Simulator User Group/Transcripts/2011.07.01
|Prev 2011.06.28||Next 2011.07.05|
List of Speakers
|Acheron Gloom||Andrew Linden||Ashiri Sands|
|Cokine Vita||DogWomble Dollinger||Fancy Greeter|
|Kallista Destiny||Kelly Linden||Leonel Iceghost|
|Liisa Runo||Ramona Criss||Rex Cronon|
|Simon Linden||Smoovious Laxness||SuzieQX2 Oh|
[15:59] DogWomble Dollinger: hi andrew
[15:59] Kallista Destiny: av Andrew
[15:59] Kallista Destiny: Ave*
[16:00] Smoovious Laxness: hai Andrew
[16:00] Andrew Linden: hello
[16:00] Cokine Vita: Hello
[16:00] Meeter: Welcome to the Server User Group
[16:00] Rex's greeter says: Hello Flip, Psi, DogWomble, Simon, Kallista, Andrew, Cokine, Smoovious, Liisa, Taisha, Leonel, and Ashiri.
[16:00] Kallista Destiny: Liisa, it;s not good from to stalk the Meroo
[16:00] Kallista Destiny: form*
[16:01] Ashiri Sands: cats stalk. t's their nature.
[16:01] Andrew Linden: Alright, lets see if there is any news...
[16:01] Rex Cronon: greetings
[16:02] Smoovious Laxness: before we get into it, is there another location info about the UG is being posted now? the wiki page hasn't been current for a couple months now
[16:02] Andrew Linden: I've been tryging to fix some small bugs in the mesh project this week.
[16:02] Andrew Linden: Not much done that is exciting.
[16:03] Kallista Destiny: Fixing little bugs is important, and satisfying, but, not it;s not exciting
[16:03] Andrew Linden: I did do a little bit of research into the llScaleObject() feature proposal, but got sidetracked before I could really test it out
[16:05] Andrew Linden: Sigh... so many jira issue #'s to remember.
[16:06] Andrew Linden: I couldn't remember SVC-6181
[16:06] JIRA-helper: http://jira.secondlife.com/browse/SVC-6181
[#SVC-6181] Meta-Issue: List of Linden-Confirmed Easy Changes/Additions With Large Returns
[16:07] Andrew Linden: Wasn't there a MISC issue that was a dupe of that one?
[16:07] Andrew Linden: Or was it moved?
[16:08] Kallista Destiny: well perhaps technically should those be SCR- items?
[16:08] Rex Cronon: u might need a new lindes just for keeping track of all the jiras:)
[16:08] Andrew Linden: yeah, but I think the jira issue vanished recently. I can't find it
[16:08] Rex Cronon: linden*
[16:09] Andrew Linden: ah there it is: MISC-3077
[16:09] Andrew Linden: that's the number I tend to remember
[16:09] Rex Cronon: i find it easier to keep track of them if i watch them
[16:09] Andrew Linden: btw, the jira issues are NSFW to browse blindly!
[16:09] Liisa Runo pokes the jira helper
[16:09] Andrew Linden: I stumbled across some funny ones.
[16:10] Rex Cronon: u have XXX jiras:)
[16:10] Kallista Destiny: 3077 has become SVC-6181
[16:10] DogWomble Dollinger: the jira has an Adult rating now?
[16:11] Andrew Linden: I see. So that is why they were so familiar.
[16:11] Andrew Linden: Well, that's really all the news I have.
[16:12] Kallista Destiny: when you go to 3077 you end up at 6181
[16:12] Andrew Linden: I guess the only thing on my agenda is the llSetObjectScale() API...
[16:12] Fancy Greeter: Kelly Linden has arrived!
[16:12] Kallista Destiny: Hi Kelly
[16:12] Smoovious Laxness: hai Kelly
[16:12] Kallista Destiny: I wonder if 6181 shouldn really me a SCR number?
