Simulator User Group/Transcripts/2013.09.24

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List of Speakers

Adamburp Adamczyk Andrew Linden ANSI Soderstrom
Davido Chrome Faust Vollmar Jenna Felton
Kallista Destiny Kennylex Luckless Lucia Nightfire
MartinRJ Fayray Melvin Starbrook Mona Eberhardt
Petr Topaz Qie Niangao Rex Cronon
Simon Linden TankMaster Finesmith Whirly Fizzle
Yuzuru Jewell


[12:09] MartinRJ Fayray: Hello Andrew!

[12:09] Andrew Linden: Hello

[12:09] Andrew Linden: sorry I'm late

[12:09] Kallista Destiny: Ave Andrew lagurni te salutim

[12:09] Whirly Fizzle: Heya Andrew

[12:09] Mona Eberhardt: Hey Andrew! Glad to see you weren't taken by the Men In Black.

[12:09] Davido Chrome: Linden Sighting!

[12:09] Rex Cronon: hello andrew

[12:09] Jenna Felton: hello Andrew

[12:09] Melvin Starbrook: hi Andrew :)

[12:09] ANSI Soderstrom: hi

[12:09] Andrew Linden: hrm... I thought Simon would be here at the start

[12:09] Lucia Nightfire: gonna be a shorter meeting today, heh

[12:09] Davido Chrome: Guh, can I turn off Linden text being blue somewhere?

[12:10] Kennylex Luckless: So are Simon and Baker too

[12:10] Andrew Linden: Ok well, unfortunately I don't have much news

[12:10] TankMaster Finesmith: oh high andrew

[12:10] Melvin Starbrook: hi andrew :)

[12:10] Andrew Linden: I've been working on some interestlist fixes

[12:10] Andrew Linden: the final fixes... (I hope)

[12:10] TankMaster Finesmith: until next time! :P

[12:11] Andrew Linden: to do with speeding up scene load

[12:11] Andrew Linden: so I haven't been following what is going out in updates this week or next

[12:11] Mona Eberhardt: Tank, wouldn't it be nice if we could apply full bright and shininess to avatar skins? That way, certain avatar style choices could serve as extra light sources.

[12:11] Kallista Destiny: Daviod, for FS preferences colors chat color

[12:11] Mona Eberhardt: Hey Simon.

[12:11] Andrew Linden: Ah, there's Simon.

[12:11] TankMaster Finesmith: all RC channels got updated to what was magnum last week, same with the release channle

[12:11] Simon Linden: hi, sorry to be late

[12:11] Davido Chrome: Thanks.

[12:11] TankMaster Finesmith: so everything right now is ont he same code base

[12:11] Lucia Nightfire: use mesh avatars and you can

[12:12] Davido Chrome: Was a bit hard on the eyes on my screen.

[12:12] Melvin Starbrook: hi Simon :)

[12:12] Petr Topaz: do you have a note

[12:12] Kallista Destiny: Ave Simon

[12:12] Rex Cronon: hi simon

[12:12] Whirly Fizzle: Heya Simon

[12:12] Andrew Linden: I got here late too Simon. We have only just begun.

[12:12] Mona Eberhardt: Well, I do use a mesh avatar, but Andrew's avatar isn't mesh :/ :P

[12:12] TankMaster Finesmith: heya simon

[12:12] TankMaster Finesmith: and mona, we dont need more light sources

[12:13] Simon Linden: it sounds like you guys went over the releases already

[12:13] Andrew Linden: No not really.

[12:13] TankMaster Finesmith: I did :P

[12:13] Andrew Linden: Oh really? Ok we can skip that part?

[12:13] Davido Chrome: I had some decidedly weird sim crossings after the restarts...

[12:13] Simon Linden: ok ... well, that's all my news :P

[12:13] Kallista Destiny: heh

[12:14] Andrew Linden: Weird how Davido?

[12:14] TankMaster Finesmith: yeah, everything this weel is on what was on magnum last week, the simulator crahs fixes and parcle access bypass issue fix

[12:14] TankMaster Finesmith: week*

[12:14] Davido Chrome: Well, I started bouncing uncontrollably all over the sim. It was on a vehicle.

