Beta Server Office Hours/Minutes/2013-05-02
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Revision as of 15:48, 2 May 2013 by Maestro Linden (talk | contribs) (Created page with "<pre> [2013/05/02 15:02] Inara Breen: Hey, all [2013/05/02 15:02] Motor Loon: ey guys [2013/05/02 15:02] Maestro Linden: Hi guys [2013/05/02 15:02] Nal (nalates.urriah): Hi […")
[2013/05/02 15:02] Inara Breen: Hey, all [2013/05/02 15:02] Motor Loon: ey guys [2013/05/02 15:02] Maestro Linden: Hi guys [2013/05/02 15:02] Nal (nalates.urriah): Hi [2013/05/02 15:02] Kallista Arliss (kallista.destiny): Hi Maestro [2013/05/02 15:02] Baker Linden: oh phew, another linden [2013/05/02 15:02] Duckie Dickins: hi [2013/05/02 15:02] Motor Loon: haha [2013/05/02 15:02] Kallista Arliss (kallista.destiny): Hi Baker [2013/05/02 15:02] Rex Cronon: hi baker, blake, kennylex, inara, mestor [2013/05/02 15:02] Motor Loon: chicken! [2013/05/02 15:02] Motor Loon: °͜° [2013/05/02 15:02] Rex Cronon: maestro* [2013/05/02 15:03] Margithe: Hi alll! [2013/05/02 15:03] Kallista Arliss (kallista.destiny): I've got my sunglasses on just incase Kelly shows up [2013/05/02 15:03] Rex Cronon: hi [2013/05/02 15:03] Maestro Linden: How's everybody doing? [2013/05/02 15:03] Motor Loon: Not too crappy [2013/05/02 15:03] Blake Burger: doing good over here :) [2013/05/02 15:03] Kallista Arliss (kallista.destiny): Well enough [2013/05/02 15:03] Rex Cronon: busy [2013/05/02 15:03] Maestro Linden: There's a heat advisory around here in SF [2013/05/02 15:04] Nal (nalates.urriah): Big fires in California today [2013/05/02 15:04] Blake Burger: it was like 80 yesterday and now 57 in chicagoland [2013/05/02 15:04] Rex Cronon: buy bucket with ice cubes:) [2013/05/02 15:04] Kallista Arliss (kallista.destiny): Several brush fires here is SOCal [2013/05/02 15:04] Maestro Linden: It's only in the low 80s in downtown SF, but it's up in the 90s if you go more inland [2013/05/02 15:04] Nal (nalates.urriah): Snow in Denver... [2013/05/02 15:04] Motor Loon: sighs... wish it was hot enough here for fires [2013/05/02 15:04] Baker Linden: Wait, really, Nal? [2013/05/02 15:05] Nal (nalates.urriah): This week, yes Baker [2013/05/02 15:05] Kallista Arliss (kallista.destiny): Motor no you don't [2013/05/02 15:05] Rex Cronon: too bad we can't tp in rl. teleporting some snow from denver to ca would be wonderful:) [2013/05/02 15:05] Motor Loon: well, mabye not... but still... anything close to it would do just fine [2013/05/02 15:05] Kallista Arliss (kallista.destiny): Not hot, just smoky and windy [2013/05/02 15:05] Margithe: 6 c where i am, so stop bragging you people >.< [2013/05/02 15:06] Baker Linden: Wow, I used to live in the Denver area. That sucks that it's not warmer [2013/05/02 15:06] Motor Loon: /me goes to put on a sweater [2013/05/02 15:06] Kallista Arliss (kallista.destiny): Hey it's still hockey season. [2013/05/02 15:07] Maestro Linden: Well, let's get started [2013/05/02 15:07] Maestro Linden: https://wiki.secondlife.com/wiki/Server_Beta_User_Group#Agenda [2013/05/02 15:07] Kallista Arliss (kallista.destiny): Oh speaking of loacations, where are the LL data centers now? [2013/05/02 15:08] Maestro Linden: Phoenix and Dallas for sure; I think some sims are in DC too [2013/05/02 15:08] Maestro Linden: We had another interesting week in server release land [2013/05/02 15:08] Kallista Arliss (kallista.destiny): None in SFO? [2013/05/02 15:09] Maestro Linden: nope [2013/05/02 15:09] Maestro Linden: The main channel got a rollback, which is pretty rare [2013/05/02 15:09] Maestro Linden: the rollback was to the previous version on SLS [2013/05/02 15:09] Kennylex Luckless: What is SFO? [2013/05/02 15:10] Maestro Linden: and the reason for the rollback was a grid-wide performance issue related to region presence lookups [2013/05/02 15:10] Maestro Linden: the sims were hitting the service too hard, causing stability problems [2013/05/02 15:11] Jenna Felton: is this causing teleport problems? [2013/05/02 15:11] Coco: is this causing