[16:12] Kallista Destiny: be*
[16:12] DogWomble Dollinger: hi kelly
[16:13] Andrew Linden: according to some of the comments they suggest that if you try to set the scale larger than possible it should clamp to the maximum
[16:13] Andrew Linden: ok fine, but what to return for llGetObjectScale()?
[16:13] Andrew Linden: I'll read the comments again to see if anyone offers suggestions.
[16:14] Rex Cronon: can this be true: llSetObjectScale(integer xAxis, integer yAxis, integer zAxis)
[16:14] Andrew Linden: I'm talking about SVC-2885
[16:14] JIRA-helper: http://jira.secondlife.com/browse/SVC-2885
[#SVC-2885] llSetObjectScale and llGetObjectScale
[16:14] Rex Cronon: return true if was able to do it:)
[16:14] Simon Linden: I was thinking something like that too
[16:15] Leonel Iceghost: return the rate scaled (for when hitted max or min)
[16:15] Leonel Iceghost: 0.0 would still be not able
[16:15] Andrew Linden: Leonel, you're talking about llSetObjectScale()? sure it can return what it actually scaled
[16:16] Rex Cronon: i think scaling should be canceled if it fails for even on of the prims
[16:16] Andrew Linden: but maybe we don't need an llGetObjectScale()? I'm not sure what the meaning of the result would be for a linked set of pieces with different sizes
[16:16] Kallista Destiny: and the remaining axies woudl be set proportonal to the actual new scale?
[16:17] Liisa Runo: llGetObjectScale == llGetBoundingBox ??
[16:17] Simon Linden: Is the Set() function going to take a size, or a proportion?
[16:17] Rex Cronon: i think bounding box is ok intead of llgetobjectscale
[16:17] Andrew Linden: well, Rex, if it fails on any problem (instead of going as far as it can) then there must be a way to query the limits
[16:17] Kelly Linden: Would it be very different than llGetAABB? Would the setscale function make more sense to define the bounding box or sphere size you wanted the object to fit in?
[16:17] SuzieQX2 Oh: SuzieQX2 Oh
[16:18] Kallista Destiny: I donlt think tht people usually think in terms of bounding boxes/Spheres
[16:18] Andrew Linden: the problem with using llGetBoundingBox() is that the info you get back does not tell you how much more you can scale
[16:18] Rex Cronon: if it tries all is more computational intensive:(
[16:18] Kelly Linden: that is what comes to mind when talking about the scale of an entire object though.
[16:18] Andrew Linden: how much you can scale depends on many things
[16:18] Kelly Linden: yeah that is true.
[16:18] 256-C MODIF-2: Touched.
[16:19] Andrew Linden: including linkability limits, largest piece in the linkset, and the current max prim scale in that region (maybe it will eventually changed from 10m to something else)
[16:19] Ramona Criss: hello all
[16:19] Ramona Criss: :)
[16:19] DogWomble Dollinger: hey ramona
[16:19] Rex Cronon: hi
[16:19] Andrew Linden: welcome Ramona
[16:19] Simon Linden: Hi Ramona
[16:19] Ramona Criss: Thank Youuuuuuuuuu!!
[16:20] Smoovious Laxness: if you change the max size from 10m, can you please make it to a power-of-2?
[16:20] Kelly Linden: or a power of PI
[16:20] Kallista Destiny: mesh is bringing 64M prims
[16:20] Rex Cronon: pie can be messy
[16:20] Andrew Linden: Now it might be possible to ask the object: llGetMinPossibleObjectScale()... the answer would be a scalar (not a vector) and would be relative value of the current scale
[16:20] Kallista Destiny looks a Kelly with a spokian eyebrow motion.
[16:20] DogWomble Dollinger: hmmmm pi
[16:21] Smoovious Laxness: just some things fit together better with powers-of-2 on the land, is all I'm thinking of
[16:21] Rex Cronon: u would need llComputeMaxScale
[16:21] Andrew Linden: ideally you'd like to know three things... min, max, and current value with respect to those two. however if the min and max were *relative* scales then you wouldn't need the third number
[16:22] Kallista Destiny: Hmm the current scale is alwasy 1, ths is if you llSetOnjectScale(1.0) it should remain unchanged.
