but I know I used to hear a lot of complaints from people in other countries who had to live with metered bandwidth and how much of their monthly allotment SL would eat up.
[2014/01/16 15:24]  Mæstro Linden (maestro.linden): Margithe: I'm asking a viewer dev about that..
[2014/01/16 15:24]  Margithe: So that means materials affect people who can't even see them? Oy vey... Thats not really good.
[2014/01/16 15:25]  Margithe: Ah ok
[2014/01/16 15:25]  NEEDADISPENSERHERE (ac14.hutson): custom rigs would be a solution but they already said that is not happening.
[2014/01/16 15:26]  Mæstro Linden (maestro.linden): Margithe: how about this...
[2014/01/16 15:27]  Mæstro Linden (maestro.linden): in your texture cache, do you have..
[2014/01/16 15:27]  Mæstro Linden (maestro.linden): d3ef8e18-1fb0... ?
[2014/01/16 15:27]  Margithe: 8looking)
[2014/01/16 15:27]  Mæstro Linden (maestro.linden): (that's the specular map on my sunglass lenses, which isn't applied anywhere else around here)
[2014/01/16 15:28]  And all I got was this lousy DN (tankmaster.finesmith): i dont see it and i have alm enabled...
[2014/01/16 15:28]  Mæstro Linden (maestro.linden): hm!
[2014/01/16 15:28]  Margithe: Does it have same ID for every viewer?
[2014/01/16 15:29]  Mæstro Linden (maestro.linden): yes, that would be the asset_id of the texture
[2014/01/16 15:29]  And all I got was this lousy DN (tankmaster.finesmith): ah three it is, folder d
[2014/01/16 15:29]  Nal (nalates.urriah): I have ALM on and I see it...
[2014/01/16 15:31]  Duckie Dickins: I don't have it
[2014/01/16 15:31]  Mæstro Linden (maestro.linden): Do you have ALM enabled, duckie?
[2014/01/16 15:31]  Margithe: I don't have it, it seems. But i haven'tlooked at you either.. just a sec
[2014/01/16 15:31]  Duckie Dickins: oh wait there it is.
[2014/01/16 15:31]  Duckie Dickins: it had to load
[2014/01/16 15:33]  Margithe: I don't seem to have it
[2014/01/16 15:33]  Mæstro Linden (maestro.linden): Here's a topic which isn't really server but may be interesting..
[2014/01/16 15:33]  Rex Cronon: what is the problem with that texture?
[2014/01/16 15:33]  Mæstro Linden (maestro.linden): somebody recently noticed that the default day cycle doesn't have a consistent sun speed
[2014/01/16 15:33]  Mæstro Linden (maestro.linden): Rex, it's just an example of a texture which is only applied as a specular map
[2014/01/16 15:33]  Yuzuru (yuzuru.jewell): Maestro I can't find show updates to objects on develop menu.. Where is it?
[2014/01/16 15:34]  Rex Cronon: oh. ok
[2014/01/16 15:34]  Mæstro Linden (maestro.linden): Develop->Show Info, yuzuru
[2014/01/16 15:34]  Jonathan Yap: Rex, if that texture is not present when you have ALM off that means materials textures are not being loaded
[2014/01/16 15:34]  And all I got was this lousy DN (tankmaster.finesmith): the windlight stuff is getting an overhaul
[2014/01/16 15:34]  Jonathan Yap: (which is a good thing)
[2014/01/16 15:34]  Rex Cronon: thanks
[2014/01/16 15:34]  Mæstro Linden (maestro.linden): it turns out that the default day cycle's '6AM' and '6PM' sky settings are not actually set to 6AM or 6PM!
[2014/01/16 15:34]  Margithe: lolz??
[2014/01/16 15:34]  Jonathan Yap: who picked those funny times?
[2014/01/16 15:34]  Jonathan Yap: :)
[2014/01/16 15:35]  Yuzuru (yuzuru.jewell): Ah! Ctrl+Alt+Shift+U I can find it. Thank you.
[2014/01/16 15:35]  Rex Cronon: is it set to 4:20?