teleport problems? [2013/05/02 15:11] Maestro Linden: the rollback had the unfortunate effect of removing support for the new LSL functions like llSetAnimationOverride() [2013/05/02 15:11] Baker Linden: Kennylex, SFO is the airport code for San Francisco Int'l Airport, but I think it was meant to just indicate San Francisco. [2013/05/02 15:11] Lucia Nightfire: and teh PF fixes [2013/05/02 15:11] Maestro Linden: that too Lucia [2013/05/02 15:11] Coco: You should learn the commands! /8#help = this text /8#reset = resetting /8#name on | off = toggle floating text /8#rename "what ever" = change pet name /8#random on | off = Animation random or sequential /8#touch on | off = toggle touch /8#babble on | off = toggle babble public chat /8#sound on | off = toggle Animation-Sound /8#vol 0 - 10 = sound volume (you can add more different soundfiles into the object.) [2013/05/02 15:12] Lucia Nightfire: ... [2013/05/02 15:12] Maestro Linden: Jenna, I think it could cause problems with TP in some cases [2013/05/02 15:12] Jenna Felton: ok [2013/05/02 15:12] Maestro Linden: but you'd also see cases of regions not connecting to their neighbors, in some cases [2013/05/02 15:13] Maestro Linden: LeTigre got a new version, which is just like last week's SLS, except that we reverted the change that caused the performance issue [2013/05/02 15:14] Maestro Linden: It's the conservative option, in case the changes from the other two channels have their own problems [2013/05/02 15:14] Maestro Linden: BlueSteel is still on that experience tools project; [2013/05/02 15:14] Margithe: how long before server side AO's are reinstated? [2013/05/02 15:14] Maestro Linden: BlueSteel followed the rollback change from SLS [2013/05/02 15:15] Lucia Nightfire: I noticed an odd bug on LeTigre too [2013/05/02 15:15] Maestro Linden: on this week's LeTigre Lucia? [2013/05/02 15:15] Lucia Nightfire: I can describe it as all scripted object script timing capturing was being done at half the rate it should have been. [2013/05/02 15:15] Lucia Nightfire: last version [2013/05/02 15:16] Maestro Linden: So, llSleep(2) would sleep for 4 seconds? [2013/05/02 15:16] Lucia Nightfire: someone dropped one of those inv offer spam objects that governance refuses to blacklist which dropped the region's fps/td to 0 and when it was removed thats when all script timing was being reported at half the rate it should have been [2013/05/02 15:16] Lucia Nightfire: meaning [2013/05/02 15:17] Lucia Nightfire: all object and agent script timing was taking twice as long to drop [2013/05/02 15:17] Lucia Nightfire: and it lasted that way for 36 hous [2013/05/02 15:17] Lucia Nightfire: *hours [2013/05/02 15:17] Lucia Nightfire: until the restart/roll out [2013/05/02 15:17] Lucia Nightfire: there was nothing in the region eating timing too [2013/05/02 15:18] Maestro Linden: that's curious [2013/05/02 15:18] Lucia Nightfire: indeed [2013/05/02 15:18] Simon Linden: so the scripts basically ran at half speed? [2013/05/02 15:18] Lucia Nightfire: they were runnign correctly, the reported script timign was taking forever to drop [2013/05/02 15:19] Lucia Nightfire: and that was for every agent and rezzed object script time [2013/05/02 15:19] Lucia Nightfire: there was no excessive timing in the region during that time [2013/05/02 15:20] Lucia Nightfire: can't explain it, heh [2013/05/02 15:20] Simon Linden: Are you sure the spam object got fully removed? I wonder if it left something in the region [2013/05/02 15:20] Lucia Nightfire: yes all objects were removed [2013/05/02 15:21] Lucia Nightfire: there was no excessive timing occurring, which is what I why I couldn't figure out why agent and object script timing was taking so long to drop [2013/05/02 15:21] Lucia Nightfire: esp when scripts were working fine without lag [2013/05/02 15:22] Maestro Linden: Ok [2013/05/02 15:22] Lucia Nightfire: weird, huh [2013/05/02 15:22] Maestro Linden: yeah [2013/05/02 15:22] Maestro Linden: Let's see, finally, we have Magnum. Magnum is on the same project