Simulator User Group/Transcripts/2013.05.07

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List of Speakers

Andrew Linden Anjelie Daehlie esme Dover
Kelly Linden Kitto Flora Lucia Nightfire
Nalates Urriah pandora Roi Qie Niangao
Rex Cronon Simon Linden Sovereign Engineer
Sylvie Etoile Vincent Nacon Whirly Fizzle
Yuzuru Jewell


[12:02] Lucia Nightfire: not that I will miss them, but I'm sure many will

[12:02] Whirly Fizzle: Does me hair look okay now? :P (These things are important lol_)

[12:02] Sovereign Engineer: well from reading the actual TOS

[12:03] Sovereign Engineer: section 5.3...

[12:03] Lucia Nightfire: *third party exchange services

[12:03] Sovereign Engineer: using third party exchanges is now done at your own risk

[12:03] Sylvie Etoile: yep they're onto to you Rex lol

[12:03] Vincent Nacon: they always have been

[12:04] Rex Cronon: like until now it wasn't at our own risk:)

[12:04] Simon Linden: It's apparently due to fraud issues

[12:04] Whirly Fizzle: Oh just saw your snap kelly. thats typical mesh load fail heh

[12:04] Simon Linden: On the server side of things, we rolled the main channel up to the server version from Magnum RC

[12:04] Simon Linden: This was our most up-to-date maintenance release

[12:05] Simon Linden: The release notes are here

[12:05] Simon Linden:

[12:05] Simon Linden: Tomorrow all three RC channels will get the same thing, an update with the experience permissions work

[12:06] Simon Linden: The other maintenance one that was in RC was a subset of what got promoted, so that vanishes

[12:06] Simon Linden: err, is in RC, until tomorrow

[12:07] Simon Linden: On a tangent, there's going to be a new release process for viewers that I personally hope lets us get bug fixes out faster

[12:07] Vincent Nacon: feel free to join us in the circle of sofa, btw

[12:07] Nalates Urriah: Nice furniture

[12:07] Simon Linden: That's it for my news ... Andrew or Kelly, do you have anything?

[12:07] Vincent Nacon: thanks

[12:08] Sylvie Etoile thinks ........ sofa so good

[12:08] Rex Cronon: i see no sofa. just 4 black boxes

[12:08] Kelly Linden: I do not have any news.

[12:08] Vincent Nacon: ahh no mesh support viewer?

[12:08] Andrew Linden: Right before this meeting I was rounding up some meeroo to do some testing on the beta grid.

[12:08] Andrew Linden: The bug is theoretically fixed, but I've yet to actually see it work. We'll be testing this week.

[12:08] Nalates Urriah: Rustling meeroos?

[12:09] Whirly Fizzle: Cool :)

[12:09] Rex Cronon: yes vincent

[12:09] Sylvie Etoile: I would personally exterminate the little buggers

[12:09] Andrew Linden: This is for an interestlist bug that sometimes causes some linked objects to not update in a timely fashion when they change out of view and then you turn around.

[12:09] Rex Cronon: r those things foxes or cats?

[12:09] Kitto Flora: Andrew is that the problem where you look around sideways and something that was out of view suddenlt jumps into view (a moving object) ?

[12:10] Andrew Linden: Kitto sorta related

[12:10] Andrew Linden: although in this case it is a specific mode where linked objects will partially update

[12:10] Kitto Flora: Sounds like very similar - It affects moving trains too.

[12:10] Sylvie Etoile: What's this bug where I see things where they used to be?

[12:10] Andrew Linden: then there will be a significant pause before the final updates for that object are sent.

[12:10] Kitto Flora: Oh - this affects whole vehicles

[12:11] Kitto Flora: If they are just out of view their moving position is not being updated

[12:11] Andrew Linden: Any linked object that re-arranges the positions/rotations of its linked parts a lot.

[12:11] Sylvie Etoile: I see an avvie where it used to be after somebody tp's sometimes

[12:11] Andrew Linden: That's all the news I've got.

[12:12] Whirly Fizzle: Yeah, I saw that again this week - an avi stuck on a teleporter but they were actually right next to me. Uts not happening as much as it did though

[12:12] Whirly Fizzle: *Its

[12:12] Sylvie Etoile: It's useually somebody tp'ing in the same sim

[12:12] Andrew Linden: The ghosted avatar usually only sticks around for about 60 seconds right?

