Mesh/Archive/2011-08-01

From Second Life Wiki
Jump to navigation Jump to search

Agenda

  1. Why do mesh objects have a +0.5PE penalty and a +1PE script penalty per object per linkset compared to regular prims which have none? (York Jessop)
  2. Can we have both physics and streaming cost displayed somewhere in the edit window? It was useful to be able to tell which was larger without having to go into the developer menu. (Brookston Holiday)
  3. (Perhaps related)When edit linked is checked, the number of prims gets updated in the edit window but the PE of the entire object is still shown. Is it possible to show the PE contribution of the one prim that has been selected, again without going into developer menu? (Brookston Holiday)
  4. What is the hidden agenda (assuming there is one) behind the new dropdown on the uploader that asks what the uploaded model is for? [Drongle McMahon]
  5. SH-2044 has been set to fixed, but the automated build at http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/rev/237321/index.html doesn't seem to have the fix even though it's listed. It's likely a mistake on my part, but please confirm whether the fix is in or not in the install. (Raz Welles)
  6. I'm having problems getting the streaming cost formula to work. Is this wiki up-to-date? : http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost#LOD_Transition_Distances I read elsewhere that the LOD transition distances have different values now. Also, is "max_area=65536", "cost_scalar = 0.125" and is "radius = 0.5 * llSqrt(x*x + y*y + z*z)"? [Ashasekayi Ra]
  7. In the streaming cost formula, kbytes for each LOD are listed. Is there a way to approximate that value for ourselves offline since I assume this is a compressed value? [Ashasekayi Ra]
  8. You still can't have textures automatically load with a model exported from Blender 2.49. Is this a known issue? Or, does it need a jira? [Ashasekayi Ra]
  9. Adding a script to a linkset that has a PE count lower the the prim count results in rounding up to the prim count and voiding out any efficient mesh models that are below 1 PE in a linsket... why? My example was a 128 prim, 64 PE going up to 130 PE whit a "new script" added... [Moo Spyker]
  10. In the modernisation of SL, why has all effeort for new features seemed to be targeted at Mesh? I feel that the biggest immersion killer, and the area where SL is lagging behind other MMOs the most, right now is not having seamless sim crossings, and not being able to traverse the seas. [Davido Chrome]
  11. Please can you add to the Loginscreen from the Mesh Cleint Links to the mesh-wiki tips for handle the mesh upload. [bigjr Slade]
  12. When can we expect a viewer version that works with lion (macOS 10.7)? [Mikki Miles]
  13. Jira CTS-606 is marked as fixed, but it isn't. I made a comment, but i suspect nobody read it. So, on both my machines, MBP and a recent iMac I get a black screen when I try to display physic shapes, it would really be helpful to have this working [Mikki Miles]
  14. How do normal prims and meshes compare in rendering cost? Comparing, say, 1024 prim-based triangles and 1024 mesh-based triangles. [Stickman Ingmann]
  15. Are we there yet? Can you tell us about how mesh will be rolled out to the rest of the grid and when? [Vivienne Daguerre]

Meeting Notes

Transcript for Monday August 1, 2011

[12:04] Maniac Choche the walking tree is comming :))
[12:04] Maniac Choche welcome :)
[12:04] perrson Zsun :O
[12:04] Rusalka Writer And he's brought us a prim.
[12:04] Charlar Linden sacred?
[12:05] Maniac Choche a bit :P
[12:05] Rusalka Writer Scared.
[12:05] Stickman Alpha means transparency. Transparent stuff and shine doesn't get along. Alpha wins, shine doesn't show up.
[12:05] perrson Zsun i know that
[12:05] Charlar Linden First item
[12:05] Moo Spyker THE TREE HAS ARRIVED
[12:05] Charlar Linden Why do mesh objects have a +0.5PE penalty and a +1PE script penalty per object per linkset compared to regular prims which have none? (York Jessop)
[12:05] Stickman Even if the texture doesn't have any transparency visible, if it has an alpha channel -- like a 32-bit TGA -- then it will be considered as "having alpha."
[12:05] charlespayne Dana let the lindens speak
[12:05] Monster LagGroup (eddi.decosta) hi Charlar :)
[12:05] Charlar Linden hey all
[12:06] perrson Zsun it just has a blank texture its just white
[12:06] Stickman If it's TEXTURE_BLANK, that sounds like a bug. There was a Jira on attached items not showing transparency when certain graphic settings were set, but it would show up while on the ground. Make sure shine works period, then report a bug on Jira and add it to the agenda?
[12:06] davep (runitai.linden) DON'T PEE ON ME!
[12:06] Rusalka Writer This is a meeting, right?
[12:07] Charlar Linden yep
[12:07] Maniac Choche hhhaha
[12:07] Rusalka Writer Oh, good.
[12:07] Vivienne Daguerre rofl
[12:07] Charlar Linden Nyx is working on the first item
[12:07] Stickman Er, attached meshes not showing shine.
[12:07] Nyx Linden so we charge extra "server cost" for objects that are dynamic - dynamic meaning either scripted or physical. This will only impact the server cost, so if you object is not bound by server cost then you won't see any impact of making your mesh dynamic
[12:07] Charlar Linden Please no more animals up here
[12:07] Charlar Linden :-)
[12:07] Moo Spyker yeah everyone shut up so they can speak
[12:07] Lee Ponzu Transparent items disappear when I turn on Shadows...
[12:07] Lee Ponzu Not just attachments
[12:07] Charlar Linden one thing at a time
[12:07] davep (runitai.linden) please add your question to the agenda
[12:08] Charlar Linden If you want answers, you need to keep focused on the agenda
[12:08] perrson Zsun i think my computer would die if i turned on shadows :|
[12:08] davep (runitai.linden) https://wiki.secondlife.com/wiki/Content_Creation/Mesh_Import_User_Group
[12:08] Charlar Linden I know the scripting issue is important to many - did everyone see Nyx's comment?
[12:08] Helena (helena.lycia) Where's the agenda?
[12:08] Helena (helena.lycia) Ah
[12:08] Asha (ashasekayi.ra) https://wiki.secondlife.com/wiki/Content_Creation/Mesh_Import_User_Grou
[12:09] Stickman I did, good explanation. Thank you, Nyx.
[12:09] charlespayne Dana aditi keeps crashing for me
[12:09] Charlar Linden We're going to try and handle all the PE related questions at once, so I'm going to jump around a bit.
[12:10] Charlar Linden #9 Adding a script to a linkset that has a PE count lower the the prim count results in rounding up to the prim count and voiding out any efficient mesh models that are below 1 PE in a linsket... why? My example was a 128 prim, 64 PE going up to 130 PE whit a "new script" added... [Moo Spyker]
[12:10] Drongle McMahon Someone catch the leaves.