as last week, [2013/05/02 15:23] Maestro Linden: which includes the new changes for LSL HTTP functions, and also includes the stuff that was in last week's SLS [2013/05/02 15:23] Maestro Linden: Magnum's only change was that one performance fix [2013/05/02 15:24] Maestro Linden: I'm hoping that Magnum is OK this week, so that we can get its changes out [2013/05/02 15:25] Maestro Linden: Well, that's all I have for updates. I'm still in Materials viewer testing land, so I don't have anything else relating to server [2013/05/02 15:26] Lares Carter: Ooops, missed the time. Can someone please send me a notecard with the chat of the first half hour of the meeting? [2013/05/02 15:26] Yuzuru (yuzuru.jewell): Me too.. [2013/05/02 15:27] Lucia Nightfire: Was BUG-2467 not a winner? I figured that would help land owner's out alot. [2013/05/02 15:27] Lucia Nightfire: also, can you please mention why not when those get clsoed as not applicable as thats sort of confusing closing with that label, heh [2013/05/02 15:28] Maestro Linden: The "not a bug" resolution is given to feature requests [2013/05/02 15:29] Maestro Linden: which changes status to 'not applicable' [2013/05/02 15:29] Lucia Nightfire: I've filed feature requests under BUG before taht were accepted. [2013/05/02 15:29] Lucia Nightfire: Theres no other category to file anything under except SEC and BUG [2013/05/02 15:30] Rex Cronon: we need a new categry "REQUESTS" :) [2013/05/02 15:30] Baker Linden: Yuzuru, Lares, you can get the full transcript shortly after the meeting here: http://wiki.secondlife.com/wiki/Server_Beta_User_Group#Agenda [2013/05/02 15:30] Rex Cronon: i request that we have requests:) [2013/05/02 15:30] Maestro Linden: Yeah, that's the correct/only way to file feature requests, Lucia [2013/05/02 15:30] Yuzuru (yuzuru.jewell): Thank you, Baker. [2013/05/02 15:31] Lucia Nightfire: yeah, thats what I did, though, lol [2013/05/02 15:31] Lucia Nightfire: so what did I do wrong? [2013/05/02 15:32] Maestro Linden: it's right. it's on the list of feature requests [2013/05/02 15:34] Lucia Nightfire: yeah, I was gonna poke at giving mainland region owner the ability to acces top scripts and collisions too, but figured taht was an uphill battle so I settled on that request [2013/05/02 15:36] Kennylex Luckless: Is it posible to have custom "Edit pose/animation"? [2013/05/02 15:37] Jenna Felton: i filled a number of feature request in the Jiira but after the decision to hide the entries from people who not wrote them, i switched to filing frequests in the forum. [2013/05/02 15:38] Jenna Felton: so you get a feadback if your idea is god or not at al :) [2013/05/02 15:38] Maestro Linden: No, I'm sure that "selection arm" animation is not on the current list of animation states supported by llSetAnimationOverride() [2013/05/02 15:39] Rex Cronon: how u guys know how many people want a specific feature if users can't see nor vote on the requests? [2013/05/02 15:39] Maestro Linden: I'm not sure if it would be possible for that to be supported as an animation state, since its used in combination with 'standing', etc [2013/05/02 15:39] Jenna Felton: thats cool thing Kenny [2013/05/02 15:39] Kennylex Luckless: Thnx [2013/05/02 15:39] Kennylex Luckless: But the standard edit/select arm can just look to silly. [2013/05/02 15:40] Motor Loon: I rather injoy the "feature" [2013/05/02 15:40] Jenna Felton: and the frequent nod animation, too [2013/05/02 15:40] Nal (nalates.urriah): I'm with Kenny on that one... [2013/05/02 15:40] Maestro Linden: looks like the animation is called 'editing', Kenny [2013/05/02 15:40] Maestro Linden: maybe you could stop it manually? [2013/05/02 15:41] Kennylex Luckless: I want a custom one so I can look like a guru when I edit... or like I sleep :) [2013/05/02 15:41] Whirly Fizzle: You can. Disable pointer target. Not sure if V3 lets you [2013/05/02 15:41] Whirly Fizzle: Maybe a debug [2013/05/02 15:42] Kennylex Luckless: But hand inside my body when I edit, not cool. [2013/05/02 