[12:13] Vincent Nacon: yup

[12:13] Andrew Linden: They are not there for several minutes.

[12:13] Sylvie Etoile: Longer than that Andrew

[12:13] Vincent Nacon: more or less

[12:13] Andrew Linden: really?

[12:13] Whirly Fizzle: Hmm not sure actually. Ill pay attention next time I see it

[12:13] Vincent Nacon: it varies, depends on the network's performance

[12:13] Sylvie Etoile: I think it's longer but not seen it lately

[12:13] Lucia Nightfire: what about this right click object appears bug, any fixes on that? I got it bad in one particular sim with large stairs and platforsm and walls not showing.

[12:14] Andrew Linden: Lucia, that is a viewer bug. We were having trouble reproducing it on one of our more recent viewers

[12:14] Andrew Linden: the viewer that will eventually go along with the recent interestlist fixes, which is currently stalled for a mysterious crash bug

[12:14] Sylvie Etoile: I see it all the time lol

[12:15] Whirly Fizzle: Mysterious? o.O

[12:15] Lucia Nightfire: go to Shiromani, and you'll easily repro it, its got walls taht surround it and large stairs at the entrance that 99% don't show up when you tp their

[12:15] Andrew Linden: We think the "right click to make the object show up" bug is related to loading of object cache in the viewer

[12:15] Sylvie Etoile: It often happens at Poppyport at the airport

[12:15] Andrew Linden: and that loading code has had an overhaul in this recent viewer project

[12:16] Andrew Linden: so we think the bug is fixed there

[12:16] Andrew Linden: but we have yet to test it a lot

[12:16] Simon Linden: I've seen that at places that use large-prim floors regularly

[12:16] Andrew Linden: because there is a crash bug we're still trying to track down

[12:16] Qie Niangao: Oh, it's a case where other people have the same experience, Lucy and Sylvie? What I've seen was specific to me, and somebody else would see other stuff missing at other places.

[12:16] Whirly Fizzle: Can that code be made available evn though its crashy?

[12:16] Whirly Fizzle: *even

[12:16] Andrew Linden: Whirly, let me ask the other devs.

[12:16] Sylvie Etoile: Dunno Qie

[12:16] Whirly Fizzle: Thank you

[12:17] Lucia Nightfire: in my case its exactly the same prims/linksets every time

[12:17] Rex Cronon: is possible that somebody in the open source community might find the bug:)

[12:17] Andrew Linden: Oz asked us to put that code out on a public repo, but that was before we realized we had a crash problem.

[12:17] Qie Niangao: Lucy, yeah it was that way for me, too, but other people would see different things missing.

[12:17] Andrew Linden: Turns out, the main dev who was doing the work could not reproduce the crash.

[12:18] Whirly Fizzle: Typical heh

[12:18] Sylvie Etoile: Do you test stuff in Firestorm as well as the LL viewer?

[12:18] Qie Niangao: Rex, Jessica Lyon gave a recent interview saying that it was a server-side bug, not viewer, so I'm guessing Firestorm isn't looking for it.

[12:18] Andrew Linden: No, we don't run the Firestorm viewer at Linden Lab that I know of.

[12:19] Simon Linden: We don't normally test other viewers unless there's a very specific need to do it

[12:19] Sylvie Etoile: I was curious seeing as how so many people in SL use it

[12:19] Whirly Fizzle: FS is waiting for LL's fix. If its not public in time for the next release, then some other workaround will need to be used, like reloading buffers on each TP. But the LL fix would be preferred

[12:19] Rex Cronon: interesting

[12:21] Whirly Fizzle: But if that code could be made public, then we can start banging on that :)

[12:22] Lucia Nightfire: lookat stabbies

[12:22] Rex Cronon: btw. there was something weird going on at sandbox weapons testing(SWT) on monday at around 3am slt. u could rez, but not from inventory, scripted attachments didn't work, and the lag was quite bad at around 8fps:(

[12:22] Andrew Linden: Yes Whirly, I'm in favor of it being public despite a crash bug.

[12:22] Simon Linden: I know this crash is an immediate issue, but I'm hoping the new release process will get those fixes out quicker - and have them in open repositories earlier

[12:23] Lucia Nightfire: multi rc viewer thing?

[12:23] Andrew Linden: Rex, you say attachments didn't work. Their scripts did not work? or they would not load for a recent arrival?

