User:Andrew Linden/Office Hours/2008 06 19
Jump to navigation
Jump to search
Transcript of Andrew Linden's office hours:
| [17:01] | Teravus Ousley: | it's the XML format that defines the interface in the |
| [17:01] | Strife Onizuka: | oh its the interface |
| [17:01] | Arawn Spitteler: | Hi, Simon; what's the news on llGetAgentLanguage? |
| [17:01] | Teravus Ousley: | Hello Simon |
| [17:01] | Simon Linden: | That's news to me - what is it? |
| [17:01] | Simon Linden: | Hello everyone |
| [17:01] | Thomas Shikami: | it's funny what llTextBox sends to the client |
| [17:02] | Thomas Shikami: | it's actually an llDialog with a single button |
| [17:02] | Rex Cronon: | hello everybody |
| [17:02] | Creem Pye: | somebody brought dinner? |
| [17:02] | Arawn Spitteler: | Is the dialog accepting typed in data? |
| [17:02] | Teravus Ousley: | Hi Rex |
| [17:02] | Sindy Tsure: | hi folks |
| [17:03] | Rex Cronon: | hiii |
| [17:03] | Arawn Spitteler: | First, we have to toss him into the Blender, to make |
| [17:03] | Thomas Shikami: | it isn't even implemented yet |
| [17:03] | Yuu Nakamichi: | hi simon, sindy |
| [17:03] | Rex Cronon: | what function r u talking about? |
| [17:03] | Sindy Tsure: | zomg, it's strife! hiya! |
| [17:03] | Thomas Shikami: | at least, not in the client I compiled myself |
| [17:03] | Thomas Shikami: | some 1.20.6.0 with a release number I forgot |
| [17:04] | Simon Linden: | So, Andrew is on vacation today, so I'm the MC |
| [17:04] | Sindy Tsure: | a coup! |
| [17:04] | Thomas Shikami: | ohh |
| [17:05] | Creem Pye: | heh well if you know the dialog's channel, you can always |
| type data into the normal chat bar | ||
| [17:05] | Simon Linden: | There are a few bug fixes in the pipeline, but nothing dramatic. |
| Linden Lab has been trying to slow down our simulator releases a little as it | ||
| was getting a bit too rapid for a while | ||
| [17:05] | Thomas Shikami: | or check your script for !!llTextBox!! and then ask |
| again with the legacy input method | ||
| [17:05] | Sindy Tsure: | thought i heard last week about a svc bug where phantom |
| vehicles still bump into stuff.. is that coming soon? | ||
| [17:06] | Thomas Shikami: | well, doing an llGetAgentLanguage(id) before and you |
| know if the viewer may support text boxes | ||
| [17:06] | Teravus Ousley: | well, yay for not having to shut the grid down with a |
| [17:06] | Yuu Nakamichi: | I hope this does not slow the release of mono? |
| [17:06] | Teravus Ousley: | :D |
| [17:06] | Simon Linden: | I had one question for everyone ... if you're a land owner, how |
| much do you care about the region slowing down to a low fps if nobody is there? | ||
| [17:06] | Simon Linden: | Yuu - no, it doesn' |
| [17:06] | Simon Linden: | ... doesn't affect Mono |
| [17:06] | Thomas Shikami: | mean, caused by oneself? |
| [17:07] | Creem Pye: | ah are you talking about load balancing with openspace regions? |
| [17:07] | Strife Onizuka: | Simon: I don't mind if physics are dropped |
| [17:07] | Sindy Tsure: | how long would it take to ramp back up to 45 once people |
| [17:07] | Arawn Spitteler isn't Everyone: I'm not a landowner. | |
| [17:07] | Strife Onizuka: | I'd mind if my scripts got slower if i were running a |
| [17:07] | Simon Linden: | No, caused by us ... the idea is that we have multiple regions all |
| sharing a box, but we're running the empty ones at 45fps even when nobody is there | ||
| [17:08] | Simon Linden: | If we could give up some time in the empty ones, the full ones |
| might perform better | ||
| [17:08] | Sindy Tsure: | or a server anyway, strife.. just a vendor that gives |
| stuff would be idle since nobody was there | ||
| [17:08] | Thomas Shikami: | ohh, as long as script time stays the same, the sim |
| could go idle | ||
| [17:08] | Arawn Spitteler's wondered about the efficiency of that. | |
| [17:08] | Thomas Shikami: | or even, as long as the scripts don't do any comms like |
| [17:08] | Sindy Tsure: | so.. this is a 'green sims' project? |
| [17:08] | Creem Pye: | I wouldn't want script performance to drop to 0 if the |
| scripts handle email or http events, but I could live with a little extra latency | ||
| [17:08] | Teravus Ousley: | yeah.. I suppose 'physics' wise.. there would also have |
| to be no physical/active prim | ||
| [17:08] | Yuu Nakamichi: | how would you go about implementing this? |
| [17:08] | Simon Linden: | It's just an idea/experiment at the time ... probably drop an |
| empty sim down to 10 or 20 fps | ||
