Difference between revisions of "Server Beta User Group"

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* What is the story on the bug that allows the Meeroos food vending scam? Nalates U
* What is the story on the bug that allows the Meeroos food vending scam? Nalates U
* At what point do you want me document functions that appear here or in the RC release notes? (I won't be attending the meeting but I'll review the transcript) -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 12:29, 11 January 2012 (PST)
* At what point do you want me document functions that appear here or in the RC release notes? (I won't be attending the meeting but I'll review the transcript) -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 12:29, 11 January 2012 (PST)
* Pathfinding characters got no proper character animation toolkit. Capabilities are limited to sliding bricks, or R2-D2 from "Star Wars" on it's best. If anybody is going to make a decent animation parser from well known animation formats like BVH - its not going to be open sourced, because it requires quite a bit of work on LSL (I'm already half way there). I know that some time people will just get fed up with it and beg Lindens for official tools with proper prim hierarchical rigged character animation capabilites done by SL's animation assets only on viewer side. Whats the loose ETA (year or half precision) on those tools considering that lots of stuff still broken and needs debugging? Come on guys, just say a number on your mind without any promises c: [[User:FadeOut Razorfen|FadeOut Razorfen]]
* Pathfinding characters got no proper character animation toolkit. Capabilities are limited to sliding bricks, or R2-D2 from "Star Wars" on it's best. If anybody is going to make a decent animation parser from well known animation formats like BVH - its not going to be open sourced, because it requires quite a bit of work on LSL (I'm already half way there). I know that some time people will just get fed up with it and beg Lindens for official tools with proper prim hierarchical rigged character animation capabilites done by SL's animation assets only on viewer side. Whats the loose ETA (year or half precision) on those tools considering that lots of stuff still broken and needs debugging? Come on guys, just say a number on your mind without any promises c: ([[User:FadeOut Razorfen|FadeOut Razorfen]])


= Minutes from Previous Meetings =
= Minutes from Previous Meetings =

Revision as of 06:47, 22 March 2012

This is the meeting tracking and progress page for the weekly Server BETA QA Meeting, moderated by Oskar Linden. Please contact him on AGNI for more information. You can join the Second Life Beta group for updates.

The next meeting is Thursday, March 15, 2012, 3PM PDT at Morris🖈 on the preview grid, ADITI.


Agenda

Updates

  • Second Life Server Channel
  • No main channel release this week.


  • BlueSteel RC Channel
    • BlueSteel is on trunk.


  • LeTigre RC Channel
    • LeTigre is on trunk.


  • Magnum RC Channel
    • Magnum is on trunk.


  • Region Rebalancing for Performance Review
    • We rock and we have the proof.
    • Blog post coming soon.


  • Pathfinding QA
    • Lorca is here

Upcoming Stuff

  • No main channel release next week.

Interesting Stuff

Any Other Items

  • SCR-6 - llGetSubString can produce results that crash Mono scripts. Agni code now breaks llDeleteSubstring()

Open Items

  • SVC-4632 - People getting past Estate and Land bans | Critical & 325 (402 as of 8/11/10) votes!
    • Dante has commented on this issue and reopened it.
  • SVC-5925 - Erratic behavior on script rezzed prims set physical
  • SVC-3044 - Debug channel and script error reporting needs a major rethink
    • related to vwr-199 and vwr-7062
    • [15:17] Roberto Salubrius: can we get that standarized pleaaaaaaaaaaaseeeeeeeeee so we can listen to the debug channel whenever there's a problem PLEAAAAAAAAAASEEEEEEE
    • [15:17] Roberto Salubrius: preeeeeeeetty pleaaseeeeee
  • svc-4196 - "Avatar entering sim or rezzing object causes sim to freeze for up to 30 seconds - everything stops for everybody there"
  • wassup with SVC-3895
  • status on SVC-3618 - estate managers unable to freeze / eject
  • status on SVC-1253 - users sitting on prims, which are set to phantom are not affected by damage. | 108 votes!
  • status on SVC-5404 - Vehicles can no longer enter a region if no-object-entry flag is set
  • What is going on with SVC-421 - Cannot delete contents from no-modify objects
  • status on SVC-5880 - Vehicles "Jumping" when crossing prims
  • SVC-5922 -Physics unset on vehicles when seated avatars goes beyond the physical 'prim' limit where agents are counted towards prims
  • SVC-6104 script sim crossing bug
  • SVC-6123 cant catch sphere type exact shape with lsl functions
  • What is the story on the bug that allows the Meeroos food vending scam? Nalates U
  • At what point do you want me document functions that appear here or in the RC release notes? (I won't be attending the meeting but I'll review the transcript) -- Strife (talk|contribs) 12:29, 11 January 2012 (PST)
  • Pathfinding characters got no proper character animation toolkit. Capabilities are limited to sliding bricks, or R2-D2 from "Star Wars" on it's best. If anybody is going to make a decent animation parser from well known animation formats like BVH - its not going to be open sourced, because it requires quite a bit of work on LSL (I'm already half way there). I know that some time people will just get fed up with it and beg Lindens for official tools with proper prim hierarchical rigged character animation capabilites done by SL's animation assets only on viewer side. Whats the loose ETA (year or half precision) on those tools considering that lots of stuff still broken and needs debugging? Come on guys, just say a number on your mind without any promises c: (FadeOut Razorfen)

Minutes from Previous Meetings