[16:23] Andrew Linden: so... llGetObjectScaleLimits() would return at least two numbers: the max and min relative possible scales
[16:23] Andrew Linden: right Kallista.
[16:23] Simon Linden: Will there be a a way to reset to the original size?
[16:23] Andrew Linden: llSetObjectScale(0.5) would make it half size along any axis
[16:23] Andrew Linden: and 2.0 would double the size along all axes
[16:23] Kallista Destiny: all axis?
[16:23] Rex Cronon: u have a problem
[16:23] Andrew Linden: er... half-size along all axes
[16:23] Kallista Destiny: nods
[16:24] Andrew Linden: Yes
[16:24] Rex Cronon: objects in a linked set can be rotated
[16:24] Simon Linden: Is that based on the current size, or original size? i.e., will llSetObjectScale(0.5) called twice end up 1/2 or 1/4 the size?
[16:24] Kallista Destiny: current size
[16:25] Andrew Linden: hrm... Simon, no easy way to "reset" the size you want... unless you used llGetScale() and did some math based on some known default scale of root prim
[16:25] Andrew Linden: or whatever prim the script was on
[16:25] Andrew Linden: Yes Simon, it would be multiplicative
[16:25] Simon Linden: ok, so it's a transformation applied to the current size, and that just becomes the new size. Got it
[16:25] Andrew Linden: so llSetObjectScale(0.5) twice would translate to 0.25 of initial size
[16:25] Kallista Destiny: In its own way it's loke rotations.
[16:26] Rex Cronon: to restore u would have to store the previous size for each object in the linked set
[16:27] Kallista Destiny: I presume that the i=ifuction would actually work on all prims in a likned set?
[16:27] Andrew Linden: anyway, I think the llSetObjectScale() stuff wouldn't be too hard to do... it would have to take a relative scalar value as input, and either fail with bad input, or scale as much as it can in the desired direction
[16:28] Simon Linden: well, just throwing out ideas, but it seems like using a vector for llSetObjectScale() would be more useful, so you could stretch it more in one direction than another
[16:28] Andrew Linden: Rex says fail on bad input (it could return a success/error value)
[16:28] Rex Cronon: andrew. u will get unwanted result if u don't scale along all the axis at the same time. unless all objects have zero rotation
[16:28] Liisa Runo: vector sure would be usefull in it, would create lot of new prim shapes we never had before ^^
[16:28] Kallista Destiny: Good point
[16:29] Andrew Linden: uh... no. non-isomorphic scaling is not possible for arbitrarily rotated pieces in a linkset -- we don't support shear for prims
[16:29] Andrew Linden: er... we don't support arbitrary shear
[16:29] Simon Linden: ah, good point
[16:29] Kallista Destiny: evn if your did , that wasy lies madness.
[16:30] Acheron Gloom: I don't quite see how it would make new prim shapes, but sure. As for bad input, I think it should scale as much as it can in the desired direction.
[16:30] Andrew Linden: well... arbitrary shear would actually be cool... if we supported it
[16:30] Meeter: Timecheck : User Group is half over
[16:30] Kallista Destiny: As I said, that way lies madness
[16:30] Rex Cronon: if u stretch vertices along an axis, u could get weird shapes:)
[16:31] Kallista Destiny: but you might be streaching onjects along an axis the doens ly withing toh object
[16:31] Andrew Linden: could we have a vote for how llSetObjectScale() should behave when given "bad" input? where bad means too much scale than is possible (either too big or too small)
[16:31] Leonel Iceghost: if there is a llGetObjectScaleLimits there is no need to scale as much as it can
[16:31] Andrew Linden: maybe it should have a second argument that tells it how to fail?
[16:32] Rex Cronon: on fail it could return the first link nr that it failed for
[16:32] Kallista Destiny: Scale to the best it can do, and return a number which is the maount actually scaled.