| [17:09] | Thomas Shikami: | are you going to run the sims on virtual appliances in |
| the futue to quickly consolidate empty sims and redistributing them on idle | ||
| machines when they need power? | ||
| [17:09] | Sindy Tsure: | just physics? |
| [17:09] | Simon Linden: | Yuu - extra sleep time at the end of each frame |
| [17:09] | Yuu Nakamichi: | hmm |
| [17:09] | Creem Pye: | extra sleeping could cut down on hosting costs too, rihgt? |
| [17:10] | Simon Linden: | Possibly it can lower power consumption a bit ... we're not sure |
| how big the effect would be | ||
| [17:10] | Rex Cronon: | aren't there sims that run simulations of |
| plant/insect/animal life cycle? | ||
| [17:10] | Thomas Shikami: | isn't Xen capable of moving a live virtual machine from |
| one physical machine to another? | ||
| [17:10] | Simon Linden: | The immediate goal is more CPU power available for other regions |
| on the same system | ||
| [17:11] | Arawn Spitteler: | System or Server? |
| [17:11] | Simon Linden: | We're not looking at virtualization right now |
| [17:11] | Thomas Shikami: | okay |
| [17:11] | Simon Linden: | ... same box |
| [17:11] | Sindy Tsure: | the key would be if the region had people on it? |
| [17:11] | Thomas Shikami: | Let's do that with open space sims first, I guess |
| [17:11] | Simon Linden: | Right - if someone TPs or walks in, it would return to normal |
| [17:11] | Teravus Ousley: | well, it sounds like.. say you've got a class 5 server |
| and there are 4 other sims hosted on it. The empty sims would be slowed down to | ||
| provide more CPU for the active sims. | ||
| [17:11] | Strife Onizuka: | openspaces is the way to go |
| [17:11] | Creem Pye: | yeah openspace sims would benefit the most from that, probably |
| [17:12] | Simon Linden: | Yes, OpenSpaces helped point out the problem of one region |
| affecting others on the same computer | ||
| [17:12] | Sindy Tsure does not have vendor servers but it seems like that'd be | |
| the biggest concern - slowing those down | ||
| [17:12] | Strife Onizuka: | We really need some way to detect openspace regions |
| [17:13] | Yuu Nakamichi: | top-level info, strife? |
| [17:13] | Simon Linden: | There are some regions we know of that are running simulations |
| that need to run normally, even if nobody is around. Those are the worry | ||
| [17:13] | Strife Onizuka: | especially if they are going to slow down |
| [17:13] | Yuu Nakamichi: | yeah |
| [17:13] | Simon Linden: | Vendors are probably OK - if nobody's around, I'm not sure what |
| they would be doing | ||
| [17:13] | Sindy Tsure: | http://jira.secondlife.com/browse/SVC-1554 or |
| http://jira.secondlife.com/browse/SVC-2431 , strife | ||
| [17:13] | Teravus Ousley: | Well, how about an estate flag? |
| [17:13] | Thomas Shikami: | couldn't that be determined by the amount of physic and |
| communication script calls? | ||
| [17:14] | Rex Cronon: | do u think that those peopole would like it when their sims |
| go into slowmo? | ||
| [17:14] | Teravus Ousley: | .. or rather an estate tools flag |
| [17:14] | Teravus Ousley: | .. for the region. |
| [17:14] | Creem Pye: | well, vendor servers would be used if nobody's in the region |
| (like a "product update server") | ||
| [17:14] | Strife Onizuka: | i've commented on both of those proposals Sindy |
| [17:14] | Sindy Tsure: | oops |
| [17:14] | Strife Onizuka: | no worries ^^ |
| [17:14] | Teravus Ousley: | I'd be okay with it assuming that it was a configurable |
| [17:15] | Sindy Tsure: | that doesn't help us mainland dwellers, tho |
| [17:15] | Thomas Shikami: | I was thinking of getting a mainland parcel just for |
| hosting prims with scripts | ||
| [17:15] | Creem Pye: | then group sims according to whether the estate managers |
| enable/disable variable FPS? | ||
| [17:16] | Strife Onizuka: | you could consider communications going in and out of a |
| sim as a way of determing if speed stepping is the right thing to do at a moment | ||
| [17:16] | Simon Linden: | Well, it becomes a "if a tree falls in a virtual forest, should we |
| play the sound" question. If nobody is there, would the lower FPS affect anything? | ||
| [17:16] | Creem Pye: | I wonder if going to 15FPS would affect any simulations |
| [17:16] | Simon Linden: | It wouldn't stop, just be a lower frame rate, so communication in |
| and out shouldn't change. | ||
| [17:16] | Thomas Shikami: | is the FPS configurable in 1.22.4.89467? |
| [17:16] | Yuu Nakamichi: | how would it affect vehicles crossing into such a region? |