[12:10] Nyx Linden related to the last answer - when you make an object scripted it becomes "dynnamic" which means we need to track more updates for the object
[12:10] perrson Zsun can you make a script to animate the mesh when your not wearing it?
[12:10] Nyx Linden so this increases its "server cost"
[12:11] Latif Khalifa lol
[12:11] Nyx Linden if the object isn't limited by server cost, then you wouldn't see a difference
[12:11] Charlar Linden perrson, you're kind of invading my personal space
[12:11] Moo Spyker so a script can be worth 65 prims in that example...? seems like a bug
[12:11] Charlar Linden it's distracting
[12:11] perrson Zsun sorry
[12:12] Nyx Linden Moo: no, making the object "dynamic" increases its server cost. its not that your script costs the simulator 65 prims worth of processing
[12:12] tehKellz (kelly.linden) The script is not worth 65 prims, but the fact that those prims are now dynamic means they are much more expensive to track.
[12:12] Stickman You cannot change a mesh with a script. UUID swapping isn't going in, much to everyone's disappointment. The solution is to alpha swap, which can be done with any space faces, combined into the same mesh, or with multiple objects. Unless that's changed. I haven't been here in a while to harass them about it.
[12:12] Wolfpup (wolfpup.lowenhar) so even if you somply add say a hover text script to an object then the cost will go up?
[12:12] tehKellz (kelly.linden) Only if you are bound by simulation cost.
[12:13] Moo Spyker so then why are mesh even able to be lower then 1 PE in a linkset if they are voided out with scripts...?
[12:13] Moo Spyker in the max example a 256 prim 128 PE linkset would jump to 258 PE with a single script... thats just retarded excuse the language
[12:13] Nyx Linden the linkset is limited by one of three costs: server cost, physics cost, and streaming/download cost
[12:13] Latif Khalifa Kelly, what exactly does scripted bench that animates avatars when sat up requires in extra traciking that would justify charging more for it?
[12:13] Nyx Linden whichever is highest is what we "charge" in prims
[12:14] tehKellz (kelly.linden) It is indeed a bit of a rough metric.
[12:14] Helena (helena.lycia) Doesn't this make it extremely difficult to create mesh vehicles and stay within physics limits?
[12:14] Wolfpup (wolfpup.lowenhar) ti think they ar saying if your scipt makes any pat of the 'mesh' 'move' then because of the data flow to and from the servers that cost is more
[12:14] Latif Khalifa to put it mildly
[12:14] tehKellz (kelly.linden) All we are currently tracking is the dynamic nature, we aren't inspecting each script to know.
[12:15] Asha (ashasekayi.ra) Every script doesn't make something move.
[12:15] Moo Spyker why not an increase in PE for adding a script, not increase in prim number
[12:15] Latif Khalifa very few do move stuff actually
[12:15] Nyx Linden Helena - for making something physical you just need the physics weight to be under 32, not the entire prim equivalence
[12:15] tehKellz (kelly.linden) Dynamic objects take more tracking. Latif you know this especially well - even idle scripts take time.
[12:15] Moo Spyker say adding a script to a 128 prim, 64 PE goes up to 66 PE
[12:16] Helena (helena.lycia) Well I can't make a mesh vehicle that comes in uder 32 PEs
[12:16] Moo Spyker people are going to have a single script in a item thats that high of a prim count so that is just stupid to penalize that...
[12:16] Latif Khalifa Kelly, scheduler deficiencies aside, increasing tier prices only for mesh object in this way does not make any sense to me
[12:16] Maniac Choche Helena only physical shape needs to be under 32
[12:16] Helena (helena.lycia) I wanted to make a modifcation to an existing vehicle - 25 conventional prims plus 1 mesh prim (2 PE) and the result was a 453 PE object
[12:17] Latif Khalifa lol
[12:17] Bunnie Mills welcome to mesh : P
[12:17] Latif Khalifa yeah
[12:17] perrson Zsun what is pe?
[12:17] Nyx Linden again, it depends on what metric you're limited on. If you're limited on simulatoion cost, then making your object dynamic potentially significantly increases the cost to track it
[12:17] Helena (helena.lycia) Prim Equivalence
[12:17] perrson Zsun oh
[12:17] tehKellz (kelly.linden) Keep in mind it will only effect objects that are bound to simulation cost, not anything with just a high PE from streaming or physics.
[12:17] perrson Zsun im dumb
[12:17] perrson Zsun :\
[12:17] Motor Loon That really makes mesh useless for a lot of purposes it would have been great for.
[12:18] Nyx Linden many objects will be bound by streaming or physics, and thus won't get a penalty from making objects dynamic
[12:18] Helena (helena.lycia) Agreed Motor
[12:18] Mesh Release can you not write a article for better understand ?
[12:18] Moo Spyker doesnt make sense though how adding a script to the linkset can increase the PE count that greatly... why doesnt it just increse the PE count of the object its inside? This will for peopel not to link together items in a linkset... but yet its counteracts itself because you have to link stuff together to avoid the default 2PE on unlinked mesh....
[12:18] Bunnie Mills doc updates were promised ...
[12:19] Michelle Leckrone Is there any plans for the future to make faces move on mesh ****
[12:19] Maniac Choche let's not forget this is an initial release , things will change eventualy. I think lindens don't want to repeat the "openspace sim" drama
[12:19] Wolfpup (wolfpup.lowenhar) yes mesh would greatly improve vehicles but if it is going to 'cost' more then there will be virtualy no 'mesh' based vhicles
[12:19] Motor Loon what was the "openspace sim" drama?
[12:19] Rusalka Writer Agenda, agenda.
[12:19] Charlar Linden OK, I think we're about done with that topic, I want to get back to our agenda
[12:19] Moo Spyker It is also entirely possible with a low enough mesh polygon count to have a 128 prim, 10 PE count item, which would raise to 130 PE with asingle script added...? its bull crap
[12:19] Maniac Choche i'll explain later :)
[12:20] Moo Spyker so basiclly that will remain as it is?
[12:20] tehKellz (kelly.linden) Yes. The minimum PE for a scripted object is going to be roughly 1 per prim.
[12:20] Helena (helena.lycia) Ugg
[12:21] Charlar Linden OK, I think we're about done with that topic, I want to get back to our agendaWe're always looking at how to improve, but right now that's it.
[12:21] Moo Spyker no its per linkset of all prims
[12:21] Drongle McMahon Moo - server weight menas 128 prims will always have PE > 64.