[16:32] Kallista Destiny: amount
[16:32] Andrew Linden: Rex, it could fail for other reasons... linkability for example
[16:32] Andrew Linden: that is, not blamed on any particular prim
[16:32] Smoovious Laxness: if it fails, then maybe it should fail and not do anything to it
[16:32] Rex Cronon: that will happen with a specific link or links
[16:32] Kallista Destiny: then you can get back to the origional size by scaling 1/Retunr value)
[16:33] Smoovious Laxness: just return a failure code
[16:33] Andrew Linden: Hrm.. that is actually a good point Kallista.
[16:33] Ashiri Sands: a negative number is a failure code perhaps?
[16:33] Kallista Destiny: non zero is an error
[16:33] Rex Cronon: return conde. yes. 1:ok, 2:can't resize prim, 3:can't change prim pos...
[16:33] Smoovious Laxness: -1 is usually a good failure code... maybe -4 for the 4th linked object
[16:34] Andrew Linden: well, if the return value is different than the input, then it failed.
[16:34] Smoovious Laxness: 0 would be 'ok'
[16:34] Smoovious Laxness: or 1
[16:34] Andrew Linden: that was Kallista's suggestion.
[16:34] Kallista Destiny: Oh yeah....
[16:35] Smoovious Laxness: and otherwise, if the operation fails, all pieces of the set, probably should remain the original size
[16:35] Liisa Runo: how about: llSetObjectScale(value, FLAG) where flag define if the value is % of the scale that we been planning for now, or just meters. so could for example make the biggest axis directly to 7.4 meters
[16:35] Kallista Destiny: foo= llSetObjectScale(bar); if (foo != bar ) then llSetObjectScale( 1.0/foo); // return to roigonal size
[16:36] Smoovious Laxness: or the size it was before the operation, which may not be 'original' size
[16:36] Smoovious Laxness: but yeah
[16:36] Kallista Destiny: the original sizes is the most recient size
[16:37] Rex Cronon: do u really want to allow users to forget that they have to reset their prims?
[16:37] Smoovious Laxness: might be fun for a while :)
[16:37] Rex Cronon: it will be so fun when suddenly their objects no longer rez:)
[16:38] Kallista Destiny: if you have a single regular prim iside the linkset (thinkgi say hair) of a know size you can alwasy compute the scale to set it back to the real origional
[16:39] Kallista Destiny: How cna they nolonger rez, the were rezzed when the rescaled.
[16:40] Andrew Linden: true Kallista, in the case where you don't run up against linkability problems, but prim hair would not run afoul of those
[16:40] Andrew Linden: er... I meant "except for the case..."
[16:40] Andrew Linden: ok well, I think I know how I would go forward
[16:41] Kallista Destiny: well if you hit linkablility limist the scaling would aslo fail at that point.
[16:41] Rex Cronon: IMO i think it should be the responsability of the scripted to test each prim before requesting a resize
[16:41] Andrew Linden: I'll have it scale as much as possible, and return a value of how much it actually scaled
[16:41] Rex Cronon: of the scripter*
[16:41] Kallista Destiny: nods, that would be (1)Intuitive, (2)Simplist.
[16:41] Leonel Iceghost: close to this, would be any way to add "PRIM_LINK, [list of prims]" flag to llSetLinkPrimitiveParams so we can make changes to more than one link in one call?
[16:42] Andrew Linden: I have to admit... one of the main motivations for me is to make prim hair require fewer scripts
[16:42] Rex Cronon: well, what if i want that exact scale and none other?
[16:42] Liisa Runo: prim hair already only need 1 script
[16:42] Andrew Linden: which results in less data to send during TP and region cross
[16:42] Andrew Linden: any other benifits... pure gravy
[16:43] Liisa Runo: and the best hair is modable, no need for scripts
[16:43] Kallista Destiny: eXActly
[16:43] Andrew Linden: True Liisa. But to use one prim right now requires plenty of math and it isn't an atomic scale operation.
