User:Hidenori Glushenko/Sandbox
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Revision as of 01:34, 5 September 2008 by Hidenori Glushenko (talk | contribs)
Transcript of Linden's office hours:
[8:01] | Babbage Linden: | hi nick
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[8:01] | Babbage Linden: | hi becky
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[8:01] | Nock Forager: | Hi Babbaage
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[8:01] | Babbage Linden: | nock, sorry
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[8:01] | Nock Forager: | NP, everybody misspelled at first. :)
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[8:02] | Babbage Linden: | thanks for coming
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[8:02] | Nock Forager: | hmm, acctually I'm not a good scripter. Here to listen some update infor about Mono...
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[8:03] | Babbage Linden: | that's fine
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[8:03] | Nock Forager: | Bugs differences bitween LSL2 and Mono.
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[8:03] | Babbage Linden: | i'll wait a few minutes for people to turn up, then give an overview of where we are
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[8:04] | Fake Fitzgerald: | hi
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[8:04] | Babbage Linden: | hi fake
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[8:04] | Nock Forager: | lol everybody fall
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[8:04] | Becky Pippen: | wheeee
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[8:04] | Babbage Linden: | it's possible to make it across if you're lucky
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[8:04] | Fake Fitzgerald: | I didn't fall
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[8:05] | Babbage Linden: | hi miya
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[8:05] | Creem Pye: | thanks
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[8:05] | Miya Watanabe: | hello
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[8:05] | Creem Pye: | howdy
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[8:06] | Babbage Linden: | hi creem
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[8:06] | Nock Forager: | Hi
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[8:06] | Fake Fitzgerald: | hi
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[8:06] | Babbage Linden: | let's give people a couple more minutes, then i'll start
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[8:06] | Babbage Linden: | i'll ping the Mono groups too
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[8:08] | Babbage Linden: | so, here's where we are with 1.24
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[8:09] | Babbage Linden: | we had some problems initially with a debug server build, which was causing problems with 1.24.1
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[8:09] | Babbage Linden: | then 1.24.2 fixed a number of crash bugs with features other than mono
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[8:09] | Babbage Linden: | and 1.24.3
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[8:10] | Babbage Linden: | after looking at the crash bugs, the next priority was issues that affect both LSL and Mono scripts
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[8:10] | Babbage Linden: | as these affect existing content
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[8:11] | Babbage Linden: | 1.24.4 which we're rolling out now fixed a problem with LSL script scheduling that was causing state_exit events to run slowly
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[8:11] | Babbage Linden: | as well as state changes
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[8:11] | Babbage Linden: | with scripting running on the original scripting engine
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[8:11] | Creem Pye: | ah, so there will no longer be a 22ms delay for state changes?
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[8:11] | Babbage Linden: | as well as in some cases the order of timer events vs state_exit and state_entry events
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[8:11] | Babbage Linden: | correct creem
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[8:12] | Babbage Linden: | what was happening in 1.24.1-3 is that scripts were yielding when a state change was pending
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[8:12] | Babbage Linden: | so, you could only do 1 state change per time slice and so per frame
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[8:13] | Babbage Linden: | also, because scripts were yielding all the time when state changes were pending, that slowed down state entry a lot
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[8:13] | Babbage Linden: | as a sim running at 45 hz has a frame time of 22ms, that made it look like state changes were taking longer
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[8:13] | Babbage Linden: | they weren't, they were just being gated by the frame rate
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[8:13] | Creem Pye nods
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[8:14] | Babbage Linden: | also, the event ordering was changing as previously state_exit and state_entry events were being run immediately
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[8:14] | Babbage Linden: | in 1.23 and before
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[8:14] | Babbage Linden: | when the script was yielding on state change pending, it gave a timer event the chance to sneak in before the state_entry/exit event
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[8:15] | Babbage Linden: | 1.24.4 also fixes a problem with llEmail
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[8:15] | Babbage Linden: | that caused email to not be delivered to a script under some circumstances
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[8:16] | Babbage Linden: | and fixed a problem with prepending to a list having side effects
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[8:16] | Babbage Linden: | we're now moving on to looking at problems which only affect Mono scripts
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[8:16] | Creem Pye: | will scripts need to be reset to take advantage of these fixes?