[12:24] Andrew Linden: ... that is, the attachments themselves would not appear?

[12:24] Whirly Fizzle: That sounds like the memory allocated bug

[12:24] Lucia Nightfire: and its WT, all kinds of hell happen there

[12:24] Simon Linden: yes Lucy

[12:24] Lucia Nightfire: same as with Rausch

[12:24] Rex Cronon: i meant hud attachments. i could see them but they didn't work

[12:24] Lucia Nightfire: scritps are still off in WT too, by estate

[12:25] Sylvie Etoile: Question please, did somebody say at a previous meeting there was a bug or exploit let griefing objects get in or stick at region borders?

[12:25] Lucia Nightfire: control perms won't work

[12:25] Whirly Fizzle: (Simulator refusing to rez objects after 10 hour timeframe ) maybe?

[12:25] Rex Cronon: and if u created an object and made a script in it, it worked

[12:25] Whirly Fizzle: This is still really bad, a lot of regions are hit by it, especially homestreads

[12:25] Andrew Linden: Yes Sylvie. The fix for that bug was probably promoted today.

[12:25] pandora Roi: pandora roi

[12:26] Andrew Linden: Last I heard it was fixed on Magnum but not everywhere else.

[12:26] Lucia Nightfire: Sylvie there is one exploit I know of that I tested lately

[12:26] Andrew Linden: Magnum was promoted today.

[12:26] Lucia Nightfire: I need to file a sec on it too...

[12:26] Lucia Nightfire: its nto a common use case though

[12:26] Sylvie Etoile: Oh good cos we were attacked again lately an I thought I saw it

[12:26] Rex Cronon: forgot to say that there were only 60 prims in the whole sim

[12:27] Sylvie Etoile: Somebody is dropping Epilepsy spinning/flashing objects deliberately designed to trigger epilepsy or migraine

[12:27] Simon Linden: Those are pretty annoying

[12:27] Andrew Linden: Hrm... I don't see that bug fix mentioned in the release notes:

[12:28] Lucia Nightfire: sounds like circa '06 spam to me

[12:28] Vincent Nacon: yup

[12:28] Sylvie Etoile: Just plain malicious

[12:29] Vincent Nacon: or just plain dumb. poor effort in greiffing I'd say. :P

[12:29] Lucia Nightfire: its risky just watching tv or playing video games if you have epilepsy

[12:29] Sylvie Etoile: Any word on when particle muting might come out?

[12:29] Lucia Nightfire: even if you're on treatment taht allows light use

[12:29] Lucia Nightfire: I wouldn't risk it

[12:29] Sylvie Etoile: I get migraine sometimes from flashing stuff

[12:30] Meeter: Timecheck : User Group is half over

[12:30] Simon Linden: Sylvie - I don't have dates but we're working on it.

[12:30] Sylvie Etoile: Please please please lol

[12:31] Rex Cronon: sylvie. r those cubes that chanbe color very fast?

[12:31] Rex Cronon: change*

[12:31] Sylvie Etoile: Yep

[12:31] Sylvie Etoile: Object Key: 2d6c1a28-4a37-78e9-17fb-3214092d21fa

Last Owner: Zilly Dastardly

epil script creator: Gene Replacement

[12:32] Sylvie Etoile: Those are the details

[12:32] Sylvie Etoile: Simple stuff but still a malicious nuisance

[12:33] Rex Cronon: there is something that u can do that might decrease its effects on u

[12:33] Sylvie Etoile: Physical self replicating bouncing cubes fired all over

[12:33] Sylvie Etoile: What please?

[12:34] Rex Cronon: u make a hud that covers your whole screen and reduce it transparancy

[12:34] Rex Cronon: the color change won't be so bad, but it will get very dark

[12:34] Sylvie Etoile: okies yes could do

[12:34] Sylvie Etoile: It's just filing AR's I risk a migraine

[12:34] Rex Cronon: it would be like wearing sun-glasses:)

[12:35] Sylvie Etoile: Other than that I ignore them

[12:35] Andrew Linden: Sylvie, it appears that "return of objects at region border" bug fix is not deployed at the moment, as far as I can tell.

[12:35] Lucia Nightfire: I wish the HUD thing worked for blocking scultp laggers, but it requires a rezzed object in front of your cam, heh

[12:35] Andrew Linden: It was bundled with a project that had to be rolled back.