[16:43] Rex Cronon: right now hair size is usually increased/decreased by 1:)
[16:44] Kallista Destiny: percent
[16:44] Acheron Gloom: Its a good feature overall, I think, and it will help especially for large link-sets in which it has /lots/ of prims to adjust.
[16:44] Kallista Destiny: or 5 sometimes 2 or 10
[16:44] Rex Cronon: u see. u put hair on, and u make it bigger/smaller gradually
[16:44] Liisa Runo: yea, im not against it, im happy to get the new function, but i dont think it will make any old hair have less scripts, if hairmakers ever plant ot change their habits, they ahve changed them already
[16:44] Liisa Runo: -typos
[16:45] Leonel Iceghost: maybe lindens should announce "new script low lag for scaling" and give it as is..
[16:45] Ashiri Sands: Some hair makes appear to have updated their wares
[16:45] Acheron Gloom: Actually, I think letting content creators know would make a difference. Lots of content creators just build and don't script, so they continue to use thier old resizer scripts for example.
[16:46] Smoovious Laxness: and you have the ancient freebies that will never get updated anymore too
[16:46] Ramona Criss: u are right Acheron
[16:46] Kallista Destiny: Nods
[16:46] Simon Linden: yes, builders need the tools to get that info, and regular users need it to see if their old stuff is efficeint or not
[16:46] Andrew Linden: True, but I won't let that deter me.
[16:46] Smoovious Laxness: :grins
[16:47] Andrew Linden: Perhaps there will someday be *better* freebies and the old stuff will go away.
[16:47] Simon Linden: yep ... we end up back in the "need better build tools" discussion :)
[16:47] Rex Cronon: why don't u first make a simple version that returns true if scaling was ok:)
[16:47] Andrew Linden: Maybe we could break legacy LSL support ;-)
[16:47] Rex Cronon: later u can make it as fancy as u want:)
[16:48] Liisa Runo: these days 97% of the freebies are copybotted items.....
[16:48] Andrew Linden: ok table is open for new topics
[16:48] Ashiri Sands: We have "number of prims" in the edit window... any chance of "number of scripts" for non-mod stuff?
[16:48] Simon Linden: I have a question to ask ...
[16:48] Simon Linden: we're considering getting rid of the "any one can edit terrain" checkbox (and ability)
[16:48] Andrew Linden: Hrm... "number of scripts". Not all that easy to add actually, but theoretically possible with work.
[16:48] Simon Linden: would that cause trouble for any one?
[16:48] Liisa Runo: why?
[16:48] Kallista Destiny: Ashiri Phoenix has that (s.count) and Firestorm has it promised.
[16:49] Ashiri Sands: It would be a problem for some sandboxes
[16:49] Simon Linden: Because people accidentally set it, and then someone comes along and wrecks their land
[16:49] Acheron Gloom: Phoenix and firestorm both use an LSL script to do it though
[16:49] Rex Cronon: there r so many sandboxes that allow edit terrain:)
[16:49] DogWomble Dollinger: well the only place i can think of that this would break would be situations where people use that checkbox to teach terraforming
[16:49] Liisa Runo: would not cause trouble, but i always liked to have that setting in my sandbox, some ppl who dont have land enjoy it a lot
[16:49] Acheron Gloom: and the old phoenixs I think would check every single individual prim and get a total that way, not very efficient ;p
[16:49] Kallista Destiny: I can see some people being messes up bu that.
[16:49] Simon Linden: There are two other ways to let people terraform: make them estate managers, or give them a group role with that power
[16:49] Kallista Destiny: Yeah the new one is much faster
[16:50] Rex Cronon: i think torley used to have a small sandbox that anybody could terraform:
[16:50] Rex Cronon: :)
[16:50] Liisa Runo: rather adda warning popup, if people ignore that by accident too, just call it natural selection
[16:50] DogWomble Dollinger: yeah!! he did rex
[16:50] Acheron Gloom: Yeah, I'd add a warning popup instead...