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[8:17] | Babbage Linden: | we'd really like to be able to get a good repro for http://jira.secondlife.com/browse/SVC-2908
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[8:17] | Babbage Linden: | which i think is actually a number of separate issues
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[8:17] | Babbage Linden: | but we haven't been able to repro any of them yet
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[8:18] | Babbage Linden: | we're currentlly looking at http://jira.secondlife.com/browse/SVC-2751
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[8:18] | Babbage Linden: | which has a good repro
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[8:18] | Babbage Linden: | and then will probably tackle the other Mono specific bugs in http://jira.secondlife.com/browse/SVC-1276
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[8:18] | Babbage Linden: | if nothing else comes up in the meantime
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[8:18] | Babbage Linden: | creem, no you don't need to reset scripts to see the fixes to the scheduler
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[8:19] | Babbage Linden: | the changes are in the simulator code
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[8:19] | Babbage Linden: | and will take effect on running scripts
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[8:19] | Creem Pye: | hm the svc-2751 repro could use some llSleeop functions I think
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[8:20] | Creem Pye: | sometimes chat arrives out of order, even within the same event
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[8:20] | Babbage Linden: | yes, agreed
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[8:20] | Creem Pye: | (but I guess if you had another object in the same sim listening, it should always receive messages in the correct order)
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[8:20] | Babbage Linden: | moon metty tried it with llSleep(3) calls and still saw the problem
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[8:21] | Babbage Linden: | and http://jira.secondlife.com/browse/SVC-2365 suggests there are other problems with scripts being reset
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[8:21] | Babbage Linden: | so that's where we are now
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[8:22] | Babbage Linden: | new crash bugs seem to have been fixed
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[8:22] | Babbage Linden: | LSL2 is mostly working as it was
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[8:22] | Babbage Linden: | and we're going to look at the Mono only issues next
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[8:22] | Babbage Linden: | sound reasonable?
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[8:22] | Creem Pye: | sure
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[8:23] | Creem Pye: | I have a question - will the state change fixes in 1.24 affect the execution speed of on_rez at all?
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[8:23] | Creem Pye: | oops 1.24.4
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[8:23] | Babbage Linden: | no
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[8:23] | Becky Pippen: | sounds like you've accomplished a lot of fixes already! Those reset issues are nasty.... hope they are easy to find and fix.
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[8:23] | Babbage Linden: | are you seeing rez behave more slowly for scripts running on the original scripting engine creem?
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[8:24] | Babbage Linden: | (Mono scripts rez more slowly as they do more work)
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[8:24] | Creem Pye: | yeah, running slightly more slowly (~1 frame), and also using up slightly more script time than LSL2
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[8:25] | Babbage Linden: | hi zena
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[8:25] | Creem Pye: | the application I was looking at was scripted bullets, and they "initialize" on rez to become enabled. And with their speed, the execution speed of on_rez affects the minimum range
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[8:25] | Zena Juran: | hiyas everyone :-)
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[8:25] | Babbage Linden: | the on_rez handler should run fine
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[8:26] | Creem Pye: | I'm using llSetName() in that function, so maybe the UTF16 being used in Mon ois causing the slight slowdown
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[8:26] | Babbage Linden: | but Mono has to check a digital signature when it first rezes an assembly which takes longer
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[8:26] | Creem Pye: | er llSetObjectName
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[8:26] | Babbage Linden: | but with bullets you are probably rezzing the same script repeatedly, so should only see that hit the first time
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[8:26] | Babbage Linden: | Mono also has to do more set up of objects than LSL
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[8:27] | Creem Pye: | ah I see
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[8:27] | Babbage Linden: | so rezzing can take slightly longer
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[8:27] | Becky Pippen: | are there any tricks to minimize that setup time?