[2014/01/16 15:35]  Mæstro Linden (maestro.linden): they were more like 6:22AM and 5:42PM
[2014/01/16 15:35]  Lucia Nightfire: I have ALM on and refreshed textures on the glasses with the texture cache open and sorted by data, refreshed and still don't see it
[2014/01/16 15:35]  Lucia Nightfire: *date
[2014/01/16 15:35]  Mæstro Linden (maestro.linden): so the sun would move more slowly between 3pm-6pm in the region's day cycle, then pick up a bit between 6pm-9pm, for example
[2014/01/16 15:35]  And all I got was this lousy DN (tankmaster.finesmith): the texture cahe is spread over something like 16 folders
[2014/01/16 15:36]  Lucia Nightfire: I'm looking in the d folder
[2014/01/16 15:36]  Jonathan Yap: it might be in any folder
[2014/01/16 15:36]  Mæstro Linden (maestro.linden): Maybe I should have picked an easier to see texture
[2014/01/16 15:36]  Mæstro Linden (maestro.linden): my that texture is actually pretty subtle
[2014/01/16 15:36]  Margithe: i don't have it so i'm all happy. At least that rules out one factor of my crashing (it's not because additional texture load)
[2014/01/16 15:37]  Jonathan Yap: Have you looked at your secondlife.log after a crash?
[2014/01/16 15:37]  Mæstro Linden (maestro.linden): okay, 88fc14a4-6930-e78f-5a01-2fb2ebced7d4 is the normal map on this box that i've selected
[2014/01/16 15:37]  Mæstro Linden (maestro.linden): in the middle of the dance floor
[2014/01/16 15:37]  Mæstro Linden (maestro.linden): that's good
[2014/01/16 15:38]  Mæstro Linden (maestro.linden): it looks like a gargoyle if you have ALM enabled
[2014/01/16 15:38]  Jonathan Yap: Maestro, is there anyone on the server, etc. team that can work on pathfinding issue? My characters keep getting stuck on my parcel's boundaries
[2014/01/16 15:38]  Rex Cronon: maybe the viewer should have a window that has a list of all cached textrures:)
[2014/01/16 15:38]  Mæstro Linden (maestro.linden): Yes, there is
[2014/01/16 15:38]  Mæstro Linden (maestro.linden): (jonathan)
[2014/01/16 15:39]  Jonathan Yap: okay, I'll write up a jira, thank you
[2014/01/16 15:39]  Nal (nalates.urriah): I find 88fc14a4-6930-.... in folder 8
[2014/01/16 15:39]  Mæstro Linden (maestro.linden): Rex, if you're fast,the 'texture console' will show the beginning of the asset_id as it downloads the texture..
[2014/01/16 15:39]  Lucia Nightfire: I don't have it
[2014/01/16 15:39]  Duckie Dickins: I think your crashes are the fact that sometimes Firestorm and the SL viewers eat over 6 gigs of ram for me and I got 8, where as you got 4 and have to swap a lot. I really don't understand why the viewers end up consuming so much ram in such a short amount of time
[2014/01/16 15:39]  Lucia Nightfire: repeated the same means
[2014/01/16 15:40]  Mæstro Linden (maestro.linden): Duckie, that would seem to me like a memory leak issue unless you're doing something wild inworld
[2014/01/16 15:40]  And all I got was this lousy DN (tankmaster.finesmith): i rarely go over 2GB of ram...
[2014/01/16 15:40]  Duckie Dickins: well if it is, it's daily.
[2014/01/16 15:40]  Mæstro Linden (maestro.linden): it would definitely be worth filing a jira if you can narrow down the behavior that triggers it
[2014/01/16 15:40]  Margithe: Well yeah, the funny part was that when i got the firestorm beta viewer, it was discading textures instead of making me crash, and then a sudden change. BUT it is a beta viewer so it could be something totally else, too
[2014/01/16 15:40]  Rex Cronon: the viewer likes lots of mem. if i have firefox and theviewer owpened than the viewer slows to a crawl and doesn't even want to allow me to login.weird
[2014/01/16 15:40]  Mæstro Linden (maestro.linden): most recently, there was a bug where opening the conversation log of giant conversations (>2000 pages) would eat up memory each time you opened it
[2014/01/16 15:41]  And all I got was this lousy DN (tankmaster.finesmith): LL doesnt have a viewer that can access more than about 3.75GB ram
[2014/01/16 15:41]  Mæstro Linden (maestro.linden): Yeah, that's true
[2014/01/16 15:41]  Mæstro Linden (maestro.linden): the limit should be 4GB or less
[2014/01/16 15:41]  And all I got was this lousy DN (tankmaster.finesmith): same with firestorm, unless your using the alpha 64bit version
[2014/01/16 15:42]  Mæstro Linden (maestro.linden): (it may vary a bit by OS..)