[12:14] Davido Chrome: Just happened two times though.

[12:14] Simon Linden: other times were ok?

[12:14] Andrew Linden: Ground vehicle or air?

[12:14] Davido Chrome: Ground

[12:15] Davido Chrome: Yeah, it happened a couple of times. Then suddenly I couldn't reproduce it. Was the first time that has ever happened to me on a sim crossing though.

[12:15] Andrew Linden: Sounds like the vehicle was snagging in a collision/penetration with another object, but I can't be sure.

[12:16] Davido Chrome: Luckuliy the bike stopped when I got off it though.

[12:16] Simon Linden: I am curious about vehicle crossings as we did make a change there ... there's more threading going on which should lessen lag within the region

[12:17] Davido Chrome: Andrew, would have been my guess, just that I was bouncing all over the sim, not just in a specific object.

[12:17] Kennylex Luckless: 'it is hard to drive inside hollow prims, I some time get stuck in walls

[12:17] Andrew Linden: well yeah, I'm trying to visualize what the "bouncing around" was like....

[12:17] Davido Chrome: It was very fast and very jerky.

[12:18] Mona Eberhardt: Like being orbited? :-?

[12:18] Rex Cronon: maybe somebody attacked u ?

[12:18] Rex Cronon: or something

[12:18] Andrew Linden: did it feel like real physics bouncing with lots of tumbling fidelity and updates? or did it feel like rubber-banding which is mostly fast movement with few data updates?

[12:18] Davido Chrome: No, when you get orbited you can't get it to stop by getting off, and you don't end up standing where you get off either.

[12:19] Mona Eberhardt nods

[12:19] Davido Chrome: Real physics bouncing.

[12:19] Davido Chrome: Like when you get stuck in a vehiaspiiider on the keyboard brbr

[12:19] Andrew Linden: oh hrm... like a misbehaving vehicle perhaps -- real forces pushing it around...

[12:20] Mona Eberhardt: AlveKatt, which vehicle was it?

[12:21] Davido Chrome: Like when you get stuck in a prim with a vehicle. same kind of bouncing, only there was no limit to it.

[12:21] Mona Eberhardt: Perhaps the combination of that particular vehicle with the specific conditions in the region(s) you were travelling through can explain the situation, I don't know.

[12:21] Andrew Linden: Well, we'll keep an eye out for repeat reports of that vehicle crossing bug. If we get a reliable repro recipe then we should be able to examine it enough to find the problem.

[12:22] Fractal v4.0 whispers: This bike is locked.

[12:22] Jenna Felton: when you use llMove2target and the vehicle can not reach the position because of blocked by something, then it remains being pushed toward the position. I can imagine that the vehicle bumped over the target postition and tried to move back to reach the goal

[12:22] Whirly Fizzle: I have a question: After rolling restarts, many regions come back in an unhealthy state in that no mesh will rez on them, you appear offline to all your friends if you are on said region, your friends lists & groups lists don't load, you cannot initiate Im sessions & you usually disconnect when attempting to TP out of those regions. (Caps fail I guess?). Restarting the region fixes it. As far as I know this used to happen rarely after rolls but now it appears pretty common. After each roll you can guarantee a couple of BUGs filed reporting this now. Any ideas why this has increased?

[12:22] Andrew Linden: Davido, any chance that it could be an LSL script confusion problem? That is, something new that is making the script logic do the wrong thing?

[12:22] Andrew Linden: Was it your vehicle Davido? Or one made by someone else?

[12:23] Davido Chrome: It was my bike.

[12:23] Davido Chrome: The one I rezzed.

[12:23] Andrew Linden: Whirly, that does sound like a Caps failure of some sort.

[12:23] Simon Linden: Whirly - no exact ideas but the problems you describe do sound like a back-end issue with either caps or the systems behind it

[12:24] Rex Cronon: whirly. what u describe sounds very similar to what happens when a sim is griefed

[12:24] MartinRJ Fayray: I can confirm what Whirly said. This seems to happen very often in the past two weeks (stuck servers after rolling restart).