[12:35] Andrew Linden: For some other bug.

[12:36] Sylvie Etoile: Please, we need that deployed Andrew

[12:36] Rex Cronon: oh. and i think there is hud that rezes cubes that cover those flashing ones, but i don't know what is called and who makes it

[12:36] Lucia Nightfire: this is yet again why I say banned owner's obejcts should just not be rendered while you're on the parcel they're banned from, lol

[12:36] Sylvie Etoile: Yes Lucy tottly agree!

[12:37] Lucia Nightfire: solves not having to rely on your guests to explicitly seeing and then mute.derender stuff

[12:37] Sylvie Etoile: Objects and particles!

[12:37] Lucia Nightfire: objects, imagery, particles, sounds, all of it

[12:37] Andrew Linden: Should they be filtered at the server or the viewer?

[12:38] Sylvie Etoile: I have over 110k sq m of land to manage

[12:38] Qie Niangao: server knows the owner, so might reduce bandwidth by screening at server

[12:38] Rex Cronon: at server andre

[12:38] Rex Cronon: andrew*

[12:38] Lucia Nightfire: the behaviour could be done the same way as privacy setting and agents disappearing from other parcels

[12:38] Lucia Nightfire: *with

[12:38] Sylvie Etoile: Server deffo please

[12:38] Rex Cronon: else it could lag the viewer:(

[12:38] Qie Niangao: the particles would take care of themselves if the emitters weren't rendered.

[12:38] Andrew Linden: As a server dev I'm in favor of making the viewer do it ;-)

[12:39] Qie Niangao: :D

[12:39] Sylvie Etoile: Viewer would mean having to educate everybody ....... not good when a large event gets attacked, Andrew

[12:39] Qie Niangao: actually... could theoretically screen at server for all viewers on the parcel at the same time. but interacts with (!) interestlist.

[12:40] Sylvie Etoile: I need to be able to protect my land

[12:40] Andrew Linden: The proposal is for the banned owner's objects to be non-visible to those standing inside the parcel where the owner is banned, right?

[12:40] Lucia Nightfire: yes

[12:40] Sylvie Etoile: Yes please

[12:40] Lucia Nightfire: that will cover all manner of grief vectors

[12:41] Qie Niangao: (and, incidentally, ugly neighbor builds)

[12:41] Lucia Nightfire: sound/particles/chat/imagery/shapes

[12:41] Rex Cronon: adrew u want our modems to burst into flames:)

[12:41] Sylvie Etoile: Particles are more important mute I think

[12:42] Sylvie Etoile: ..... and chat spam

[12:42] Andrew Linden: I'm now fairly familia with the server's interestlist code...

[12:42] Lucia Nightfire: doesn't rely on people to explicitly see it first to do soemthing about it, if the ladn owner already has provisions for not allowing each and everyone of their guests to do it all themself

[12:42] Andrew Linden: more fidelity of visibility on a per-parcel level would further complicate things that are already fairly complicated

[12:43] Sylvie Etoile: Andrew, if you do this I will hugg you every day for a year

[12:43] Andrew Linden: I'm not saying it can't be done, but it would be tricky and I would worry about lag issues... server lag as it picks up more work.

[12:43] Lucia Nightfire: the only thing you have working atm protection wise per parcel is chat blocked for agents on that parcel

[12:44] Lucia Nightfire: if teh owner of the chatting object is baned

[12:44] Lucia Nightfire: *banned

[12:44] Andrew Linden: Particles are a viewer-side feature, but the info that triggers the particles there might not be enough for the viewer to filter based on ownership... dunno.

[12:44] Qie Niangao: If memory weren't an issue, could be a representation that pre-screens all the static objects on the sim for visibility on all the parcels.

[12:44] Andrew Linden: Particles are always associated with an object right? They can only be created by a scripted object I believe.

[12:44] Sylvie Etoile: It's stuff from outside the parcel I need to be able to control when I need to be able to control it

[12:44] Qie Niangao: that's right

[12:44] Lucia Nightfire: right

[12:45] Qie Niangao: if the emitter isn't drawn, the particles aren't either.