[12:21] Helena (helena.lycia) So is the answer, we stick to using sculpts instead?
[12:22] Moo Spyker yeah thats what im getting out of it Helena
[12:22] Latif Khalifa sculpties ftw it seems
[12:22] tehKellz (kelly.linden) Sculpts also have a minimum PE of 1 per prim.
[12:22] Vivienne Daguerre for vehicles I think yes
[12:22] Motor Loon I was planning to do just that Helena °͜°
[12:22] Rusalka Writer Agenda agenda agenda.
[12:22] Charlar Linden OK
[12:22] Charlar Linden #2 Can we have both physics and streaming cost displayed somewhere in the edit window? It was useful to be able to tell which was larger without having to go into the developer menu. (Brookston Holiday)
[12:22] Stickman He, Helena. "Give us at least what we have, or we'll just keep using what we have." That seems to be what it keeps coming back to.
[12:22] Lee Ponzu Agenda...
[12:22] Helena (helena.lycia) Yeah but sculpts don't suddenly jump to over 10 times their cost
[12:22] Latif Khalifa Kelly, yes, but it doesn't increase when you add script to them
[12:22] Motor Loon Stickman: thats assume they want us to use mesh °͜°
[12:23] Helena (helena.lycia) It just seems crazy that adding a SIMPLE mesh prim to a 25 prim object results in a PE of 450
[12:23] Nyx Linden Yep! we're planning on adding this in our second release, We have people working on it right now :)
[12:23] Helena (helena.lycia) Maybe they only want us to use meshes for AVs
[12:23] Charlar Linden #2 Can we have both physics and streaming cost displayed somewhere in the edit window? It was useful to be able to tell which was larger without having to go into the developer menu. (Brookston Holiday)#3(Perhaps related)When edit linked is checked, the number of prims gets updated in the edit window but the PE of the entire object is still shown. Is it possible to show the PE contribution of the one prim that has been selected, again without going into developer menu? (Brookston Holiday)
[12:23] Charlar Linden hold on, screwed up there....
[12:23] Charlar Linden #3 (Perhaps related)When edit linked is checked, the number of prims gets updated in the edit window but the PE of the entire object is still shown. Is it possible to show the PE contribution of the one prim that has been selected, again without going into developer menu? (Brookston Holiday)
[12:23] Michelle Leckrone I've been told meshes better for frame rate is that true
[12:24] Nyx Linden so we will be getting the physics and streaming costs added to the edit tools :)
[12:24] perrson Zsun how many vertecies count as one prim?
[12:24] Rusalka Writer Groovy.
[12:24] Asha (ashasekayi.ra) You have to add questions to the agenda Michelle
[12:24] Maniac Choche and better debuging tools please " look in the log" is horrable excuse :P
[12:24] Michelle Leckrone ok
[12:24] Motor Loon "[12:24] perrson Zsun: how many vertecies count as one prim?" <--- now, thats what we need...
[12:24] Stickman Nyx told me that mesh and prims cost about the same, triangle for triangle.
[12:25] Latif Khalifa that's not true
[12:25] Stickman "Cost" meaning "to display."
[12:25] Nyx Linden as far as the prim equiv for a partial linkset, that's a known issue with how we report our costs
[12:25] Drongle McMahon hahaha Stick noi if they are 64m
[12:25] Charlar Linden Folks, please try to stay with the agenda item. It's helpful for everyone here, and everyone that reads the transcripts later.
[12:25] Bunnie Mills yes please
[12:26] Acheron Gloom Agreed.
[12:26] Motor Loon ok, we'll complain and whine later °͜°
[12:26] Charlar Linden thanks Motor
[12:26] charlespayne Dana heat is making me stick to my chair lol
[12:26] Nyx Linden please keep back chatter to a minimum, so that its clear what topics we're responding to :)
[12:27] Charlar Linden on to the next one
[12:27] Charlar Linden #4 What is the hidden agenda (assuming there is one) behind the new dropdown on the uploader that asks what the uploaded model is for? [Drongle McMahon]
[12:27] Maniac Choche i was wondering the same
[12:27] Charlar Linden no hidden agenda. You overestimate our deviousness.
[12:27] Motor Loon statistics?
[12:28] Rusalka Writer Giving the importer a head start on our crappy meshes?
[12:28] Charlar Linden We want to start understanding what sorts of things get uploaded. The intent is more around that than anything.
[12:28] Bunnie Mills well there is no motivation in setting it other than the default
[12:28] Bunnie Mills and default is rather specific at the moment
[12:28] Maniac Choche what about - avatar shape triggers auto checking the skin checkbox
[12:28] Maniac Choche this will be helpful
[12:28] Charlar Linden One idea is that we could help give you feedback on the stats of a proposed upload based on all other uplaods of the same type.
[12:29] Drongle McMahon I need a "looking for bugs" choice
[12:29] Bunnie Mills : P
[12:29] Charlar Linden We could also help you categorize things later. These are all future ideas, don't know what we'll do yet. it's just a start.
[12:29] Maniac Choche u will see many "avatar shapes" in ur stats .. people will use the default choice :P
[12:30] Charlar Linden yep - I know
[12:30] Maniac Choche still it's a nice idea
[12:30] Charlar Linden Until we make it useful to you, I personally don't expect people to play along.
[12:30] Maxwell Graf its also a good place to choose your rigged item heirarchy or placement when you develop that mesh deformer system later on down the road. *cough*
[12:30] Asha (ashasekayi.ra) lol
[12:30] Stickman Yeah, I recommend having it be "choose one" and won't continue until they do. It's annoying, but helps. The other choice is to have default be "Undisclosed."
[12:30] Nal (nalates.urriah) You could have an incentive to change it and get -1 PE
[12:30] Evil the Cat (kadah.coba) Didnt think default should be something like blank so you can at least get some accuracy on that option?
[12:30] Charlar Linden onward...
[12:30] Drongle McMahon You could make sub folders based on category
[12:31] Maniac Choche yea the blank idea is nice
[12:31] Maniac Choche "none"
[12:31] Charlar Linden #5 SH-2044 has been set to fixed, but the automated build at http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/rev/237321/index.html doesn't seem to have the fix even though it's listed. It's likely a mistake on my part, but please confirm whether the fix is in or not in the install. (Raz Welles)
[12:31] davep (runitai.linden) Number 5 is answered in the JIRA itself (SH-2044
[12:31] davep (runitai.linden) https://jira.secondlife.com/browse/SH-2044?focusedCommentId=275265&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-275265
[12:31] perrson Zsun what is the link for?