[12:24] Whirly Fizzle: Yes

[12:24] Lucia Nightfire: Monty borked something, heh

[12:24] TankMaster Finesmith: a restart of the region *usuaolly* fixes it

[12:24] Whirly Fizzle: Yep

[12:24] Simon Linden: I've been working on some of the restart code (not shipped yet) and it should become a bit more graceful

[12:24] MartinRJ Fayray: not always, though

[12:25] Whirly Fizzle: Well, griffer objects can cause those same symptoms too or it can be user specific if they have "the DNS bug" but theres def a pattern in regions coming back after the rolls in this state for everyone.

[12:25] Andrew Linden: Hrm... a bug report for the broken caps should include the server names ( during and after the problem.

[12:25] Rex Cronon: btw. can't something be done about those scripts that stop all other scripts from working, stop rezzing and stop attachements from loading and running:(

[12:25] Andrew Linden: The server host is visible in the Help --> About Second Life text.

[12:26] Kennylex Luckless: Restart coed reminds me, why do Linden Realms oten bug in thet way that scripts do not start when the sim has restarted?

[12:26] Simon Linden: On a different note, I know there were some problems with group notices and messages before, and the http work that went out recnetly seems to have made it better

[12:26] Whirly Fizzle: I can make a list of all the recent BUG issues filed about this where a region came back un this state and where a restart fixd it if thats helpful. Iff the top of my head, I think theres a good 20 issues in all heh

[12:26] Andrew Linden: I'll ask our Release team who actually does the rollouts if they have some more clues about the broken caps.

[12:26] Whirly Fizzle: *off

[12:27] Davido Chrome: Group chat lag has been horrible today.

[12:27] Mona Eberhardt: Not only today, Davido. Yesterday and on Sunday, it was a pain.

[12:27] Adamburp Adamczyk: yeah sunday sucks altely for sl

[12:28] Simon Linden: Whirly - the specific behaviors probably aren't important. If the caps system isn't healthy, all sorts of stuff goes bad

[12:28] Simon Linden: it may be a general connectivity problem too

[12:28] MartinRJ Fayray: see for a well documented case

[12:30] MartinRJ Fayray: with a couple of affected regions

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

[12:30] Simon Linden: That was checked out an was a physics issue, Martin .. can you see Maestro's comment?

[12:31] MartinRJ Fayray: that comment was specific to one of the regions in mention

[12:31] MartinRJ Fayray: I think the reporter reported five or six regions in that Jira

[12:31] MartinRJ Fayray: most of them got back into a 'normal' state after support restarted them

[12:31] Simon Linden: yep, and they mostly were fixed with restarting

[12:31] MartinRJ Fayray: and Maestro fixed the last one which had just physical lag

[12:32] Andrew Linden: Yeah, the Morgan Pass problem appears to be unrelated to some of the problems that prompted the opening of that bug.

[12:32] Simon Linden: I suspect the caps system is overloaded in a server restart ... there may be too many regions coming up at once, doing all the housework to get into the grid, etc, and it falls apart. That's just a wild guess, however

[12:33] Davido Chrome: Random house...

[12:34] Whirly Fizzle: Sounds reasonable

[12:34] Andrew Linden: anybody remember a particular region where the problem was seen *today*?

[12:35] Whirly Fizzle: Yeah one of my friends regions had it today after the roll. She was fixed after restarting it. lemme find the name

[12:35] Rex Cronon: the sim might not initialize all the vars?

[12:36] Whirly Fizzle: Im guessing it was Sheridan . I need to ask her to be certain though. She has land in other places

[12:37] Mona Eberhardt: Andrew, regarding the new feeature that was added to the server (blocking certain scripted rezzers from defeating parcel object return), which incidents/rezzers does that affect?

[12:37] Mona Eberhardt: feature*

[12:38] TankMaster Finesmith: the greiffing feature

[12:38] Andrew Linden: huh... Sheridan didn't shutdown poperly...