| [17:16] | Arawn Spitteler thinks it could be a documented feature. | |
| [17:16] | Creem Pye: | I mean do <70ms timers in LSL actually run that faswt in the |
| [17:17] | Teravus Ousley thinks there are scripts which detect the fps and do | |
| things differently based on them. | ||
| [17:17] | Simon Linden: | Not at all ... it's just an idea. I did some experiments today and |
| can slow down the sim by giving up CPU time | ||
| [17:17] | Strife Onizuka: | if you lower the FPS but not change the timedilation, |
| you will need to tripple the buffer used to stop interplation | ||
| [17:17] | Thomas Shikami: | events in LSL scripts happen at about 22 per second |
| [17:17] | Simon Linden: | It had one side-effect I have to fix (some of the physics code |
| kicked in and objects lost LOD) but that shouldn't be too hard to adjust | ||
| [17:17] | Creem Pye: | object penetration, strife? |
| [17:18] | Strife Onizuka nods to Creem Pye | |
| [17:18] | Strife Onizuka: | Thomas, that depends on the event, some events are |
| slower then others | ||
| [17:18] | Strife Onizuka: | atleast historically they were, i haven't checked it in |
| [17:18] | Simon Linden: | The TD would slow down as well - it would be like a loaded region |
| [17:18] | Thomas Shikami: | with some experimentation, it was possible to do a full |
| sim scan sweep in 0.9 seconds | ||
| [17:18] | Thomas Shikami: | sensors for agents |
| [17:19] | Strife Onizuka: | i assume that is at ground level only and not the |
| [17:19] | Yuu Nakamichi: | so how fast would the region come back up? |
| [17:19] | Arawn Spitteler: | There wouldn't be any agents to sense. |
| [17:19] | Thomas Shikami: | complete volume up to 768m |
| [17:19] | Creem Pye: | how frequently are dynamic objects updated across sim |
| borders usually, Simon? | ||
| [17:19] | Strife Onizuka: | the volume goes up to 4096 now |
| [17:20] | Sindy Tsure: | right away, yuu.. |
| [17:20] | Thomas Shikami: | I know, no flying vehicle zones any more |
| [17:20] | Simon Linden: | Hmm, that's an interesting point. That update code might be affected |
| [17:20] | Yuu Nakamichi: | yes, rendering across region borders has been spotty |
| [17:20] | Simon Linden: | It shouldn't be any different than if you were sitting on one |
| region at 45 fps, and the adjacent one was running at a lower rate. I'm not sure | ||
| how that looks | ||
| [17:20] | Yuu Nakamichi: | as it is |
| [17:21] | Teravus Ousley still suggests an estate tools checkbox... a new or | |
| reuse a regionflags flag. | ||
| [17:21] | Thomas Shikami: | so it counts main agents |
| [17:21] | Sindy Tsure: | you're welcome to come to any of the neighbor sims around |
| my place if you want to see it, simon.. :) | ||
| [17:21] | Simon Linden: | Yes, it's certainly something we'd want a switch so it could be |
| [17:21] | Yuu Nakamichi: | you cannot follow a vehicle's path in an adjacent region |
| reliably , you have to be in the same region to see it update | ||
| [17:21] | Thomas Shikami: | so it's an opt-out feature then |
| [17:21] | Strife Onizuka: | we are running out of region flags fyi, only got one |
| left before we have to reclaim the retired | ||
| [17:21] | Yuu Nakamichi: | reasonably quickly |
| [17:22] | Sindy Tsure: | just make lsl 64-bit.. easy! |
| [17:22] | Thomas Shikami: | I hope you don't need the MSB |
| [17:22] | Arawn Spitteler: | 32-Bit? |
| [17:23] | Teravus Ousley shakes head.. it's 'hard' to change the space in the | |
| packet.. and would probably break older clients. | ||
| [17:23] | Simon Linden: | Well, thanks for the ideas ... as I said, it's just an idea that |
| might help performance of non-empty regions. We spend a lot of CPU time running | ||
| [17:23] | Simon Linden: | So ... any topics or questions? |
| [17:23] | Sindy Tsure would vote for it, simon.. some people who do the | |
| 'evolution' type simulations might get annoyed, tho | ||
| [17:23] | Strife Onizuka: | https://jira.secondlife.com/browse/SVC-1773 is reported |
| to be still kicking around | ||
| [17:23] | Arawn Spitteler's been fighting Asset Server Issues, in Spirit City, | |
| that seem to be simulation specific. | ||
| [17:24] | Teravus Ousley: | why the maximum prim in the region gets told to the |
| client through the 'sim stats' packet :P hehe | ||
| [17:24] | Simon Linden: | I haven't seen SVC-1773 before - that's a good one. I'll bring |
| [17:24] | Thomas Shikami: | my touchable boxes jump around on 1.22.4.89467 and |
| 1.22.4.90000 when touched | ||
| [17:24] | Creem Pye: | yeah that's an annoying bug to work around =) |