15:42] Whirly Fizzle: Is PrivatePointAtTarget in your debug? [2013/05/02 15:42] Jenna Felton: debug settings - "PrivatePointAtTarget" - PrivatePointAtTarget: If true, viewer won't show the editing arm motion. [2013/05/02 15:42] Jenna Felton: at least in Firestorm [2013/05/02 15:43] Motor Loon: some anims in my AO seems to override it fine [2013/05/02 15:43] Maestro Linden: I don't see that or DisablePointerTarget in debug settings for 'Second Life 3.5.1 (274821) Apr 25 2013 16:01:25 (Second Life Release)' [2013/05/02 15:43] Jenna Felton: ok, than it is proprietary seting [2013/05/02 15:43] Maestro Linden: the priority of 'editing' is only 2, so that would make sense, Motor [2013/05/02 15:43] Motor Loon: yeah [2013/05/02 15:45] Motor Loon: it aint perfect, but not too bad [2013/05/02 15:46] Motor Loon: oh interesting... try dropping a physical cube here [2013/05/02 15:46] Motor Loon: goes offworld right away [2013/05/02 15:46] Lucia Nightfire: heh [2013/05/02 15:46] Lucia Nightfire: that is my shield knocking it away I'd bet [2013/05/02 15:46] Lucia Nightfire: eye candy off [2013/05/02 15:46] rullin Rotaru: wow [2013/05/02 15:47] Motor Loon: oh could be the shield [2013/05/02 15:47] Motor Loon: yeah seemes so [2013/05/02 15:47] Motor Loon: nvm then [2013/05/02 15:47] Motor Loon: lol [2013/05/02 15:47] Margithe: Would it be completely impossible to start replacing some default animations entirely? [2013/05/02 15:47] Margithe: As part of resident retention program? [2013/05/02 15:48] Maestro Linden: there was that viewer-side update to replace the walking animation, not too long ago [2013/05/02 15:49] Nal (nalates.urriah): Thought the Lab ran a contest or something to get new walk and other animations for the defaults. What happened to those? [2013/05/02 15:49] Maestro Linden: I think that happened? [2013/05/02 15:49] Simon Linden: /me is clueless (about this, at least) [2013/05/02 15:50] Maestro Linden: though I'm not sure if this walk is the contest winner or was selected some other way [2013/05/02 15:50] Whirly Fizzle: UseNewWalkRun flips between old & new? [2013/05/02 15:50] Margithe: hmm, alright. I haven't heard about it [2013/05/02 15:50] Nal (nalates.urriah): Its been so long since I saw the old duck waddle I can't tell of this default is it or not. Still seems pretty lame. [2013/05/02 15:50] Jenna Felton: and make the default animations shape-dependend, for male and female avatar shapes [2013/05/02 15:50] Jenna Felton: the default anims are rather for male avatars :) [2013/05/02 15:50] Maestro Linden: UseNewWalkRun debug setting, defaults to True [2013/05/02 15:51] Whirly Fizzle: Both look like a duck waddle heh [2013/05/02 15:51] Rex Cronon: so jenna, u want a female soldier to wiggle the rear when marching;) [2013/05/02 15:51] Margithe: Was that the new walk, Whirly? [2013/05/02 15:51] Motor Loon: atleast it provides a good market for AO builders °͜° [2013/05/02 15:51] Nal (nalates.urriah): The default for UseNewWalkRun is TRUE... [2013/05/02 15:51] Jenna Felton: not too female, though :) [2013/05/02 15:51] Whirly Fizzle: Looks the sme to me [2013/05/02 15:51] Nal (nalates.urriah): Me too. [2013/05/02 15:52] Jenna Felton: but i guess new residents who dont know anything about AOs is rather scared by the way of walking [2013/05/02 15:52] Whirly Fizzle: Maybe needs a relog, not sure [2013/05/02 15:52] Margithe: i got the duck waddle, yours looked like it was sliding on mud [2013/05/02 15:52] Margithe: Maestro is sliding a lot too [2013/05/02 15:52] Jenna Felton: yes [2013/05/02 15:52] Lucia Nightfire: [15:52:44] Eclipse ESP HUD (T) v0.54328: Last collisions detected: Agent: Maestro Linden, Velocity: 1 m/s, Mass: 1.669 lgs, Time: 4 seconds ago [2013/05/02 15:52] Margithe: /me facepalms [2013/05/02 15:53] Nal (nalates.urriah): Meastro's walk is just wierd. [2013/05/02 15:53] Jenna Felton: steped into a uil spot and tries to stop sliding :) [2013/05/02 15:53] Jenna Felton: oil spot* [2013/05/02 15:53] Kallista Arliss (kallista.destiny): Ministry of Funny