[2014/01/16 15:42]  NEEDADISPENSERHERE (ac14.hutson): hey maestro do you know anything about the sound function overhaul i mentioned before the new year or nah?
[2014/01/16 15:42]  And all I got was this lousy DN (tankmaster.finesmith): its about 1..75GB on windows 32bit actually
[2014/01/16 15:43]  And all I got was this lousy DN (tankmaster.finesmith): 64bit winnows can get up to 3.6
[2014/01/16 15:43]  Mæstro Linden (maestro.linden): No, I haven't anything from the viewer team about a sound overhaul
[2014/01/16 15:44]  Duckie Dickins: whispers: you mean the LSL for playing sounds in a child prim rather than having to drop a script in every prim that needs to play a sound?
[2014/01/16 15:44]  NEEDADISPENSERHERE (ac14.hutson): yes. and sound frequency adjustment lol
[2014/01/16 15:45]  Lucia Nightfire: we'll get it when we get sensors that aren't bound to prim pos and rot
[2014/01/16 15:47]  Mæstro Linden (maestro.linden): Yuzuru, if you're exploring 'show updates to objects', here's the key..
[2014/01/16 15:48]  Mæstro Linden (maestro.linden): blue = position/rotation/velocity/etc. changes.  these are 'terse updates' which only describe a few parameters (and use less bandwidth)
[2014/01/16 15:48]  Mæstro Linden (maestro.linden): red = updates which include *all* parameters for the objects.  These use more bandwidth (think of it as returning all the details you can get with llGetPrimitiveParams())
[2014/01/16 15:49]  Yuzuru (yuzuru.jewell): Maestro, can see some objects updated with rising squares.
[2014/01/16 15:49]  Mæstro Linden (maestro.linden): green = 'killobject' message.  the object either derezzed or left the viewer's view
[2014/01/16 15:49]  Mæstro Linden (maestro.linden): yes, each type is a 'rising square' particle of a certain color
[2014/01/16 15:50]  Yuzuru (yuzuru.jewell): I see blue and green particle.
[2014/01/16 15:51]  Object: Hello, Avatar!
[2014/01/16 15:51]  Margithe: Do LOD changes trigger an update, or is it cached?
[2014/01/16 15:51]  Mæstro Linden (maestro.linden): an LoD update would happen viewer-side, so the sim wouldn't be sending a message for that
[2014/01/16 15:51]  Margithe: So all the LODs are fetched the first time the object is in view?
[2014/01/16 15:52]  Lucia Nightfire: not mesh
[2014/01/16 15:52]  Mæstro Linden (maestro.linden): Actually, there's only a single mesh asset file, and I believe the viweer would fetch the whole asset when the mesh came in view
[2014/01/16 15:52]  Margithe: i mean, for mesh specifically.
[2014/01/16 15:52]  Duckie Dickins: changing draw distance makes lots of particles. :)
[2014/01/16 15:52]  Duckie Dickins: /dd 500
[2014/01/16 15:53]  Lucia Nightfire: if you have LOD factor to 0 and intially render a multiple LOD mesh you won't load all LODs
[2014/01/16 15:53]  Lucia Nightfire: and by multiple I mean different complexity per LOD
[2014/01/16 15:54]  Lucia Nightfire: when you increase LOD, the LOD levels will start loading as they weren't loaded upon first render
[2014/01/16 15:54]  Margithe: Since there are many meshes containing very crippled lower lods, or none even, and then very dense high LOD, (to get lower LI for the object) i wonder how crippling it is really for the viewer.
[2014/01/16 15:54]  Margithe: or for fetching the mesh data.
[2014/01/16 15:54]  Lucia Nightfire: same as if you had LOD factor at normal and rendered mesh intially from a distance
[2014/01/16 15:54]  Lucia Nightfire: you don't load all levels until you zoom in close enough
[2014/01/16 15:55]  Lucia Nightfire: however the size of the mesh object permits
[2014/01/16 15:55]  Margithe: Alright, so it is " what you see, is what you get"?