| [17:25] | Sindy Tsure: | news on http://jira.secondlife.com/browse/SVC-2485 , |
| Simon? that should be in the next sim update, right? | ||
| [17:25] | Strife Onizuka: | over 90000 o_o |
| [17:25] | Teravus Ousley: | any news on the home grown raycaster that Andrew was |
| talking about previously? | ||
| [17:25] | Simon Linden: | That's been fixed Sindy, but I"m not sure of the release pipeline. |
| [17:26] | Sindy Tsure: | ok |
| [17:26] | Sindy Tsure hopes it's soon.. | |
| [17:26] | Thomas Shikami: | I'm testing the bug |
| [17:26] | Arawn Spitteler: | Block Grab doesn't effect the entire object, when used |
| in the Root Prim? | ||
| [17:26] | Creem Pye: | yes |
| [17:27] | Thomas Shikami: | I hope SL doesn't crash now |
| [17:27] | Thomas Shikami: | logged in twice on the same account right now |
| [17:27] | Arawn Spitteler had to log off, to escape Spirit City | |
| [17:27] | Creem Pye: | and if you try to block grab in a child prim, there is no |
| effect (so you need to delink the object before blocking grab) | ||
| [17:28] | Strife Onizuka: | i don't know why the issue has evaded triage |
| [17:29] | Thomas Shikami: | okay, the bug isn't fixed on 1.22.4.90000 |
| [17:29] | Strife Onizuka: | i try to bump issues with updates every so but |
| sometimes it's hard | ||
| [17:30] | Simon Linden: | OK, I got the virtual paperwork done - |
| https://jira.secondlife.com/browse/SVC-1773 is imported and we'll look at it | ||
| [17:30] | Teravus Ousley: | :D |
| [17:30] | Strife Onizuka: | cool ^_^ |
| [17:31] | Creem Pye: | thanks =) |
| [17:31] | Simon Linden: | Thomas - what does your bug look like? You say the boxes jump when |
| you touch them? | ||
| [17:31] | Teravus Ousley: | any other news on the resource management front? |
| resource protection from use by greifers? | ||
| [17:32] | Thomas Shikami: | I just tested SVC-1773 on Behtel which is Second Life |
| Beta Server 1.22.4.90000 | ||
| [17:32] | Thomas Shikami: | Bethel even |
| [17:32] | Simon Linden: | No Teravus, no news on that |
| [17:32] | Object: Hello, Avatar! | |
| [17:32] | Thomas Shikami: | wait, I'll test on the new Havok 4 |
| [17:32] | Simon Linden: | I've been working on some TP arrival code ... trying to smooth |
| that out so it doesn't cause a dip in frame rate when someone arrives | ||
| [17:32] | Thomas Shikami: | maybe it's fixed there |
| [17:33] | Teravus Ousley: | cool, that's a big issue on the IOW :D |
| [17:33] | Teravus Ousley: | course, people are also teleporting in with rather |
| [17:34] | Thomas Shikami: | nope, new havok 4 has same bug |
| [17:34] | Arawn Spitteler: | Attachments are said not to matter |
| [17:34] | Simon Linden: | It turns out attachments seem to be the biggest slowdown |
| [17:34] | Simon Linden: | I found parsing the attachment data was the biggest time-user |
| [17:34] | Thomas Shikami: | it's about the scripts I guess |
| [17:34] | Simon Linden: | Yes, scripts make it worse |
| [17:35] | Thomas Shikami: | and with mono, we have 4 times the data for scripts |
| [17:35] | Sindy Tsure: | slower than showing up naked and then attaching? |
| [17:35] | Sindy Tsure: | attachment-naked, anyway |
| [17:35] | Simon Linden: | In general, the more complex the AV and attachments are, the |
| bigger the delay | ||
| [17:35] | Arawn Spitteler wonders, if his one prim wagging tail is a good thing, | |
| or a bad thing | ||
| [17:36] | Creem Pye: | is there a way to give attachment loading a lower priority |
| somehow? so that even if it uses up the same total CPU time, you can spread out | ||
| the inverted spike in performance? | ||
| [17:36] | Simon Linden: | That's probably not too bad, Arawn. One prim with a simple script |
| [17:36] | Simon Linden: | That's exactly what I'm trying. |
| [17:36] | Thomas Shikami: | have a dedicated thread just for object data parsing? |
| [17:37] | Sindy Tsure always turns on 'show updates' when she asks that question, | |
| [17:37] | Simon Linden: | I have it working now so that instead of getting all attachments |
| at once, it adds one per frame | ||
| [17:37] | Strife Onizuka: | there are worse things Arawn |
| [17:37] | Strife Onizuka: | like sensors |
| [17:37] | Thomas Shikami: | are sensors really that slow? |
| [17:37] | Creem Pye: | cool, that should help and be pretty unnoticable too; youo'd |
| get all attachments in under a second | ||
| [17:37] | Simon Linden: | Unfortunately, if one is the bottleneck, you still get a dip, so |
| I'm looking at using another CPU thread for the parsing | ||