[12:32] Evil the Cat (kadah.coba) Evil the Cat hates useless stats numebrs due to bad input methods
[12:32] Acheron Gloom First link is a mesh viewer download, second is a jira.
[12:32] Maniac Choche i was able to fix mine with a little bit movement on the problemating vertex
[12:32] Stickman Can I jump back to #9? I never did hear a good answer why one script makes PE jump from 64 to 180.
[12:32] Nal (nalates.urriah) no
[12:32] Acheron Gloom no
[12:32] Charlar Linden Stickman - no, sorry
[12:32] Bunnie Mills sigh... old discussion
[12:33] Charlar Linden #6 I'm having problems getting the streaming cost formula to work. Is this wiki up-to-date? : http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost#LOD_Transition_Distances I read elsewhere that the LOD transition distances have different values now. Also, is "max_area=65536", "cost_scalar = 0.125" and is "radius = 0.5 * llSqrt(x*x + y*y + z*z)"? [Ashasekayi Ra]
[12:33] Stickman Link me to the old discussion?
[12:33] davep (runitai.linden) The wiki is *now* up to date
[12:33] davep (runitai.linden) it wasn't an hour ago
[12:33] davep (runitai.linden) just updated it before the meeting
[12:33] Maniac Choche yaaaaaay!
[12:33] Asha (ashasekayi.ra) Ok, thanks ^^
[12:33] Maniac Choche Thanks :)
[12:33] davep (runitai.linden) sorry that took so long
[12:33] Charlar Linden #7 In the streaming cost formula, kbytes for each LOD are listed. Is there a way to approximate that value for ourselves offline since I assume this is a compressed value? [Ashasekayi Ra]
[12:34] Drongle McMahon Well dobe Ash, successful prod.
[12:34] davep (runitai.linden) You can lift some code out of LLModel.cpp
[12:34] Asha (ashasekayi.ra) hehe
[12:34] davep (runitai.linden) LLModel::writeModel has a "nowrite" option that will just generate the mesh header
[12:34] Asha (ashasekayi.ra) Oi.... I assume that is in the source?
[12:34] davep (runitai.linden) yup
[12:34] davep (runitai.linden) let me get a link
[12:35] Charlar Linden cool, moving on...
[12:35] Charlar Linden davep will send out a link when he finds it
[12:35] Charlar Linden #8 You still can't have textures automatically load with a model exported from Blender 2.49. Is this a known issue? Or, does it need a jira? [Ashasekayi Ra]
[12:36] Charlar Linden it does need a jira, please
[12:36] Asha (ashasekayi.ra) Alrighty
[12:36] Charlar Linden can you include an example model with textures?
[12:36] Nyx Linden please do file a jira, with an example dae and the texture files
[12:36] Rusalka Writer That works for me.
[12:36] Asha (ashasekayi.ra) I can do that.
[12:36] Rusalka Writer I'll double-check on the newest viewer.
[12:36] Nyx Linden thanks!
[12:36] davep (runitai.linden) link to writeModel source: https://bitbucket.org/lindenlab/mesh-development/src/52fe23bab817/indra/llprimitive/llmodel.cpp#cl-1353
[12:36] Charlar Linden ok, next...
[12:36] Maniac Choche thanks
[12:37] Asha (ashasekayi.ra) Asha will make sure to check with newest viewer first.
[12:37] Charlar Linden #10 In the modernisation of SL, why has all effeort for new features seemed to be targeted at Mesh? I feel that the biggest immersion killer, and the area where SL is lagging behind other MMOs the most, right now is not having seamless sim crossings, and not being able to traverse the seas. [Davido Chrome]
[12:37] Asha (ashasekayi.ra) Thanks Dave
[12:37] Charlar Linden This isn't really mesh related.
[12:37] Lee Ponzu hear hear
[12:37] Bunnie Mills : P
[12:37] Stickman Yeah, it's not. :<
[12:37] Lee Ponzu Maybe, but mesh makes sim crossings worse...
[12:37] Stickman Good question, though. Server group?
[12:37] Charlar Linden We consider all these issues - but one project ata time...
[12:37] Evil the Cat (kadah.coba) Other teams have been working on that.
[12:38] Bunnie Mills and there is a big JIRA on it too
[12:38] Nal (nalates.urriah) Lots of improvements have been made on sim crossings and as said other teams are on that
[12:38] Charlar Linden #11 Please can you add to the Loginscreen from the Mesh Cleint Links to the mesh-wiki tips for handle the mesh upload. [bigjr Slade]
[12:39] Lee Ponzu Thats what browser bookmarks are for.
[12:39] Michelle Leckrone hehe
[12:39] Maniac Choche :))
[12:39] Charlar Linden I think it's better to just keep your wiki links in your browser.
[12:39] Acheron Gloom Yeah.
[12:39] Maniac Choche http://wiki.secondlife.com/wiki/Mesh
[12:40] Charlar Linden and we're working to improve our wiki, as it relates to mesh
[12:40] Maniac Choche i can say this one in my sleep
[12:40] Maniac Choche :P
[12:40] Michelle Leckrone I have to admit it gets a bit over the top of me with bookmarks
[12:40] JR4201 Kruyschek have all the information together is good
[12:40] Charlar Linden as we transition from beta to release
[12:40] JR4201 Kruyschek i mean the essential one
[12:40] Charlar Linden Some people have done very nice tutorials and the like that we're adding.
[12:40] Charlar Linden #12 When can we expect a viewer version that works with lion (macOS 10.7)? [Mikki Miles]
[12:40] Mesh Release but not all know it
[12:40] Lee Ponzu I rarely use bookmarks any more...I just Google.
[12:41] Acheron Gloom google > sl mesh. All done. ;p
[12:41] Mesh Release the people ask in maingrid chat more times
[12:41] davep (runitai.linden) http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/shining-fixes-merge/rev/237389/index.html
[12:41] davep (runitai.linden) Leslie and I have been working on that
[12:41] Mesh Release why not at the login a link ?
[12:41] davep (runitai.linden) ^^ that installer *should* almost work
[12:41] Lee Ponzu we need one for Snow Leopard, too.
[12:41] davep (runitai.linden) but it's not mesh enabled
[12:41] Lee Ponzu Lee Ponzu winks
[12:42] Mikki Miles hehe, but we're talking about mesh ;-)
[12:42] davep (runitai.linden) the issues plaguing Lion are not mesh specific, so we're following the non-mesh bug fix pipeline
[12:42] davep (runitai.linden) eventually those fixes will make their way to the release viewer and into the mesh viewer
[12:42] davep (runitai.linden) timeline is to the tune of 3 weeks
[12:42] Charlar Linden ok, next?