[12:38] Whirly Fizzle: Andrew, ask Zi Ree if you need more details about that

[12:38] Whirly Fizzle: ahhh

[12:38] Andrew Linden: so... if I were to hazzard a guess... the simulator didn't actually shutdown on the original host... but all the supporting services did

[12:39] Andrew Linden: so Caps and stuff broke

[12:39] Davido Chrome: Does that mean it never got updated either?

[12:39] Andrew Linden: when it did come back up it was on new host, that was updated

[12:39] MartinRJ Fayray: ohhh

[12:39] Whirly Fizzle: Yeah, she had all the symptoms of caps fail after the region came back online

[12:39] Whirly Fizzle: & she restarted manually & all was fine again

[12:40] Andrew Linden: well... it isn't clear to me that Sheridan shutdown twice or only once

[12:40] ANSI Soderstrom: you need a better monitoring

[12:40] Andrew Linden: that is, the shutdown that fixed it may have been the only shutdown

[12:41] ANSI Soderstrom: i have one ....

[12:41] Andrew Linden: I can't learn more without digging into logs

[12:41] Andrew Linden: I'll have to do that later.

[12:42] Andrew Linden: I see Mona asked a question that I missed...

[12:42] TankMaster Finesmith: thats fine

[12:42] Andrew Linden: The feature that blocks recursive scripted rezzing that defeated parcel autoreturn...

[12:43] Mona Eberhardt: Thanks Andrew.

[12:43] Andrew Linden: Mona in short: the rezzee object inherits the parcel arrival time of its rezzer

[12:43] Lucia Nightfire: when are you going to fix feyframe motion from defeating autoreturn, heh

[12:43] Rex Cronon: how about attachements that rez things?

[12:43] Mona Eberhardt: Great :)

[12:43] Faust Vollmar: Andrew- Rex beat me to it.

[12:44] Andrew Linden: it used to be the case that the parcel arrival time was initialized to its creation time

[12:44] Davido Chrome: What does this do to vehicle demo rezzers?

[12:44] Andrew Linden: hrm... attachments, htat is a good question

[12:44] Lucia Nightfire: or abandoned recurrsive rezzing

[12:44] TankMaster Finesmith: attachments dont get auto returned

[12:44] Kallista Destiny: still an inhereted time

[12:44] Lucia Nightfire: physics lag

[12:44] Lucia Nightfire: 7ms

[12:45] Andrew Linden: I believe that attachments do not count in the parcel object count, so they don't have a valid parcel arrival time

[12:45] TankMaster Finesmith: someone needs to clean up their balls

[12:45] ANSI Soderstrom: its done by the sim

[12:45] ANSI Soderstrom: give the sim 2 minutes

[12:45] Andrew Linden: so any objects they create are essentially "new" to the parcel, and thereby their autoreturn timer starts at the moment they are created

[12:45] Kallista Destiny: Obj a gets time t, rezzed object b with time t which rezzes object C also with time t

[12:46] Andrew Linden: the trick was to create an objectA, then put a copy of ObjectA into it (thereby making ObjectB)

[12:46] Jenna Felton: its not a good idea to give this sim 2 minutes :) can return occasionally too many things

[12:46] Andrew Linden: also, ObjectA has a script in it that gives "ObjectA" to the thing that it rezzes

[12:46] Kallista Destiny: thet still all get time t now, right?

[12:46] Faust Vollmar: Yeah I am mildly surprised the rez, give loop was left alone this long.

[12:47] Andrew Linden: So you drop ObjectB on the ground, it rezzes ObjectA, then give a copy of ObjectA to the one it rezzed, making it into ObjectB

[12:47] Andrew Linden: which then rezzes a new ObjectA and so on...

[12:47] Andrew Linden: such a recursive object could live forever in an autoreturn parcel... but not anymore

[12:48] Kallista Destiny: but they all inherit time t from the first drop now?

[12:48] Lucia Nightfire: there are other ways, heh

[12:48] Andrew Linden: the trick also worked for temp-on-rez recursive rezzers

[12:48] Andrew Linden: but I nixed that mode too

[12:48] Rex Cronon: there is one "small" problem andrew. now, replicating bullets crash the sim:(

[12:48] Melvin Starbrook: what if they hop parcels?