| [17:38] | Teravus Ousley: | well, presumably the sim you're leaving also has to get |
| a message back that the attachments got transferred... before it removes them | ||
| from it's own memory. | ||
| [17:38] | Simon Linden: | I think it's going to mess up vehicles and flying, however |
| [17:38] | Sindy Tsure: | :( |
| [17:38] | Thomas Shikami: | I think that data is kept for about 30 seconds anyway |
| [17:38] | Arawn Spitteler: | We'll b e back to flying, with our heads up our butts? |
| [17:38] | Simon Linden: | Yes, TP has been a source of loss before, so it needs to be robust |
| [17:39] | Simon Linden: | Depends if your butt has rezzed or not |
| [17:39] | Teravus Ousley: | :D great answer :D |
| [17:39] | Sindy Tsure nods! | |
| [17:39] | Creem Pye: | hmm how would it mess up vehicles? It would spread out |
| vehicle loading to 1 inventory item per frame or something? | ||
| [17:39] | Arawn Spitteler: | "Center of Bounding Box" |
| [17:39] | Thomas Shikami: | something that also causes a loss in attachments is |
| detaching and immediately reattaching the attachment | ||
| [17:40] | Simon Linden: | I was thinking about flight assists ... if that gets delayed a |
| little, you'll fall a bit. It may be possible to just delay finishing the TP and | ||
| adding everything until it's all ready | ||
| [17:40] | Thomas Shikami: | wasn't the avatar hovering especially anyways during TP? |
| [17:41] | Creem Pye: | Andrew was talking about allowing flight at any altitude |
| without a flight assist.. | ||
| [17:41] | Teravus Ousley: | well not necessarily. |
| [17:41] | Creem Pye: | so if he did that, you'd have one less thing to worry about |
| [17:41] | Teravus Ousley frequently jumps over borders so as to ensure that he | |
| ends up on top of the prim on the other side. | ||
| [17:41] | Simon Linden: | Yes, we'd like to remove the flight limits. There's really no |
| point since there are so many assist objects available | ||
| [17:42] | Arawn Spitteler: | Keeps newbies on the ground, until they discover |
| [17:42] | Strife Onizuka: | the flight limits are such a pain but i don't really |
| want noobs flying up to my work space | ||
| [17:42] | Simon Linden: | Not sure when it might happen, but the code that does the limit is |
| [17:42] | Teravus Ousley: | hehe. |
| [17:42] | Thomas Shikami: | what is about the zone where bans are effective, I've |
| seen this still going up 768m above ground only | ||
| [17:42] | Creem Pye: | well there's always the option of restricting flight over a |
| parcel, so that only people who know about the ctrl+alt+v trick can fly =P | ||
| [17:42] | Sindy Tsure nods - i'm always finding people putting beds on my build | |
| [17:43] | Rex Cronon: | they just have to sit on a prim, and can get anywhere in |
| the sim very fast | ||
| [17:43] | Teravus Ousley nods | |
| [17:43] | Simon Linden: | Ah, pushing the sitting AV? I think that fix is in the pipeline as |
| [17:44] | Arawn Spitteler has a teleporter, that blows the 300 meter limit away. | |
| [17:44] | Strife Onizuka: | Sindy: Auto return is your friend :p |
| [17:44] | Sindy Tsure: | just editing the z position |
| [17:44] | Simon Linden: | ah, right, that would do it |
| [17:44] | Rex Cronon: | what do u mean "pushing the sintting av"? |
| [17:44] | Teravus Ousley: | right, just edinging the position of the prim while |
| you're sitting on it :D | ||
| [17:44] | Sindy Tsure: | yepyep, strife.. i keep it at 30 minutes, though.. a |
| little weird when i tp up to build something and there's a party up there.. | ||
| apparently 30 minutes is enough.... | ||
| [17:45] | Strife Onizuka: | i had some fun the other day writing a spinning object |
| that then moved the avatar out and unsat them so they would take on the | ||
| inerta... fun way of throwing people around | ||
| [17:45] | Simon Linden: | There was a bug with pushing that was kicking in if the AV was sitting |
| [17:45] | Rex Cronon: | i have never been able to push somebody that was sitting |
| [17:46] | Creem Pye: | well, you can pusha a sitting avatar if the chair is physical =) |
| [17:46] | Simon Linden: | Ah, my bad. It was setting the link postion of a sitting AV |
| [17:46] | Thomas Shikami: | still working |
| [17:46] | Sindy Tsure: | oh.. no limits on that now? |
| [17:46] | Teravus Ousley remembers when OpenSImulator first implemented sit. It | |
| broke the chat distance limiter code because the avatar's potion was 0,0,0.. | ||
| relative to the prim that they're sitting on. | ||
| [17:46] | Arawn Spitteler: | Not reliable, to far beyond 1 km |