[12:43] Charlar Linden #13 Jira CTS-606 is marked as fixed, but it isn't. I made a comment, but i suspect nobody read it. So, on both my machines, MBP and a recent iMac I get a black screen when I try to display physic shapes, it would really be helpful to have this working [Mikki Miles]
[12:43] davep (runitai.linden) looks like it was fixed on windows but not mac or linux
[12:44] davep (runitai.linden) we'll get on that soon
[12:44] Mikki Miles I have to correct myself, I just tested it, and the screen turns white. I take this as a progress
[12:45] davep (runitai.linden) I am heartened by your optimism
[12:45] Maniac Choche :)))))
[12:45] Asha (ashasekayi.ra) Asha snorts
[12:45] Charlar Linden ok, moving on...
[12:46] Charlar Linden #14 Jira CTS-606 is marked as fixed, but it isn't. I made a comment, but i suspect nobody read it. So, on both my machines, MBP and a recent iMac I get a black screen when I try to display physic shapes, it would really be helpful to have this working [Mikki Miles]
[12:46] Charlar Linden or, not
[12:46] Stickman Been thinking over 14. I bet Nyx's old statement still stands, and Latif was saying a 64 meter object has a high PE cost.
[12:46] Charlar Linden #14 for real -- How do normal prims and meshes compare in rendering cost? Comparing, say, 1024 prim-based triangles and 1024 mesh-based triangles. [Stickman Ingmann]
[12:46] Nyx Linden from my performance tests, a triangle is a triangle in terms of render cost whether it is a prim or a mesh :) That being said it depends heavily on what you do for your levels of detail and scale of the object
[12:46] Nyx Linden but we're continuing to do more performance tests to get more granular data
[12:47] Stickman A bigger object will have more triangles visible at a further distance because of LOD, and therefore has a higher PE cost. That's how that works?
[12:47] Nyx Linden there's a slight penalty for rigged triangles, but non-rigged triangles it doesn't really matter whether its a mesh or a prim
[12:47] Rusalka Writer So, ARC?
[12:48] Nyx Linden we're re-doing the "ARC" algorithm to be more accuate, more on that later
[12:48] Rusalka Writer Okay.
[12:48] Stickman I'm looking forward to the new ARC. It sounds like it'll be fun.
[12:48] Rusalka Writer http://boingboing.net/2011/07/31/111595.html
[12:48] Nyx Linden trying to make it based on actual performance numbers :)
[12:48] Rusalka Writer Oh, no.
[12:48] Nyx Linden still hardware-independent though of course
[12:48] Maniac Choche attachments will be abused for sure
[12:49] Stickman Everything is always abused, all the time.
[12:49] Maniac Choche why take time to make low poly if you can make it hipoly
[12:49] Rusalka Writer I'm planning to. It's all I have left.
[12:49] Stickman Can we hop back to 9 real quick? It sounded like a bug. The explanation was great, but didn't seem to address the actual issue.
[12:49] Lee Ponzu By the time you figure out how to stop abuse, the future will already be here.
[12:49] Charlar Linden ok, but let's finish up first
[12:49] Vivienne Daguerre I snuck in another agenda item... through the crack under the door
[12:49] Stickman Oh, there're more? Sorry.
[12:49] Charlar Linden np
[12:49] Charlar Linden #15 - Are we there yet? Can you tell us about how mesh will be rolled out to the rest of the grid and when? [Vivienne Daguerre]
[12:50] Maxwell Graf finally i can have those high poly mesh genitals ive always wanted.
[12:50] Vivienne Daguerre grins
[12:50] Maniac Choche :))))))))))))
[12:50] Maniac Choche classic
[12:50] Asha (ashasekayi.ra) lmao
[12:51] Mesh Release vivi we are not finish.. we have no ponys :)
[12:51] JR4201 Kruyschek i like that #15
[12:51] Charlar Linden We're going to a Release Channel this week, and will be pretty aggresive with growing that over the next few weeks as long as we see stability.
[12:51] Acheron Gloom :o
[12:51] Charlar Linden We have somewhere over a 100 regions now in the mesh volutneer channel
[12:51] Nal (nalates.urriah) So, things are looking good now?
[12:51] Vivienne Daguerre Woo-hoo-hoo!!
[12:51] Vivienne Daguerre :D
[12:51] Nyx Linden soon tiny robots will take over the grid.....errr I mean meshes!
[12:51] EzY McAlpine shouts: yay
[12:51] Maxwell Graf Weeeeeeeeee!
[12:51] Rusalka Writer What could possibly go wrong?
[12:51] Kylie Todriya fantastic !
[12:51] Charlar Linden The viewer version is following suite
[12:51] Maniac Choche yaaaaaay!
[12:51] Michelle Leckrone yayyyyyyy!!!
[12:51] JR4201 Kruyschek what do you mean by volunteer channel?
[12:51] Charlar Linden or suit
[12:52] Asha (ashasekayi.ra) Asha chuckles
[12:52] Lee Ponzu So here's another fine mesh you've gotten us into, Stanley
[12:52] Nyx Linden speaking of testing and stability, please try out this client and report any problems with it: http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/vir-project-1/rev/237157/index.html
[12:52] Stickman How you guys feeling? Char? Nyx? Runitai?
[12:52] Motor Loon so... "release channel" meaning the sims that signed up for testing?
[12:52] JR4201 Kruyschek ty Nyx
[12:52] Rusalka Writer So the timeline? The timeline on the upload cost increase?
[12:52] Lee Ponzu it has crashed me four times just during this meeting...
[12:52] Nyx Linden we want to get the mesh features merged into viewer-development soon, and that's our test merge
[12:52] Charlar Linden JR/Motor - https://wiki.secondlife.com/wiki/Mesh/LiveVolunteers
[12:52] Rusalka Writer It is crashy, and it doesn't give me the crash reporter.
[12:52] Motor Loon or are we talking one of the major channels, like Tigre/Magnum etc
[12:52] davep (runitai.linden) davep feels itchy.
[12:52] Nyx Linden the more feedback we can get on that viewer the sooner we can merge
[12:53] Charlar Linden I say "what could go wrong?" every day.
[12:53] Motor Loon I know about the volunteer program, but I was just trying to understand what you meant by "release channels"
[12:53] Nyx Linden I keep telling him to stop saying that....
[12:53] JR4201 Kruyschek ty Charlar
[12:53] Rusalka Writer It's a good mantra.
[12:53] Rusalka Writer I use it in the woodshop all the time and I still have all my fingers.
[12:53] Maxwell Graf ive been testing the heck out of it on my sim, and I have to say the server side has been flawless so far. I havent had a single issue on the sim with it.