[12:45] Rex Cronon: i think after u turn particles on u can remove the script and particles would continue to work

[12:45] Qie Niangao: yes

[12:45] Whirly Fizzle: They do

[12:45] Andrew Linden: oh right

[12:46] Andrew Linden: but the server is sending a packet that says (more or less): "create particles for this object"

[12:46] Sylvie Etoile: It's the biggest single impact on SL enjoyment and the biggest thing griefers like for the same reason

[12:46] Andrew Linden: and the viewer must know which object to which to tie the particles

[12:46] Vincent Nacon: err... isn't the object tagged with particle param?

[12:46] Rex Cronon: we need a proxy that removes all packets that have particles info in them:)

[12:46] Andrew Linden: but the viewer doesn't know that the object owner is banned from the parcel... I get it.

[12:46] Whirly Fizzle: Particles are a prim parameter

[12:47] Vincent Nacon: yeha

[12:47] Vincent Nacon: eyah*

[12:47] Kelly Linden: particle information is part of the object update packet.

[12:47] Vincent Nacon: bah..

[12:47] Sylvie Etoile: Yes Andrew, exactly

[12:47] Lucia Nightfire: yeah, thats your challenge, havin gthe viewer only render stuff from owner;s that aren't banned on the parcel your av is on

[12:47] Kelly Linden: The object owner information is included in the update packet, and is correct if the object has particles

[12:47] Kelly Linden: Viewers know the object owner of any object w/ particles.

[12:48] Kelly Linden: Viewers probably don't know the parcel ban list though.

[12:48] Andrew Linden: Right, but the viewer does not know who is banned from a parcel by default...

[12:48] Kelly Linden: Yeah.

[12:48] Andrew Linden: that info is only sent when one opens the "About Land" floater

[12:48] Lucia Nightfire: tehy know it onyl when you explicitly check them afaik

[12:48] Andrew Linden: and is only transmitted to fill out the floater

[12:48] Lucia Nightfire: right

[12:49] Rex Cronon: so the viewer can remove the particle data from objects that belong to muted/banned owners?

[12:49] Andrew Linden: I'm hip... if visibility of banned owners' objects were to be done... it would probably be easiest to do it at the server.

[12:50] Andrew Linden: Rex, yes in theory... for people who you have personally muted.

[12:50] Andrew Linden: But not for people who have been banned by the parcel.

[12:50] Lucia Nightfire: yes, you have to explicitly mute the owner for particles not to show

[12:50] Sylvie Etoile: Can't it work like the "Avatars on other parcels can see and chat with avatars omn this parcel"? option?

[12:50] Lucia Nightfire: particles/sound and chat

[12:50] Vincent Nacon: what about derender that firestorm have?

[12:50] Lucia Nightfire: but objects and imagery and colors show

[12:51] Lucia Nightfire: derender is on a per obejct basis

[12:51] Andrew Linden: Hrm... what if it were possible to have the viewer temporarily mute anyone banned by the parcel they are in... while you're avatar is inside the parcel?

[12:51] Qie Niangao: it is really intimately tied to the interestlist, now that I think about it. Like, have to screen stuff from other sims in view, too.

[12:51] Rex Cronon: the viewer would need to retrieve the banned list

[12:51] Andrew Linden: That is right.

[12:51] Lucia Nightfire: yes, it would need to retrieve teh banlist regardless

[12:52] Lucia Nightfire: then you're left with prims and imagery to be seen if they on it

[12:52] Whirly Fizzle: Hmm wouldnt that mean if you had a friend banned on the parcel you were in, you wouldnt get Ims from that friend while on that parcel though?

[12:52] Sylvie Etoile: Yep that would work Andrew as long as it works for all avvies on the parcel

[12:52] Lucia Nightfire: that includes sculpt laggers or explicit imagery, heh

[12:52] Lucia Nightfire: or just huge friggin prims

[12:52] Andrew Linden: Oy... the neighbor sim would have to filter based on ban settings from a different simulator.

[12:52] Andrew Linden: Quite complicated.

[12:53] Kitto Flora: Did Andrew look at train vehicle position jitter that maye be caused by Interst List? Or put Yeodeol sim on Aditi?

[12:53] Lucia Nightfire: agent2 agent IMs aren't blocked

[12:53] Lucia Nightfire: neither are dialogs...

[12:53] Andrew Linden: I have not yet Kitto, but thanks for reminding me.

[12:53] Andrew Linden: I just pulled one region over to aditi for test this morning.

[12:54] Lucia Nightfire: but now that Andrew brought up the mute thing, it would be nice if both derendering and muting could occur

[12:54] Andrew Linden: I'm already in that groove. I'll try to pull Yeodeol over for a test.