[16:51] Kallista Destiny chuckles 'Evolution in action'
[16:51] Smoovious Laxness: perhaps an estate setting, in addition to 'block terraform', a 'terraform by parcel owner only'?
[16:51] Simon Linden: We get a not-insignificant number of calls every week to roll back regions due to this ... someone accidentally sets it, or forgets to revert, and someone comes along, raises the land 100m and everything gets returned
[16:51] Ashiri Sands: On estates?
[16:51] Acheron Gloom: Smart EMs...
[16:51] Smoovious Laxness: well, for the region
[16:51] Smoovious Laxness: sorry, I misspoke
[16:52] Liisa Runo: tune the return code to not return stuff when land been raised after the object been placed
[16:52] Smoovious Laxness: amd make it enabled by default... so if an estate manager wants to allow open terraforming, they have to disable it first
[16:52] Liisa Runo: and add the warning
[16:52] Rex Cronon: and i was hopping that u lindens could make at least a small parcel in one of the sandboxes that anybody could terraform
[16:52] Smoovious Laxness: make a 16sq/m parcel open terraforming :)
[16:53] Ramona Criss: why dont LL make a region to alow teraforming ?:)
[16:53] Kallista Destiny: no then everyone would see how wierd terraforming is.
[16:53] Simon Linden: That's the only reason I've heard so far (along with our discussions) for using it
[16:53] Liisa Runo: (i wonder how many call's microsoft get from people who accidentally format their hard drive)
[16:53] Ashiri Sands: several of the RHN groups have terraforming parcels
[16:53] Simon Linden: but I can see where that does allow experimenting and teaching
[16:53] Acheron Gloom: Anyway, as for your question Simon, I think it would be best to add an extra warning or something rather than removing it entirely.
[16:54] Smoovious Laxness: there is a valid use for allowing open terraforming in some places tho... people gotta learn somewhere, and it isn't always convenient to do so on your own parcel, but go to a andbox
[16:54] Smoovious Laxness: I have a couple friends who teach building classes too, they would need the open terraforming option
[16:54] Simon Linden: Thanks ... I'll let others know about these concerns
[16:55] Kallista Destiny: Yeah, making it more difficult to set.... is probably the best way, I do understand you concerns.
[16:55] Acheron Gloom: maybe you could even kick it into the sim console or something *shrugs*
[16:55] Rex Cronon: u could make it harder to be set. like pop a dialog box that asks if u r sure u want to do it
[16:55] Simon Linden: I
[16:55] Kallista Destiny: than another are you REALLY sure
[16:55] Meeter: Timecheck : User Group is almost over
[16:55] Ashiri Sands: like some of the other land tools
[16:55] Andrew Linden: It just causes problems. Make it three popups and two checkboxes they have to click.
[16:55] Leonel Iceghost: or maybe you could add a "revert to yesterday" "reverto to last week" option
[16:55] DogWomble Dollinger: then are you really sure that you're sure?
[16:55] Simon Linden: I'm not sure how often it's improperly set (which a dialog would help) or they forget to turn it off after using it
[16:55] Rex Cronon: and u ask to enter a captcha:)
[16:56] Smoovious Laxness: "Do you really want to do this?" then "Do you really REALLY want to?" then "Just so we're clear, you want this?"... figure about 20 dialog boxes like that should do it
[16:56] Kallista Destiny: a time limit on it.
[16:56] DogWomble Dollinger: now there's an idea
[16:56] Kallista Destiny: say 20 minut or so
[16:56] Simon Linden: I think ANdrew just added a throttle on dialog boxes, but we could keep below that...
[16:56] DogWomble Dollinger: set it to "expire" after a certain period (defaults to 60 minutes or something)
[16:56] Kallista Destiny: lol
[16:56] Ashiri Sands: How many dialogs for selling land? keep it like that perhaps
[16:56] Smoovious Laxness laughs
[16:57] DogWomble Dollinger: and to set it permanently, you have to go in and manually set that to 0
[16:57] Acheron Gloom: so PRIM_LINK_TARGET is being added, right Simon?