[12:48] Andrew Linden: yes Kallista

[12:48] Andrew Linden: hrm...

[12:48] Simon Linden: crash?

[12:48] Rex Cronon: maybe because the sim does too much checking

[12:48] Rex Cronon: yes

[12:48] Lucia Nightfire: those always had crash potential Rex

[12:48] Andrew Linden: Rex, you know of a region that suffered such a crash?

[12:49] Andrew Linden: And an approximate date?

[12:49] Davido Chrome: Go to the next sim over and demonstrate. :D

[12:49] Rex Cronon: yes. sandbox weapons testing

[12:49] Lucia Nightfire: yeah, WT a few times today

[12:49] Rex Cronon: about 2 days ago

[12:49] Whirly Fizzle: lol urs a wonder that place is ever actually online :D

[12:49] Whirly Fizzle: *its

[12:49] Lucia Nightfire: God Ender bullet spam

[12:49] Rex Cronon: my own bullets did that:(

[12:49] Lucia Nightfire: its an even bigger wonder why its not a test bed for working on crash deterrents, heh

[12:50] Rex Cronon: never did that before:(

[12:50] Lucia Nightfire: seems everythign taht goes on there is unheard of, heh

[12:50] Andrew Linden: Ok I'll try to investigate that to see if I can find details about that crash.

[12:50] Jenna Felton: When an object rezzes another object, it could notice the parent, the object rezzed it. And when the second object rezzes the third, the parent object is inherited. . When at the end too many object are rezed with same parent, the parent object is removed from the sim

[12:50] Rex Cronon: i can demonstate it now:)

[12:50] Rex Cronon: jk;)

[12:50] Whirly Fizzle: Try at the end of the meering ;)

[12:50] Jenna Felton: this could kil the replicating crashers

[12:50] Whirly Fizzle: *meeting

[12:50] ANSI Soderstrom: lol

[12:51] Kallista Destiny: but let us run away first

[12:51] Andrew Linden: Ah, you're saying that there are so many objects deleted at once that they crash the region?

[12:51] Rex Cronon: i have no idea what crashes the region

[12:51] Lucia Nightfire: that happens with high script count obejcts

[12:51] ANSI Soderstrom: what about linked objects if a prim rezzes a linkset(255prims) and brreak all links ?

[12:51] Lucia Nightfire: mass deletion = crash

[12:51] Andrew Linden: There is no "connectivity" from child object to parent... except that the child's "arrival time" in the parcel is set to be the same as the parent

[12:51] ANSI Soderstrom: and then imagine if every prim has a object to rez inside

[12:52] ANSI Soderstrom: []

[12:52] Lucia Nightfire: and I mean hundreds of objects with like 500+ scripts each

[12:52] ANSI Soderstrom: yup

[12:52] Andrew Linden: I believe the parcel arrival time is preserved on object unlink

[12:52] Andrew Linden: so all unlinked pieces would be returned at the same time

[12:52] Rex Cronon: it seems that since the fix for replication is on the bullets can crash the sim

[12:52] ANSI Soderstrom: but what, if the parent is deleted at breakalllinks

[12:52] TankMaster Finesmith: Data Bot: It is REGION!!!

[12:52] Kallista Destiny: lols

[12:52] ANSI Soderstrom: then you have 255 prims wihtin 1 second

[12:53] ANSI Soderstrom: each one is rezzing 255 prims

[12:53] Lucia Nightfire: linking and delinking used to bypass autoreturn, at least they did with temp then untemp after delink

[12:53] Andrew Linden: yeah, well the simulator should be able to handle that

[12:53] ANSI Soderstrom: okay

[12:53] Lucia Nightfire: haven't looked at that in a while

[12:53] ANSI Soderstrom: i will test it soon

[12:53] Andrew Linden: Rex, your bullets are temp-on-rez or not?

[12:53] ANSI Soderstrom: :)

[12:53] Rex Cronon: temp

[12:54] Andrew Linden: hrm... well they aren't falling into the autoreturn code -- temp-on-rez objects are just deleted

[12:54] Kallista Destiny: ANSI i would think that that would hit a grey goo fence.