walks [2013/05/02 15:53] Maestro Linden: I imagine the next round of default avatars may come with custom animations [2013/05/02 15:53] Maestro Linden: using the new system, I mean [2013/05/02 15:53] Whirly Fizzle: Hopefully no invisiprums this time ^^ [2013/05/02 15:53] Jenna Felton: that is great than, Maestro [2013/05/02 15:53] Set Velociraptor AO: Got override permission [2013/05/02 15:53] Set Velociraptor AO: Removing previous overrides [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'Standing' to animation 'draconianstand'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'Sitting' to animation 'draconiansitobject'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'Sitting on Ground' to animation 'draconiansit'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'Jumping' to animation 'satyrjump'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'Hovering' to animation 'aviaoshover'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'CrouchWalking' to animation 'acid trip'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'Walking' to animation 'draconianwalk'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'Running' to animation 'draconianrun'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'Hovering Up' to animation 'aviaosflyup'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'PreJumping' to animation 'draconianprejump'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'Hovering Down' to animation 'aviaosdive'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'FlyingSlow' to animation 'skyBORN_fly1'. [2013/05/02 15:53] Set Velociraptor AO: Setting animation state 'Flying' to animation 'aviaosflyforward'. [2013/05/02 15:53] Nal (nalates.urriah): Next round of default avatars? [2013/05/02 15:53] Whirly Fizzle: *invisiprims [2013/05/02 15:54] Jenna Felton: ah, something worn that overrides the anims [2013/05/02 15:54] Maestro Linden: the ones at https://join.secondlife.com/ , whenever that's refreshed [2013/05/02 15:54] Margithe: And showcase the newest shiny with materials, too [2013/05/02 15:54] Whirly Fizzle: The werewolds have a built in AO [2013/05/02 15:54] Kallista Arliss (kallista.destiny): Is they the bicycle riding animation? [2013/05/02 15:54] Lucia Nightfire: lool [2013/05/02 15:54] Kennylex Luckless: :D [2013/05/02 15:54] Jenna Felton: Michael Jakson walk [2013/05/02 15:55] Jenna Felton: almost [2013/05/02 15:55] rullin Rotaru: Maestro, are you ok? :)) [2013/05/02 15:55] Jenna Felton: looks as if he want hunt my avatar [2013/05/02 15:55] Maestro Linden: :) [2013/05/02 15:55] Whirly Fizzle: Looks constipated [2013/05/02 15:55] Motor Loon: lol [2013/05/02 15:55] Nal (nalates.urriah): ll [2013/05/02 15:55] Kennylex Luckless: I think I has to relog, ava change made me stranger than normal [2013/05/02 15:56] Lucia Nightfire: bugs can make you constipated [2013/05/02 15:56] Lucia Nightfire: when they crawl in, heh [2013/05/02 15:56] Whirly Fizzle: Ewwwww [2013/05/02 15:56] Lucia Nightfire: lmao [2013/05/02 15:56] Motor Loon: oh can we talk about the automatic rollbacks during griefing btw [2013/05/02 15:57] Maestro Linden: You mean region crashes, Motor? [2013/05/02 15:57] Motor Loon: I notice that often during a simcrasher greifing, some of my regions will repeat crash alot... followed by a final automatic rollback of the region [2013/05/02 15:57] Motor Loon: not a big fan of that really [2013/05/02 15:57] Margithe: The automatic rollback depends on sim state saving, no? [2013/05/02 15:57] Motor Loon: example: [2013/05/02 15:57] Motor Loon: went down 2 times before this and then followed by [12:01] Motorworld: down [12:02] Motorworld: up [12:04] Motorworld: down [12:05] Motorworld: up [12:07] Motorworld: crashed [2013/05/02 15:58] Lucia Nightfire: heh, I had a 19 roll back from one of those once, while the region was up and down for 10 min [2013/05/02 15:58] Lucia Nightfire: *hour [2013/05/02 15:58] Lucia Nightfire: 19 hour [2013/05/02 15:58] Margithe: and us peons can not know when the sim state is saved- so