[16:57] Kallista Destiny: 10 minutes laet, yes but a your really really really really really sure?
[16:57] Andrew Linden: that throttle was for llDialog()
[16:57] Andrew Linden: and is for scripted triggers only
[16:57] Rex Cronon: what throtle?
[16:57] Simon Linden: yes, I've added PRIM_LINK_TARGET to the llSetLinkPrimParm() functions ... also the llGEt() flavor
[16:58] Andrew Linden: the system could send as many as it liked (if we code it that way)
[16:58] Rex Cronon: what does PRIM_LINK_TARGET do?
[16:58] Kallista Destiny: 2 or 3 and a timeout would be sufficient I think
[16:58] Simon Linden: It changes the prims affected by llSetLinkPrimParams*()
[16:58] Leonel Iceghost: Simon, about that, using LINK_SET and changing only hover text in a 100 prims object causes a lot of lag... any way to make it send to the viewer only the "text" update instead of the whole prim properties?
[16:59] Simon Linden: So you can change the position of two prims in a 10 prim object, for example, in one call
[16:59] Liisa Runo: (another warning popup that we need would go like this: "Are you really sure you want to set autoreturn to 0? If you fail to clean your parcel atleast once a day, you also allow LL to bring their office cafeteria trash to your RL yard." )
[16:59] Simon Linden: It's for a specific case where you change some attributes
[16:59] Kallista Destiny chuckls
[16:59] Simon Linden: Currently, there's a reasonable chance that you need multiple calls
[16:59] Rex Cronon: i think i will have to try PRIM_LINK_TARGET
[17:00] Smoovious Laxness: ooo, bring that to one of my parcels... I'll set up a tourist-trap type of thing, charge admission for the masses to touch the cafe trash
[17:00] Simon Linden: and in between them, it will move to the next frame, and send updates with the intermediate state
[17:00] Meeter: Thank you for coming to the Server User Group
[17:00] Acheron Gloom: Do you think llSetLinkListPrimitiveParams() would be something to hope for ;p?
[17:01] Kallista Destiny: Thank you Andrew and Simon, for a most informitive, and entertaining, meeting
[17:01] Simon Linden: It's always good to have hope
[17:01] Acheron Gloom: haha
[17:01] Acheron Gloom: something practical then?
[17:01] Ramona Criss: lol
[17:01] Simon Linden: I can see the need for that too ... I'm not sure we'll get to it, but there are definitely cases where it would be useful
[17:01] Acheron Gloom: alrighty
[17:02] Andrew Linden: Ok. Thank you all for coming.
[17:02] Smoovious Laxness: where are logs being posted now?
[17:02] Leonel Iceghost: they send the entire prim properties to the viewer, and it causes a lot of bandwith.. any way to compress it?
[17:02] Simon Linden: yes, thanks everyone for the good discussion
[17:02] Andrew Linden: I've fallen behind on posting the logs.
[17:02] Rex Cronon: like hope that someday we will have an llInputBox(string title, string text, list buttons, string description) :)
[17:02] Smoovious Laxness grins
[17:02] Andrew Linden: I'll try to post all the old ones this weekend.
[17:02] Ramona Criss: tx for this meeting
[17:02] Smoovious Laxness: thnxy
[17:02] Smoovious Laxness: that's the reason I came live today, I usuallyl just read the logs
[17:02] Rex Cronon: tc everybody
[17:02] Simon Linden: Leonel - we've brainstormed some ways to improve the messaging, but nothing is in the works right now
[17:03] Rex Cronon: and try to have some fun
[17:03] Rex Cronon: :)
[17:03] Smoovious Laxness: thanks, Lindens, have a good one o/
[17:03] Ramona Criss: have a nice day all :)
[17:03] Andrew Linden: ok thanks for the info Smoovious. I need to post them if there are readers.
[17:03] Ramona Criss: and byebye for now :)
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