| [17:47] | Rex Cronon: | i know u can push a physical sit |
| [17:47] | Sindy Tsure: | hi ellla |
| [17:47] | Ellla McMahon: | Hello Simon ... everyone :) |
| [17:47] | Thomas Shikami: | no limits on 1.22.4.90000 either |
| [17:47] | Simon Linden: | Hi Ella |
| [17:47] | Rex Cronon: | hi ella |
| [17:47] | Arawn Spitteler: | Heh-llo- Ell-Ah |
| [17:47] | Simon Linden: | Yeah, it's in the release pipeline |
| [17:48] | Ellla McMahon: | LOL :))) |
| [17:48] | Teravus Ousley: | Hi Ellla |
| [17:48] | Strife Onizuka: | hi ellla |
| [17:48] | Thomas Shikami: | the release pipeline is which sim? Bethel or Island for |
| [17:48] | Arawn Spitteler: | So, the fact that we can TP VAst distances, by SLPP is |
| [17:48] | Strife Onizuka: | relatively |
| [17:48] | Strife Onizuka: | sometime in h4 |
| [17:49] | Arawn Spitteler: | Sure beats sit-target |
| [17:49] | Simon Linden: | Release pipeline is our internal release process - getting all the |
| code changes together, building it, putting on the beta grid, pushing live, etc | ||
| [17:49] | Strife Onizuka: | heck yes |
| [17:49] | Teravus Ousley repeats SLPP = SetLinkPrimitiveParams. | |
| [17:49] | Strife Onizuka: | i wrote a script the other day that doesn't use sit |
| targets at all | ||
| [17:49] | Strife Onizuka: | scans the link set on sit changes |
| [17:49] | Simon Linden: | I'm not sure it's new or not, but it needed some limits (like the |
| max link distance) | ||
| [17:49] | Arawn Spitteler: | llSetLinkPrimitiveParams(integer, list) |
| [17:49] | Teravus Ousley: | :D |
| [17:50] | Sindy Tsure: | you still get a changed() if llSitTarget hasn't been called? |
| [17:50] | Thomas Shikami: | a working limit would be a 600x600x600 box |
| [17:50] | Arawn Spitteler: | I use Sit Targets, still, because my TPs are Phantom, |
| to save the physics engine, but otherwise unneeded. | ||
| [17:50] | Thomas Shikami: | with the prim in the center |
| [17:50] | Creem Pye: | I don't think you'd want to move an avatar acdross 2 sim |
| borders in 1 step, either | ||
| [17:50] | Object: Hello, Avatar! | |
| [17:51] | Teravus Ousley: | haha, I've done it. |
| [17:51] | Strife Onizuka: | definately needs a limit to about 4200 for the magnitude |
| [17:51] | Simon Linden: | The current code can put you way out in no-where |
| [17:51] | Teravus Ousley: | It's 3 where it gets 'really hairy' |
| [17:51] | Creem Pye: | I've done that across a single sim border, and the trip was |
| a bit rough ;) | ||
| [17:51] | Simon Linden: | The new code has a limit of the max link distance, which I think |
| [17:51] | Strife Onizuka: | (4128 is about magnitude of <256,256,4096> |
| [17:51] | Arawn Spitteler sees no problme, in multiple sim crossings: Think what | |
| it could do, when there's a gap in the railroad | ||
| [17:51] | Thomas Shikami: | enough for the poseball less furniture |
| [17:51] | Strife Onizuka: | that sucks Simon |
| [17:51] | Strife Onizuka: | thats worse then a sit target |
| [17:52] | Strife Onizuka: | which is 300 on each axis |
| [17:52] | Thomas Shikami: | and the limit works on unlinked prims? |
| [17:52] | Teravus Ousley: | warpPos |
| [17:52] | Teravus Ousley: | :D |
| [17:52] | Rex Cronon: | only 54m, that is going to break some things |
| [17:52] | Arawn Spitteler: | WarpPos would involve rezzing a new prim, for each |
| [17:52] | Thomas Shikami: | no furniture is more than 54m |
| [17:52] | Strife Onizuka glowers "i'm sorry but warpPos doesn't seem like a good | |
| use of sim resources" | ||
| [17:53] | Thomas Shikami: | I have a warpPos teleporter that doesn't rez a new prim |
| [17:53] | Strife Onizuka: | but you can only TP one person at a time Thomas if you |
| dont' rez new prims | ||
| [17:53] | Teravus Ousley: | agreed, but.. alas, it's the only option provided.. |
| [17:53] | Thomas Shikami: | yes, but that's same with those other teleporters, too, |
| that rez prims | ||
| [17:53] | Strife Onizuka: | and warpPos is a hack in it's own right |
| [17:54] | Thomas Shikami: | a "supported" hack |
| [17:54] | Strife Onizuka: | a misfeature |
| [17:54] | Teravus Ousley recalls the outcry when it was limited :D | |
| [17:54] | Arawn Spitteler: | WarpPos is an established hack. Limiting our new tp |
| distance is going to hurt Spirit City. | ||
| [17:54] | Thomas Shikami: | and my things then quickly worked again, with a fall |
| [17:55] | Strife Onizuka grumbles "have to repeatedly hit LL over the head to get | |
| them to unbreak things when it comes to LSL" | ||