[12:54] Andrew Linden: but they may be deleted all at once

[12:54] Lucia Nightfire: Coalesced rezzing is worse, Ansi, only one call can rez any amount of prims at once

[12:54] ANSI Soderstrom: no, its not rezzing @ kallista

[12:54] Andrew Linden: Rex, your temp-on-rez bullets are recursive rezzers?

[12:54] Lucia Nightfire: why bother recurrsive rezzign when you can rez 15000 prims in one shot, heh

[12:54] ANSI Soderstrom: its only rezzing one object, and the object is braking into 254 prims

[12:54] Rex Cronon: yes. but they do it relatively slow:)

[12:54] Jenna Felton: what if you rezz a tousand of temp rims and then make them not temp all at once?

[12:55] Jenna Felton: prims*

[12:55] Andrew Linden: right, they would have to be slow or they run into the "Grey Goo Fence"

[12:55] Kallista Destiny: but then those rez objects.

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

[12:55] Kallista Destiny: which would hit th fence

[12:55] Rex Cronon: lucy. they weren't made to crash sim

[12:55] Lucia Nightfire: grey goo fence is easily bypassed

[12:55] Lucia Nightfire: esp when rezzing from agent inventory

[12:55] Lucia Nightfire: two different accountings

[12:55] Qie Niangao: Rex, they're *recursive* rezzed bullets? That could explain it: too many getting removed at the same instant.

[12:56] Rex Cronon: yes qie

[12:56] Lucia Nightfire: its why illegal tpv's with sim fill features are popular over scripted rezzing

[12:56] Andrew Linden: Yeah, I was thinking about putting viewer-triggered rezzings under the scrutiny of the GGF

[12:56] Lucia Nightfire: not to mention the remote rezzing cap

[12:56] Andrew Linden: what is the remote rezzing cap?

[12:57] Andrew Linden whispers: its a way to rez an object on a region to which you have no normal connection?

[12:57] Andrew Linden: oops, why did that whisper?

[12:57] Lucia Nightfire: I explained that in

[12:57] TankMaster Finesmith: shift + enter

[12:57] Lucia Nightfire: under teh need for a :"Allow object rezzing from owners not present on this parcel." setting

[12:57] Rex Cronon: i should mention that the same bullets when used at rausch only lag the sim

[12:58] Lucia Nightfire: Current Area of Concern:

Currently, an agent is capable of rezzing from inventory on a parcel without being on the parcel or even in the region.

Objects are capable of scripted rezzing and self-replication without the owner being present on the parcel or in the region.

Rezzed/worn megaprims larger than a region can rez objects into a region from several regions away.

Bots are capable of connecting to a region from anywhere on the grid, becoming a child agent of the region and rezzing inventory objects on any public rez parcels.

Illegal tpv's with a "sim fill" feature can send hundreds of rez requests a second over the entire region without the user explicitly looking for land to rez on.

Regions with large banlists that cycle their bans over time may not have the owner on the parcel banlist at the time of rezzing.

[12:58] Andrew Linden: oh ok, a feature request rather than an existing feature

[12:58] Melvin Starbrook: oh cannot see that page

[12:58] Andrew Linden: Yes, you can rez in a region into which you can see.

[12:58] Lucia Nightfire: child agent rezzing

[12:58] Andrew Linden: So if you're standing at the region border you can rez across the border.

[12:58] Lucia Nightfire: but thats only part of the problem

[12:58] Lucia Nightfire: you don't have to be onyl on the border

[12:59] Simon Linden: A lot of the SL design is based around making region boundaries invisible, but let's not get into how difficult that is :P

[12:59] Lucia Nightfire: you can be anywhere on teh grid

[12:59] Lucia Nightfire: as long as you're connected to teh target region

[12:59] Lucia Nightfire: as a child agent

[12:59] Davido Chrome: Simon, I would say that particular design is a bit failed though.