[12:54] Moo Spyker We really need to go over #9 again because I and others here did not get a clear, just and understood answer... wondering if you did not understand the question fully...
[12:54] Charlar Linden hey, we have a few minutes left - and Stickman was nice.
[12:54] Maniac Choche btw i'm unable to select rigged meshes worn on other people in order to make "inspect" etc , is this on purpose ?
[12:54] Nal (nalates.urriah) he was
[12:54] Charlar Linden And Moo was trying to be nice :-)
[12:54] Stickman Oh good. I try to be nice. I apologize if I come across rude. I don't have the social graces some are gifted with.
[12:54] Lee Ponzu Do you have an answer to the WHY question?
[12:54] Rusalka Writer Gimme my crash reporter back, please.
[12:54] Wolfpup (wolfpup.lowenhar) I know Hippo Hollow is on the mesh channel ben playing in the sandox there with my mesh viewer
[12:54] davep (runitai.linden) Maniac: yes, it's on purpose
[12:54] Maniac Choche inspect is a powerful marketing tool
[12:54] Maniac Choche darn :(
[12:54] Vivienne Daguerre I have had a comment with my sims being on the mesh micro channel... I hold a tournament every week, and one of the contestants asked what I had done to the sim, that he had never seen a better ping or performance out of the sim.
[12:55] Rusalka Writer Agreed about inspect.
[12:55] davep (runitai.linden) will take that under advisement
[12:55] Racush (racush.cheeky) Maniac just keep the edit window open and you can select them
[12:55] Maniac Choche Thanks
[12:55] Vivienne Daguerre thought I would pass that on... for it did not fit into a jira because it is not a problem
[12:55] davep (runitai.linden) might be easy to enable that
[12:55] Maniac Choche Racush mine , yes .. other people no
[12:55] davep (runitai.linden) it's a performance thing -- doing a raycast on a rigged attachment is expensive
[12:55] Maniac Choche ah i see
[12:55] Wolfpup (wolfpup.lowenhar) right now there is a 12m snowflake in the middle of the area spining on three differetn axies
[12:56] Latif Khalifa expensive enough even for a one off on a right click?
[12:56] davep (runitai.linden) that's what I'll find out
[12:56] Wolfpup (wolfpup.lowenhar) and the snow flake is a 6pe object
[12:57] Nyx Linden so part of the problem around charging more for "dynamic" objects is that we don't know if adding a script to an object is going to cause it to move around constantly or just occasionally cause additional updates
[12:57] Nyx Linden so the algorithm we have right now just checks "is this dynamic"
[12:57] Latif Khalifa Nyx, sorry but that makes no sense
[12:57] Moo Spyker Why have a penalty on the ENTIRE linkset though
[12:57] Latif Khalifa 90% of the scripts would be "animate avatar on sit"
[12:57] Rusalka Writer Back to unlinked poseballs.
[12:57] Maxwell Graf lolz
[12:58] Latif Khalifa you erring on the side of more expensive is so incredibly short sighted, it's beyond belif
[12:58] JR4201 Kruyschek eheheh!
[12:58] Maniac Choche or "Sit there hud"
[12:58] Maniac Choche :)))
[12:58] Wolfpup (wolfpup.lowenhar) moo if your moving it then your changing the WHOLE linkset so it has to be updated more
[12:58] Rusalka Writer Unlinked products make me itch.
[12:58] Moo Spyker If your server has to do more work when a script is added, so be it, dont punish the prim counts on a sim.. thats the only things builders, customers, everyone on SL here cares about
[12:58] Vivienne Daguerre it does not always double the PE, I don't understand it fully. This hearth is 13 parts, 15 PE, with scripts in it
[12:59] Latif Khalifa changing 64 PE object to 180 PE object on one sit script in it (costing $7 USD per month in increased tier) is just insane
[12:59] Rusalka Writer If you link this product, your land will essplode!
[12:59] davep (runitai.linden) Moo: so here's the deal
[12:59] Moo Spyker when the PE is lower then thenumber of objects
[12:59] JR4201 Kruyschek Moo: what PE cost should have your biggest ship as mesh? lol
[12:59] Stickman Moo reported to 130, 180 was a typo on my part.
[12:59] Nyx Linden Vivienne - it doubles the server cost, which is not always the limiting factor.
[12:59] davep (runitai.linden) a script on a linkset can create a lot of simulator load, and that load scales with the complexity of the linkset
[12:59] Latif Khalifa there is no justification for it. unless you wanted to damage your company as much as possible
[12:59] davep (runitai.linden) and we currently don't have a way to inspect the script to determine what kind of load it's going to generate
[12:59] Moo Spyker but theres no complexity in the linksets I tried it in
[13:00] JR4201 Kruyschek Moo: i meanlike that one you made with about 3,000 sculpted prims
[13:00] Maxwell Graf Is it true that the whole plan for mesh is really to just get everyone onto V2? You can tell us, cmon. :D
[13:00] Latif Khalifa davep, "can create a lot of load on the sim" can be applied to anythinng. using it as justification shows lack of honesty
[13:00] Stickman I would also disagree with doubling the server cost when a script is inserted. That seems excessive for a specific case the script would need to fill.
[13:00] Acheron Gloom So much typing, so hard to follow ;_;. Can we slow down D:?
[13:00] Dahlia Trimble lol Max :)
[13:00] Acheron Gloom If I wanted to read a novel I have Grapes of Wrath and Angela's Ashes next to me ;p
[13:00] Maniac Choche Latif i don't think they are allowed to be too honest :)
[13:00] Lee Ponzu Try using balloon chat 8-)
[13:01] JR4201 Kruyschek ahahah!
[13:01] Charlar Linden Acheron - you can mute people who aren't contributing...
[13:01] Latif Khalifa $7 USD a month for a single scritp is definition of dishonesty
[13:01] JR4201 Kruyschek lol
[13:01] Moo Spyker We are still not getting a good answer for this... Basiclly were screwed for making effiecent mesh's
[13:01] Vivienne Daguerre Latif, I don't think anyone here is being dishonest.
[13:01] davep (runitai.linden) Moo: for lots of cases, you're right
[13:01] davep (runitai.linden) the cost is higher than is realistic
[13:01] Lee Ponzu Latif...no need to be intentionally insulting.
[13:01] davep (runitai.linden) but we don't have a way to tell the difference right now
[13:01] Lee Ponzu it just makes people unhappy.
[13:01] Latif Khalifa Vivienne, how many times did you hear "reflect real sim cost"
[13:01] Moo Spyker so figure something out?