| [17:55] | Simon Linden: | The thought was to limit the link position to the link size limit. |
| As with every change, it seems to break things | ||
| [17:55] | Strife Onizuka: | If there were a way to reliably TP avatars there |
| wouldn't be this problem | ||
| [17:55] | Arawn Spitteler: | I don't see any problem, with the current lack of |
| limits, unless we try to remain linked. | ||
| [17:55] | Teravus Ousley: | that is true. |
| [17:55] | Rex Cronon: | so simon, it isn't going to be possible to move sitting |
| avatars further than 54m, using llSetPrimitiveParams? | ||
| [17:56] | Strife Onizuka: | the problem with the current lack of limits is you can |
| [17:56] | Strife Onizuka: | get them stuck at 100000 meters |
| [17:56] | Simon Linden: | It can be used for griefing, putting someone up at really, really |
| [17:56] | Strife Onizuka: | (was that the right number of zeros?) |
| [17:56] | Thomas Shikami: | 2 billion |
| [17:56] | Simon Linden: | Something like that distance - far away, very drak |
| [17:56] | Simon Linden: | dark |
| [17:56] | Arawn Spitteler: | I don't think it works that far, but breaks down |
| between a km and a mile | ||
| [17:56] | Sindy Tsure: | how common is that really, tho? has to be far less than |
| the old orbit crap.. | ||
| [17:57] | Strife Onizuka: | it's not 2 billion, it's a 1 followed by several zeros |
| [17:57] | Rex Cronon: | simon, that happens only if somebody sits on something |
| [17:57] | Strife Onizuka: | and you cannot tp down |
| [17:57] | Thomas Shikami: | depends on the script |
| [17:57] | Strife Onizuka: | haven't seen the two billion version then |
| [17:57] | Creem Pye: | Well Strife, a few meetings ago Andrew asked about adding a |
| "teleport avatar" function for estate managers to be able to teleport agents | ||
| around an estate. But that proposal had a mixed reaction | ||
| [17:57] | Arawn Spitteler: | When it's broken for me, I used my map |
| [17:57] | Simon Linden: | So what distances are being used now? Would the sim size be viable? |
| [17:58] | Arawn Spitteler: | An estate might have multiple sims, such as Mystical |
| [17:58] | Strife Onizuka: | sim size would be totally viable |
| [17:58] | Thomas Shikami: | I stay with my non-rezzing warpPos version. I see no |
| disadvantages from the rezzing teleporters | ||
| [17:58] | Strife Onizuka: | multiple customers Thomas |
| [17:58] | Thomas Shikami: | it has even less limits than most rezzing teleporters |
| [17:59] | Arawn Spitteler: | Spirit City has stuff as high as 700+, that should be |
| [17:59] | Thomas Shikami: | it handles multiple customers better than the rezzing ones |
| [17:59] | Simon Linden: | I'll point out that the limit may cause problems for stuff like |
| warpPos. No promises on what we'll do, but it's good to learn what it might break | ||
| [17:59] | Strife Onizuka nods | |
| [17:59] | Rex Cronon: | . |
| [17:59] | Strife Onizuka: | it would be benificial if there were a jira or a wiki |
| page discussing the changes | ||
| [17:59] | Sindy Tsure: | seconded |
| [17:59] | Arawn Spitteler: | I don't think TPAgent is a bad function to have, but |
| there's fear of griefing. 54 meters, is enough to grief a person. | ||
| [17:59] | Rex Cronon: | did somebody requres this simon? |
| [18:00] | Thomas Shikami: | you sit on it, a dialog opens with destinations and |
| when pushing the button, you are at the destination | ||
| [18:00] | Rex Cronon: | request* |
| [18:00] | Teravus Ousley: | well, we could institute a teleport permission, like |
| [18:00] | Teravus Ousley: | .. that would be useful.... |
| [18:00] | Thomas Shikami: | how about the permissions being similar to llMapDestination |
| [18:00] | Sindy Tsure: | i'd still be nervous if there wasn't a way to revoke that |
| [18:00] | Strife Onizuka: | Thomas, unless you are on mono you cannot tp the entire |
| sim distance in a single llSetPrimitiveParams call | ||
| [18:00] | Simon Linden: | I'm not sure of how it was reported ... the example as shown was |
| pretty ugly, so it seemed like some limits made sense. Keeping it unbounded | ||
| [18:01] | Thomas Shikami: | well, 1km in one call, so you can go 4km in a second |
| [18:01] | Arawn Spitteler: | Was it a Jira? |
| [18:01] | Strife Onizuka: | How about something that replaces sitting option on the |
| object and when you click it the object can TP you? | ||
| [18:02] | Rex Cronon: | so when is this going to happen? |
| [18:02] | Arawn Spitteler: | TP is already the Sitting Option, unless you mean Map-TP |