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[8:27] | Babbage Linden: | make sure you do as much script sharing as possible
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[8:28] | Babbage Linden: | it minimises the time the simulator spends checking signatures
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[8:28] | Babbage Linden: | and saves memory too
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[8:28] | Babbage Linden: | so, if you have a display with lots of XYText scripts for example
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[8:28] | Babbage Linden: | copy the same compiled script in to the object many times
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[8:29] | Babbage Linden: | instead of using recompile scripts in selection
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[8:29] | Creem Pye: | in terestsing
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[8:29] | Babbage Linden: | which will create a new XYText assembly for each script
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[8:29] | Nock Forager: | hmhm
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[8:29] | Babbage Linden: | if everyone takes copies of the same script when they use popular scripts
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[8:30] | Babbage Linden: | sharing will happen between objects too
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[8:30] | Babbage Linden wants to see only one XYText assembly per simulator
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[8:30] | Creem Pye: | btw since it seems that scripts in an avatar's inventory remember if they were compiled as LSL2 or Mono, it might be nice to have a UI option in the script editor, when the script is in avatar inventory
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[8:30] | Creem Pye: | (the same "Mono" checkbox, I guess)
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[8:31] | Babbage Linden: | that's tricky, as the simulator populates the checkbox by examining the bytecode
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[8:31] | Babbage Linden: | the dataserver doesn't know if a script in your inventory is mono or lsl
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[8:32] | Babbage Linden: | we could extend the database to store that information
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[8:32] | Creem Pye: | but the script in your inventory has its bytecode attached?
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[8:32] | Babbage Linden: | but it would be considerably more work
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[8:33] | Babbage Linden: | also, knowing whether nested objects contain mono scripts is even harder
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[8:33] | Babbage Linden: | so showing a mono checkbox for objects is really hard
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[8:33] | Babbage Linden: | you would have to recurse through the object checking the information for all scripts
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[8:34] | Becky Pippen: | makes sense
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[8:34] | Babbage Linden: | so, it would be nice to have
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[8:34] | Creem Pye: | hm yeah, nested objects also often don't reflect the true permissions
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[8:34] | Babbage Linden: | but a lot of work
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[8:34] | Babbage Linden: | hi tegg
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[8:34] | Tegg Bode: | Hi All
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[8:35] | Creem Pye: | hello
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[8:35] | Babbage Linden: | any other questions?
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[8:35] | Nock Forager: | Hi Tegg, Imaze, Keimar
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[8:35] | Babbage Linden: | how have peoples experiences with mono been?
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[8:35] | Babbage Linden: | hi imaze
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[8:35] | Keimar Kuhn: | Hi
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[8:35] | Imaze Rhiano: | hi
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[8:35] | Creem Pye: | very smooth sailing so far. my only annoyance was that batch-converting scripts would enable scripts that were disabled
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[8:36] | Babbage Linden: | ah, interesting
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[8:36] | Babbage Linden: | could you file that as a bug please?
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[8:36] | Creem Pye: | sure
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[8:36] | Babbage Linden: | if it's not already in jira
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[8:36] | Babbage Linden: | i haven't seen that yet
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[8:37] | Creem Pye: | sure thing
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[8:37] | Babbage Linden: | hi gabriel
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[8:37] | Gabriel Linden: | hiya
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[8:37] | Gabriel Linden: | hows it going?
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[8:38] | Imaze Rhiano: | there has been also some negetive noise about Mono in scripter groups
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[8:38] | Imaze Rhiano: | saying that mono is crashing sim, consuming more processor time, etc...
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[8:39] | Babbage Linden: | i'm not aware of any mono crash bugs at this point
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[8:39] | Babbage Linden: | i'd be interested in seeing mono using more processor time too
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[8:39] | Gabriel Linden: | yeah
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[8:39] | Babbage Linden: | it may use slightly more when scripts are doing nothing
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[8:39] | Babbage Linden: | as mono scripts check whether they need to migrate when they're run
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[8:40] | Imaze Rhiano: | I tried to ask from them what they are talking about - but no one didn't provide list of crash bugs or examples
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[8:40] | Tegg Bode: | I am getting a lot more crashing this week on both RC and 1.20, and not using mono scripts yet :)
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[8:40] | Babbage Linden: | there have been problems with the web services this week
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[8:40] | Babbage Linden: | that have caused concurrency drops
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[8:40] | Creem Pye: | heavy text processing could be slower with mono, right?
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[8:41] | Babbage Linden: | but we're seeing a pretty low crash rate with 1.24.4.95600
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[8:41] | Creem Pye: | like llList2CSV(llCSV2List()) of something really long
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[8:41] | Gabriel Linden: | so these might be coincidence, as many people are thinking about mono atm
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[8:41] | Babbage Linden: | mono has to convert strings to utf-8 when passing them to library calls implemented in C++
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[8:42] | Babbage Linden: | that could take longer
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[8:42] | Babbage Linden: | which is the common case
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[8:42] | Babbage Linden: | but in generally Marshalling data from Mono to C++ is very fast
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[8:42] | Imaze Rhiano: | what about those reports about using more cpu time? could it be that all SIM monitor tools are not yet optimized for Mono?