[13:02] Moo Spyker sorry but this is bullcrap how it is now. I cannot use mesh for what I create here with that
[13:02] JR4201 Kruyschek i still hope that mesh import will boost up SL and not the contrary
[13:02] Vivienne Daguerre Latif, I think they are doing their best to try to explain complex equations to us simply.
[13:02] Stickman I believe it would be benefitial to figure something out. To find a way to allow it to be bypassed, or to clamp down later.
[13:02] davep (runitai.linden) we'll definitely keep looking at it, but for the first release things will likely be what they are now
[13:02] Maniac Choche the truth is that nobody knows what is the current situtation in LL , what they can afford and what limits LL deveps have from the management
[13:02] Latif Khalifa I call $7 USD a month for running a single script and calling that reflecting real cost to be highy dishonest
[13:02] Vivienne Daguerre I don't like it either, but they are not being dishonest.
[13:02] Stickman Runitai, should we make a Jira about it, or is it already on the list?
[13:02] Nyx Linden we're looking into options, would definitely like to see the specific situations where you feel we're overcharging you, having examples helps us tune our algorithms better
[13:02] Latif Khalifa it is dishonest. it does not reflect the real cost at all
[13:02] Dahlia Trimble $7?
[13:03] Acheron Gloom Keep in mind everybody that costs cannot be raised once mesh is even remotely widespread, without the chance of breaikng content. Its best to start high and lower.
[13:03] Rusalka Writer Rezzing one normal unscripted prim on an full parcel will tip your tier.
[13:03] Motor Loon I think personally think the whole mesh setup is a bit like... a sheriff putting the whole town in prison, to be sure he gets the wanted guy....
[13:03] Michelle Leckrone I think it's going to be a wonderful thing I just hope people can get their differences sorted out
[13:03] Moo Spyker So you do see the problem then?
[13:03] davep (runitai.linden) yes, the problem is clear
[13:03] Latif Khalifa Dahlia, 100 extra prims when adding script to some mesh linksets
[13:03] davep (runitai.linden) the solution is less clear
[13:03] Latif Khalifa that's 512 sqm tier right there for 1 script
[13:03] Dahlia Trimble a script? hmm guess I havent been keeping up lately
[13:03] Moo Spyker as long as a solution is being worked out
[13:03] Maniac Choche bots with worn houses and furniture + scripts :)
[13:03] Nyx Linden its rather difficult to come up with an algorithm that gets the "right" cost for every specific situation
[13:04] Vivienne Daguerre Latif, if you go over your prim limit things are returned to you. You are not charged extra tier.
[13:04] Maniac Choche that is my future plans :P
[13:04] Nyx Linden but we're doing what we can :)
[13:04] Latif Khalifa Vivieenne, I know that
[13:04] Acheron Gloom Nyx, could there be other possible ways to do it?
[13:04] Rusalka Writer It's one of those server costs we'd like LL to eat rather than us. Like attached prims.
[13:04] Latif Khalifa but if i wanted that one extra script on my land i would need to tier up
[13:04] Moo Spyker the way I see it, is change that equation to current PE, not number of prims in the linkset
[13:04] Helena (helena.lycia) Maybe you need to come up with a simpler algorythm
[13:05] Maniac Choche Rusalka attached prims are ici bici tiny % compared to rezzed ones :)
[13:05] Dahlia Trimble I thought scripts have always pretty much been unlimited
[13:05] Rusalka Writer That's my point.
[13:05] Monster LagGroup (eddi.decosta) i need to know the prims limit stay at 64 metter ?? but the link range set is unchanged no?
[13:05] Moo Spyker the sever cost shouldent be that great for added scripts though. something sounds like it needs to be fixed with how the server handles that
[13:05] Vivienne Daguerre Only if it took you beyond the prim limits for the parcel.
[13:05] Dahlia Trimble until the sim dies
[13:05] Latif Khalifa Dahlia, adding script to a linkset with mesh in it can double its prim count now
[13:05] davep (runitai.linden) Moo: apparently the sim load actually has to do with the number of distinct objects
[13:05] Nyx Linden Moo - its not the cost of the script exactly, its just whether the object is considered to be dynamically updating
[13:05] davep (runitai.linden) there's a lot of overhead from moving 128 distinct objects around, regardless of geometry
[13:05] Latif Khalifa even if it's posescript for a chair
[13:06] Acheron Gloom So.. the main issue, Lindens, is if the script were to send object updates right? Is it any object update or just position/rotation update that the server has to dela with, too?
[13:06] Moo Spyker yeah but there needs to be way more depth then "if the linkset has a script"
[13:06] Helena (helena.lycia) How is dynamically updating determined?
[13:06] Acheron Gloom It can't be, Helena. Thats the issue.
[13:06] davep (runitai.linden) if it has a script, it's dynamically updating
[13:06] Moo Spyker were not talking about moving 128 objects around
[13:06] Dahlia Trimble is moving considered dynamically updating?
[13:06] Stickman If it has a script, it could potentially be dynamically updating, or it IS dynamically updating?
[13:06] davep (runitai.linden) Moo: for your case, you're correct, but we don't have a way to determine if a script is going to move objects around
[13:06] Maniac Choche maybe restrict some functions . If present = penalty
[13:07] davep (runitai.linden) script inspection is a *big* project
[13:07] Maniac Choche LSL functions
[13:07] Acheron Gloom What about increased delay somehow? When the function actualyl runs, would that be hard?
[13:07] Moo Spyker even if it is moving them, why should the PE count go up?
[13:07] Nyx Linden not to mention it gets even more confusing if adding certain scripts increases costs a lot but other scripts only add to it a little
[13:07] Acheron Gloom It would not break existing content since there is no non-beta existing content right now.
[13:07] Rusalka Writer So we have to place warnings on any mesh products that the buyer should not script them. Nice.
[13:07] davep (runitai.linden) Moo: because it creates load on the simulator
[13:07] Motor Loon the solution does seem very simple ... dont charge extra for a scripts object...
[13:07] Nyx Linden Moo - yes, because if its moving them, the server needs to simulate those movements and send out updates to everyone who can see the object
[13:08] Acheron Gloom Yes, Motor, but then you have the potential for very laggy objects.
[13:08] Dahlia Trimble can prim objects still move?
[13:08] Helena (helena.lycia) But moving conventional prims doesn't cause all this hassle
[13:08] Motor Loon Runitai: problem is a primobject dont suddenly "cost" extra because you script it... so why the heck should a mesh
[13:08] Moo Spyker why woudl that effect anything? my items I currently have can move 3000 prims lagg free with effiecent scripting
[13:08] Moo Spyker on a full sim its unnoticeable
[13:08] Vivienne Daguerre I think part of the discontent is not over efforts to control and limit scripts, but to load it on the back of mesh and not apply it evenly. I think if you want to find a way to control and limit scripts, that should be done as a separate project and be applied to all objects of any kind. I think the biggest script numbers are worn on avatars.