it rolls back on restart. [2013/05/02 15:58] Motor Loon: when it came back, stuff I had removed ealier was back, so for sure a rollback happened [2013/05/02 15:58] Maestro Linden: so it got into a state where the latest simstate was unable to launch [2013/05/02 15:58] Motor Loon: must be possible to do the system better than that [2013/05/02 15:59] Lucia Nightfire: what support cannot seem to answer is if sim state saves were repeatedly corrupted and/or why [2013/05/02 15:59] Maestro Linden: My guess is that support noticed the crash loop and rolled it back to the second most recent simstate save [2013/05/02 15:59] Motor Loon: like for example... if a region has autoreturn on, why not force a return of object not set to the right group BEFORE it goes live and crashes again because of some silly griefer object [2013/05/02 15:59] Motor Loon: that atleast would limit it to a single crash [2013/05/02 15:59] Motor Loon: and no rollbacks [2013/05/02 15:59] Rex Cronon: i g2g. tc everybody and have a nice day:) [2013/05/02 16:00] Nal (nalates.urriah): Motor that sounds like a good featuer request. [2013/05/02 16:00] Maestro Linden: yes [2013/05/02 16:00] Motor Loon: Shouldnt need to suggest that, you devs are clever °͜° [2013/05/02 16:01] Lucia Nightfire: imo, if a rollback occurs, all copyable public rezzed objects should go poof and no-copy public objects returned [2013/05/02 16:01] Margithe: Oh, actually, it would also mean you don't have to wait forever to get objects back from a sim that crashed... on the other hand, wouldn't that possibly eat non-copy objects? [2013/05/02 16:01] Lucia Nightfire: key word being public rezzed [2013/05/02 16:01] Kallista Arliss (kallista.destiny): The regione doesn;t know about the later state, how can they be returned? [2013/05/02 16:01] Motor Loon: ..providing the sim uses autoreturn ofcourse... we dont want any "mishaps" [2013/05/02 16:02] Jenna Felton: when you enforce autoreturn, i know a sim that will become half empty if that hapens. [2013/05/02 16:03] Motor Loon: I had one of the girls file an AR on Gov. Linden btw, to get the logs checked from those multiple incedents, hopefully a crashmode fix could be sorted which is ever better... [2013/05/02 16:03] Jenna Felton: because a number of residents not understood to put objekts into gthe group [2013/05/02 16:03] Motor Loon: well, if the sim already had autoreturn on - it makes no difference [2013/05/02 16:03] Lucia Nightfire: I also wish that there was a DIE_ON_RETURN status that content creators could apply to copyable objects [2013/05/02 16:03] Lucia Nightfire: would clean up alot of stuff peopel leave behind [2013/05/02 16:04] Lucia Nightfire: like simple containers [2013/05/02 16:04] Lucia Nightfire: and maybe be easier on the asset servers [2013/05/02 16:04] Motor Loon: make the container a temporary object? [2013/05/02 16:04] Lucia Nightfire: not many creators like that [2013/05/02 16:04] Lucia Nightfire: as containers are also indirect advertisment [2013/05/02 16:04] Jenna Felton: yes, set temp state and you are fine [2013/05/02 16:04] Motor Loon: then they probably wont like the other feature either [2013/05/02 16:05] Lucia Nightfire: its return though, meaning it exists as long as it would without [2013/05/02 16:05] Margithe: in a laggy sandbox, the temp container might vanish before you get the stuff out of it' [2013/05/02 16:05] Maestro Linden: Looks like we're out of time [2013/05/02 16:05] Kallista Arliss (kallista.destiny): Thank you all [2013/05/02 16:05] Maestro Linden: whispers: Thanks for coming, everybody [2013/05/02 16:05] Nal (nalates.urriah): We can't extend the temp time-to-live. That is pretty short time frame for noobs to figure out what to so with a package... [2013/05/02 16:05] Yuzuru (yuzuru.jewell): Thank you! [2013/05/02 16:05] Simon Linden: Thanks everyone for coming, see you next time [2013/05/02 16:05] Whirly Fizzle: Thanks Lindens [2013/05/02 16:06] Nal (nalates.urriah): Thx Lindens [2013/05/02 16:06] Jonathan Yap: Thank you everyone