[12:54] Lucia Nightfire: temp of course

[12:54] Lucia Nightfire: stop comm spam and imagery/rendering grief vecotrs

[12:54] Sovereign Engineer uses a prepaid visa from a gas station on his paypal that only has 71 cents on it

[12:55] Sovereign Engineer: OH

[12:55] Sovereign Engineer: wrong chat. *mew*

[12:55] Meeter: Timecheck : User Group is almost over

[12:55] Sylvie Etoile: Andrew this mute option is really important to SL enjoyment

[12:55] Lucia Nightfire: yes, give land owner the means to protect their guests and not have to rely on them to do it all themself

[12:55] Lucia Nightfire: after the grief vector has already been successful

[12:56] Sylvie Etoile: Griefers target large live events deliberately with particle bombs

[12:56] Sylvie Etoile: It's just too damn easy to do atm

[12:57] Lucia Nightfire: any word on features or projects or shineys before the meeting ends?

[12:57] Lucia Nightfire: the experience team got that documentation about ready? lol

[12:57] Vincent Nacon: or better question... is Falcon dead or still working on Vehicle API?

[12:58] Simon Linden: I did see a demo region being used by a graphcs guy yesterday working on materials .. it was _really_ impressive

[12:58] Vincent Nacon: muhaha!

[12:59] Andrew Linden: Falcon is neither dead nor working on Vehicle API.

[12:59] Vincent Nacon: figured that much :/

[12:59] Sovereign Engineer: So what is falcon working on? :o

[12:59] Vincent Nacon: Pathfinding, still?

[12:59] Simon Linden: We-cant-discuss-it stuff

[13:00] Nalates Urriah: Oh the good stuff...

[13:00] Vincent Nacon: oh I can name a few stuff

[13:00] Meeter: Thank you for coming to the Server User Group

[13:00] Vincent Nacon: just IM me anyway

[13:00] Vincent Nacon: :P

[13:00] Lucia Nightfire: yeah, I guess that pf fix isn't coming tomorrow, huh, lol

[13:00] Simon Linden: which fix?

[13:01] Lucia Nightfire: the one that doesn't eat a crap ton of physics timing checking all obejcts in the region if no pf chars are present, heh

[13:01] Simon Linden: I think that got rolled out already

[13:01] Lucia Nightfire: we need that timing for net timing to eat when a region is full of rigged mesh wearing av's and peoepl entering the region need to see it

[13:01] Lucia Nightfire: its not on MC atm

[13:02] Simon Linden: That should be in the update that went this morning

[13:03] Andrew Linden: The release notes say there was a pathfinding performance improvement shipped 2013.04.12

[13:03] Kelly Linden: yup, it looks like it is in this region

[13:03] Andrew Linden:

[13:03] Simon Linden: I'm seeing AI Step time of 0.001ms right here

[13:03] Andrew Linden: Instead of what? It used to be a couple msec?

[13:03] Simon Linden: 2-3 ms, I think

[13:04] Lucia Nightfire: hmm, I'll have to look again

[13:04] Lucia Nightfire: maybe someone left a bunch of physics on the one I checked

[13:05] Kelly Linden: o/ I must head out.

[13:05] Rex Cronon: tc kelly

[13:05] Simon Linden: Double-check what release channel you're on, but if there are definitely no pathfinding characters around and it's still high, we'd like to take a look then

[13:05] Andrew Linden: ok thanks for coming everyone

[13:05] Rex Cronon: tc andrew

[13:05] Qie Niangao: Thanks all... have fun!

[13:05] Rex Cronon: tc simon

[13:05] Nalates Urriah: Thx Lindens

[13:05] Simon Linden: Thanks everyone for coming today and the good talk

[13:05] Yuzuru Jewell: Thannk you, Lindens.

[13:06] Whirly Fizzle: Thanks you :)

[13:06] Anjelie Daehlie: Thank you, Lindens, very interesting

[13:06] esme Dover: Good day folks

[13:06] Rex Cronon: tc all those leaving

[13:06] Sylvie Etoile: Thanks Lindens!

[13:06] Vincent Nacon: take care all

[13:06] Lucia Nightfire: yeah, seems somone had a ton of physics out in teh one I checked

[13:06] Lucia Nightfire: so disregard


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