[13:00] Jenna Felton: sitting accross the region border is not possible. I'd suggest rezzing in other region should be not allowed too, or at least another region flag needs for ghat

[13:00] Andrew Linden: Hrm... is it really possible for the viewer to initiate a child-agent connection on a completely arbitrary region? I wouldn't expect that to work.

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

[13:00] Kallista Destiny: Nor would I.

[13:00] Whirly Fizzle: I have a feeling griff viewers allow that actually.....

[13:00] TankMaster Finesmith: it wouldnt supprise me if someone got it to work

[13:00] Rex Cronon: u set drawing distinace to 5km....

[13:00] Lucia Nightfire: what about these bomb objects taht block attachments and rezzing is anyone lookign into fixing that?

[13:01] Faust Vollmar: Dang, atleast falling asleep during the meeting didnt hurt too bad, no kelly to poke today.

[13:01] Andrew Linden: The simulator doesn't actually support 5km draw distances

[13:01] Kallista Destiny: lol

[13:01] Andrew Linden: we do cap the draw distance at the server

[13:01] Kallista Destiny: how far?

[13:01] Whirly Fizzle: Whats the cap?

[13:01] Andrew Linden: The cap used to be 768m, but I think I dropped it down to 512m

[13:02] Lucia Nightfire: I know someone that created a 3k draw dsitance easily or at least was connected to regions that far away

[13:02] Kallista Destiny: lols

[13:02] Lucia Nightfire: it wasn't teh standard issue viewer though, heh

[13:02] Rex Cronon: at one time was possible 5km

[13:02] Whirly Fizzle: Isnt there a min cap now of 20m or something?

[13:02] Melvin Starbrook: mm think can look further than that :)

[13:02] Andrew Linden: well, I don't know how that worked. Yeah the min cap is 20m at the server.

[13:02] Davido Chrome: Hum, you can still see large objects that are farther away though?

[13:02] Andrew Linden: Perhaps for a while if you have an old child agent there (left from a TP out or something)

[13:02] Andrew Linden: but those eventually timeout

[13:03] Andrew Linden: in theory

[13:03] Lucia Nightfire: yes after 65 seconds of no contact

[13:03] Lucia Nightfire: *55

[13:03] Kallista Destiny: Thank you Andrew and Simon.

[13:03] Rex Cronon whispers: S, is there anything done about those scripts that stop all other scripts in sim from working, stop others from rezzing and also stop attachments from loading and running:(

[13:03] Jenna Felton: i can set 1024 in firestorm. but i see only landscape from the far regions, no objects built there

[13:03] Rex Cronon: so, is there anything done about those scripts that stop all other scripts in sim from working, stop others from rezzing and also stop attachments from loading and running:(

[13:03] Andrew Linden: the child-agent timeout reset relies on an update that comes from the region you are in

[13:03] Simon Linden: Thanks everyone for coming today

[13:03] Andrew Linden: not from an update from the viewer

[13:04] Whirly Fizzle: Thanks Lindens :)

[13:04] ANSI Soderstrom: yvw @ simon

[13:04] Davido Chrome: Thank you"

[13:04] Davido Chrome: !

[13:04] ANSI Soderstrom: thanks all for watching

[13:04] Yuzuru Jewell: Thank you, Andrew and Simon.

[13:04] Faust Vollmar: Was hoping to poke Kelly today to see if a feature request made it into the infinity-in-box or got forgotten entirely, haha. For some reason I fall asleep during every meeting I manage to make it to. >.>

[13:04] Mona Eberhardt: You're welcome Simon, thanks for having us.

[13:04] Rex Cronon: if u do ctrl+s u wisper?

[13:04] TankMaster Finesmith: thx for your time, simon and andrew

[13:04] Lucia Nightfire: did we learn anything today, lol

[13:04] Mona Eberhardt: Thank you Andrew.

[13:04] Melvin Starbrook: thank you :)

[13:04] Rex Cronon: tc andrew, simon

[13:04] Andrew Linden: Get more sleep in general Faust.

[13:04] Qie Niangao: Thanks Andrew, Simon. Have fun all.

[13:04] Melvin Starbrook: guess everyone is testing draw distance now


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