[13:08] Rusalka Writer If they could pass the cost for scripted prims and sculpties on to us now, they would.
[13:09] Nyx Linden it affects our server load, which is what the server weight metric is supposed to measure
[13:09] Moo Spyker I dont understand what your trying to do with all these limitations. mesh seems 100% targetted at AV's only
[13:09] Rusalka Writer We're getting that for free.
[13:09] Maniac Choche Moo it's initial limits , not final
[13:09] Moo Spyker yeah not to meniotn people pay for your servers....
[13:09] Acheron Gloom Mesh is definitely not targeted at AVs only. Assuming so is bad.
[13:09] Maniac Choche people like to abuse , that is all about
[13:09] Dahlia Trimble so let it affect the load, People will buy more sims to keep the load down and you make more $
[13:09] Maniac Choche to see how much it will be abused
[13:09] Moo Spyker I pay 125$ a month for my homestead and im limited this much?
[13:09] Vivienne Daguerre By all means address the script issue. Make it its own project. Apply it to all objects.
[13:09] Nyx Linden we're trying to be more accurate in representing where our costs and load comes from
[13:09] davep (runitai.linden) Motor: if we could charge more for scripts on legacy objects, we probably would, but that would break content
[13:10] Rusalka Writer The truth is we're willing to deal with performance issues if SL is cool. Eliminate scripts and it will work great, but nobody will be here.
[13:10] Motor Loon I'll have to state right out that I've really stopped testing mesh, even dropped all plans I had for mesh - because of these rules on primcount... to me they dont make any sense in a world of prims where we usually arent under such restrictions.
[13:10] davep (runitai.linden) it's just not realistic to charge nothing for a script
[13:10] Vivienne Daguerre Perhaps put a script limit on sims in addition to prim limits.
[13:10] Motor Loon So... instead you break new content
[13:10] davep (runitai.linden) to make Second Life scalable in the future, we have to charge *something*
[13:10] Maniac Choche the secret goal is to make SL to work on web :) so you can "play" it in the office :)
[13:10] Maniac Choche like facebook
[13:10] charlespayne Dana cant you make scripts run client side only so when someone gets close thay dont see it till the script downloaded to there client
[13:10] Helena (helena.lycia) More accurate but it seems an uneven playingfield when there is a one rule for regular prims and sculpts and a different rule for meshes
[13:11] Vivienne Daguerre if an avatar tries to cross into one wearing too many scripts, they would get a failed teleport and message, "Your script usage exceeds the limits of this region."
[13:11] Charlar Linden Folks - we're way over time...
[13:11] Monster LagGroup (eddi.decosta) Runitai, can you said me if the prims link range could be changed? in next servers release?
[13:11] Motor Loon Its a bad decisision LL... but its yours to make
[13:11] Evil the Cat (kadah.coba) Well, I see this has broken down to unproductiveness. Back to work for me.
[13:11] Stickman We are. Thank you for revisiting this question.
[13:11] Maniac Choche cya Charlar :)
[13:11] Moo Spyker Well I just hope something is done about this. Because myself and many others mesh becomes totally unseable because of this script thing...
[13:11] Nal (nalates.urriah) Thx for the extra time...
[13:11] Wolfpup (wolfpup.lowenhar) have fun kadah
[13:11] Vivienne Daguerre yes, we appreciate it
[13:11] Maniac Choche DDoS Facebook and Google+ and
[13:11] Stickman I see the issue. I'm not happy with the solution. I understand why you're choosing what you did, and I believe it's a mistake. But you, or those above you, have decided this won't be changed, it sounds like.
[13:12] Maniac Choche and Pe will go down :)
[13:12] Eleanora Newell we appreciate your staying to answer questions
[13:12] Maniac Choche trust me :P
[13:12] Vivienne Daguerre and we are almost there!!! Yay!! Way to go!
[13:12] Rusalka Writer Good meeting, all things considered.
[13:12] Acheron Gloom Mesh is perfectly useful in plenty of circumstances, and in the future the current measurmenet allows them to lower the PE.
[13:12] davep (runitai.linden) wow, we're over time
[13:12] Wolfpup (wolfpup.lowenhar) davep an im please for a min
[13:12] Stickman Very over time. :p
[13:12] Rusalka Writer Appreciated.
[13:12] JR4201 Kruyschek k, this was one interesting meeting, thanks
[13:12] Acheron Gloom Its better to overmeasure and cut down than to undermeasure and be unable to fill up the gaps...
[13:12] JR4201 Kruyschek let`s hope this things get fixed in the future
[13:12] Skygirl Kline you need lunch
[13:12] Charlar Linden All I can say is that we're focused on the costs.
[13:12] Vivienne Daguerre I don't understand the script calculations.
[13:12] Rusalka Writer We noticed.
[13:13] Maniac Choche $-)
[13:13] charlespayne Dana could make sim prim limits higher
[13:13] Charlar Linden bye all!
[13:13] Motor Loon We know Charlar... thats the problem °͜°
[13:13] Acheron Gloom Bye, Charlar.
[13:13] Skygirl Kline byes
[13:13] Eleanora Newell bye, everyone
[13:13] Maniac Choche bye bye
[13:13] Stickman Thanks, bye!
[13:13] JR4201 Kruyschek bye Charlar
[13:13] Charlar Linden motor - ouch!
[13:13] Eleanora Newell agni next week?
[13:13] Nyx Linden thanks for all the feedback all, have a great week!
[13:13] Kylie Todriya thanks for hosting the meeting
[13:13] Vivienne Daguerre this hearth has a particle script in it for the stew steam and for smoke, animated textures moving across the flames, and an animation cript
[13:13] Vivienne Daguerre script
[13:13] Maniac Choche uspeh!
[13:13] davep (runitai.linden) ok, I really gotta run go fix bugs
[13:13] JR4201 Kruyschek bye Nyx
[13:13] Vivienne Daguerre but 13 parts, and only 15 PE
[13:13] Asha (ashasekayi.ra) Thanks for the meeting Lindens
[13:13] Vivienne Daguerre that is not double.
[13:13] Rusalka Writer Aloha!
[13:13] JR4201 Kruyschek bye Davep
[13:13] Vivienne Daguerre take care
[13:13] davep (runitai.linden) thanks for the discussion, folks
[13:13] Maxwell Graf ...HOLA!!...
[13:13] Eleanora Newell bye all