| [18:02] | Teravus Ousley: | well, the tp would remove the permission, and it would |
| have to ask you again. | ||
| [18:02] | Rex Cronon: | did it already happen? |
| [18:02] | Thomas Shikami: | llTeleportDestination(vector pos, vector lookat); |
| [18:02] | Creem Pye: | I guess you could still grief that way if there's an option |
| for left-clicking on the object to cause a TP | ||
| [18:02] | Simon Linden: | Yes, really the right solution is some functionality that could |
| offer a TP and have all the right permission checks so it can be useful but not | ||
| [18:02] | Teravus Ousley: | .. if it were going to try to tp you again. If you can |
| grid wide teleport an avatar.. would you need to do it twice? | ||
| [18:02] | Thomas Shikami: | that'd replace the llSitTarget things |
| [18:02] | Strife Onizuka: | Exactly Thomas |
| [18:03] | Thomas Shikami: | and it would teleport the agent within the same sim only |
| [18:03] | Simon Linden: | Yes, llSitTarget and prim position is really for putting the AV in |
| the right spot on some object | ||
| [18:03] | Strife Onizuka nods | |
| [18:04] | Strife Onizuka: | the sittarget to postion calculation is ugly (having |
| written the wiki code for faking sittarget updating) | ||
| [18:04] | Thomas Shikami: | like llSitTarget with sim local position and limits |
| <0,0,0> to <256,256,4096> | ||
| [18:04] | Simon Linden: | Time is pretty much up ... any last quick questions or bug reports? |
| [18:04] | Thomas Shikami: | could be implemented like llSitTarget, so no client |
| [18:04] | Arawn Spitteler: | We can't put the avatar on hte correct target, because |
| we don't have the appropriate functions. | ||
| [18:04] | Sindy Tsure: | with permission that lasts forever or just one tp? |
| [18:04] | Strife Onizuka: | Mind if I make a Jira for it Thomas? |
| [18:04] | Simon Linden: | Yeah, the devil's in the details |
| [18:04] | Thomas Shikami: | well, think it through before |
| [18:04] | Teravus Ousley: | I'd be happy with just one teleport per permisison question |
| [18:05] | Thomas Shikami: | llTeleportTarget(vector pos, vector lookat) is just an idea |
| [18:05] | Strife Onizuka nods | |
| [18:05] | Teravus Ousley: | .. If I can get an avater anywhere in the grid where |
| they are allowed, then I'd be happy with a single teleport per permission | ||
| [18:05] | Sindy Tsure: | me too, teravus.. unless people then use it as a spam vector |
| [18:05] | Simon Linden: | Opening a jira and gathering ideas and notes on where problems lie |
| is the way to go | ||
| [18:06] | Sindy Tsure: | or a forums thread.. :) |
| [18:06] | Thomas Shikami: | and for compatibility with old viewers, it would be |
| handled like sitting on the object | ||
| [18:06] | Rex Cronon: | so, do i have to spam myself with dialog boxes when i move |
| around the sim? | ||
| [18:06] | Simon Linden: | "SuperGizmo wants to teleport you to <someplace>. Is this OK?" |
| [18:06] | Arawn Spitteler: | I've been wondering, why my TPs were unknown. But |
| something will still be needed for spread out etates. | ||
| [18:06] | Thomas Shikami: | including needed timers to stop the goto effect |
| [18:06] | Creem Pye: | yeah, telling the teleport destination would be a good |
| feature for the permission dialog | ||
| [18:07] | Teravus Ousley: | right. it can use setpos or warppos or whatever in the |
| [18:07] | Creem Pye: | especially if it were to include inter-sim teleporting |
| [18:07] | Teravus Ousley: | .. or it can just tp you to the correct place |
| [18:07] | Teravus Ousley: | no need to move it after that. |
| [18:07] | Thomas Shikami: | current in-sim teleporters work without permission |
| dialog, so why add a nuisance? | ||
| [18:07] | Simon Linden: | OK, I have to run ... thanks everyone for coming and the good |
| feedback and ideas | ||
| [18:07] | Strife Onizuka: | HThomas would it be easier if lookat were a direction |
| instead of a postion? | ||
| [18:07] | Sindy Tsure: | cya, simon. ty!! |
| [18:07] | Strife Onizuka: | take care Simon |
| [18:07] | Strife Onizuka: | thanks for updating us |
| [18:07] | Creem Pye: | thanks for your time |
| [18:07] | Rex Cronon: | bye |
| [18:07] | Teravus Ousley: | lookat is a normal |
| [18:07] | Arawn Spitteler: | WarpPos is just a chair, not even Physical, but SLPP |
| is just convenient. It's the forced TP, that should need perms | ||
| [18:07] | Sindy Tsure runs, too.. bye, all! | |
| [18:07] | Simon Linden: | Bye everyone ... see you next time |
| [18:08] | Rex Cronon: | bye sindy |
| [18:08] | Teravus Ousley: | take care |