[2014/01/16 15:55]  Lucia Nightfire: I would think the reasoning is clearly bandwidth versus interest related
[2014/01/16 15:55]  Mæstro Linden (maestro.linden): So for sculpties, the texture will progressively load, giving an incrementally 'sharper' appearance with each resolution level,
[2014/01/16 15:56]  Mæstro Linden (maestro.linden): but I don't think that applies to meshse
[2014/01/16 15:56]  Lucia Nightfire: yeah, scultps load fully
[2014/01/16 15:56]  Mæstro Linden (maestro.linden): I'm asking Monty, since he would nkow for sure
[2014/01/16 15:56]  Lucia Nightfire: regardless of size/distance
[2014/01/16 15:57]  Margithe: I'm trying to figure out how much to hate the practise of objects with 20 k verts in high LOD, then just a crappy medium LOD and nothing else, for a lower land impact.
[2014/01/16 15:57]  Mæstro Linden (maestro.linden): well, Monty may be afk..
[2014/01/16 15:57]  Mæstro Linden (maestro.linden): I would hate that based on poor appearance, Margithe..
[2014/01/16 15:57]  Mæstro Linden (maestro.linden): a few months ago I got some sunglasses which looked great up close
[2014/01/16 15:58]  Mæstro Linden (maestro.linden): but turned into 2 triangles when the camera is more than 5m away or so from themn
[2014/01/16 15:58]  Mæstro Linden (maestro.linden): needless to say, I got some other glasses :)
[2014/01/16 15:58]  Lucia Nightfire: its a balancing act in appearence by distance/landimpact
[2014/01/16 15:58]  Margithe: certain objects are only seen in a small place, like lets say, a toilet object...
[2014/01/16 15:59]  Mæstro Linden (maestro.linden): yeah, that's a fair consideration
[2014/01/16 15:59]  Lucia Nightfire: in regard to my simple shield plates, I was forced to use the same LOD for all levels due to how quick rezzing mesh doesn't load highest LOD value instantly on rez
[2014/01/16 15:59]  Margithe: I was curious about the impact they might have when you see just the lower LOD
[2014/01/16 15:59]  Mæstro Linden (maestro.linden): the worst cases I've seen seem to be from autogenerated LoDs
[2014/01/16 16:01]  Rex Cronon: i g2g. tc everybody
[2014/01/16 16:01]  NEEDADISPENSERHERE (ac14.hutson): stuff that needs to be rezzed indoors i usually give a really bad low and lowest to.
[2014/01/16 16:01]  Mæstro Linden (maestro.linden): Lucia: you mean setting the lower LODs to 'Use LoD above' in the mesh upload dialog, right?
[2014/01/16 16:01]  rcdsQueChatLog: Rex Cronon, you can read the log here:
[2014/01/16 16:01]  NEEDADISPENSERHERE (ac14.hutson): since you wont see it from far anyway.
[2014/01/16 16:01]  Lucia Nightfire: yes, for all levels
[2014/01/16 16:01]  Duckie Dickins: I forgot I had that fun toy. :)
[2014/01/16 16:01]  Mæstro Linden (maestro.linden): okay, just making sure you're not selecting the same .dae file with 'load from file' for each :-)
[2014/01/16 16:02]  Lucia Nightfire: naw
[2014/01/16 16:02]  Mæstro Linden (maestro.linden): Rex's chat logger has a point - we're out of time!
[2014/01/16 16:02]  Margithe: Does it give a different result?
[2014/01/16 16:02]  Nal (nalates.urriah): Thx Maestro
[2014/01/16 16:02]  Mæstro Linden (maestro.linden): I'd worry that in the latter case, you'd end up with a much bigger mesh asset, Margithe
[2014/01/16 16:02]  Jonathan Yap: take care everyone
[2014/01/16 16:02]  Mæstro Linden (maestro.linden): with redundant data
[2014/01/16 16:02]  And all I got was this lousy DN (tankmaster.finesmith): have a good weekend everyone!
[2014/01/16 16:02]  Mæstro Linden (maestro.linden): you too!
[2014/01/16 16:02]  Mæstro Linden (maestro.linden): thanks for coming everybody!
[2014/01/16 16:03]  And all I got was this lousy DN (tankmaster.finesmith): thx for your time, meastro
[2014/01/16 16:03]  Margithe: Ah, i see. That should go on the wiki!
[2014/01/16 16:03]  NEEDADISPENSERHERE (ac14.hutson): see ya
[2014/01/16 16:03]  Yuzuru (yuzuru.jewell): Thank you, Maestro.