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[8:43] | Babbage Linden: | some of the library calls have been reimplemented in managed code and should run much faster there
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[8:43] | Babbage Linden: | lists are now implemented as ArrayLists for Mono scripts
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[8:43] | Babbage Linden: | so indexing in to them should be constant time instead of requiring a search
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[8:43] | Babbage Linden: | for example
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[8:44] | Babbage Linden: | i'd like to see examples where running Mono scripts use more time than LSL"
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[8:44] | Babbage Linden: | i haven't seen any examples yet
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[8:44] | Gabriel Linden: | its very unlikely you'd see a huge jump in cpu time imho
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[8:44] | Babbage Linden: | just idle scripts using up slightly more time
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[8:45] | Creem Pye: | maybe the performance hit adds up if there are thousands of idle scripts in a sim
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[8:45] | Christos Atlantis: | does that idle time affect the sim, if there are alot of idle scripts , like in a furniture store that has poseballs in almost every piece
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[8:45] | Bartlee Arai: | It would be nice if you had a suite where you could do compartive analysis of mono to lsl and track local maxima
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[8:46] | Babbage Linden: | imaze, most of those are now fixed in 1.24.4
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[8:46] | Babbage Linden: | see the mono meta issue in jira for the status
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[8:46] | Bartlee Arai: | comparative*
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[8:46] | Imaze Rhiano: | ok - that was list I received last night
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[8:46] | Imaze Rhiano: | so - it was bit outdated info then
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[8:46] | Babbage Linden: | creem, long term, idle scripts shouldn't consume any CPU time
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[8:47] | Jam Meili: | do thousand idle scripts contribute then more to sim lag then before?
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[8:47] | Babbage Linden: | they should be moved to a non-running scripts list
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[8:47] | Babbage Linden: | and only become runnable when they have pending events
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[8:47] | Babbage Linden: | we have plans to address that
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[8:47] | Babbage Linden: | but it may not be for a while
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[8:48] | Babbage Linden: | in the meantime, i doubt the extra work mono scripts do would have a noticable effect
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[8:48] | Babbage Linden: | even with 1000s of them in a sim
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[8:49] | Christos Atlantis: | I heard mono scripts taste like chicken
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[8:49] | Christos Atlantis: | to many rumours
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[8:49] | Babbage Linden: | yes, agreed
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[8:50] | Babbage Linden: | mono was the biggest change in 1.24
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[8:50] | Nock Forager: | yes, many rumours :)
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[8:50] | Christos Atlantis: | most are saying we should not recomplie
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[8:50] | Babbage Linden: | so is being cited as the cause of many things
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[8:50] | Bartlee Arai: | How long before Mono is where you think it needs to be, ball park?
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[8:50] | Babbage Linden: | but mostly, if you're not running mono scripts, your problem is unlikely to be mono
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[8:50] | Babbage Linden: | and for most people, most of the time, mono scripts will work fine
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[8:51] | Bartlee Arai: | the good old 90 10
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[8:51] | Jam Meili: | why it seems mono affects also old scripts? is that mono-related or just bugs that happened in modified servercode?
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[8:51] | Christos Atlantis: | one small thing I did notice, is that the speed of the scripts is a bit faster when running a swarm script, it made the pet move faster
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[8:51] | Gabriel Linden: | we need good reproducable cases if issues are found, if everyone avoids recompilation we wont get them
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[8:52] | Babbage Linden: | we left the original scripting engine alone as much as possible
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[8:52] | Babbage Linden: | but we needed to make a few changes to allow mono to run alongside it
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[8:52] | Babbage Linden: | the state change problems are a good example
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[8:52] | Babbage Linden: | the old scripting engine interpretted 1 instruction at a time
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[8:53] | Babbage Linden: | Mono executes small pieces of code at once
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[8:53] | Babbage Linden: | so we had to change the script scheduling code to cope with both engines
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[8:53] | Christos Atlantis: | one more dumb question, if I am the owner of a script and recompile it, will all others using my script have a there items recompiled also?
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[8:53] | Babbage Linden: | and managed to subtly change script execution behaviour in the process
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[8:54] | Babbage Linden: | christos, no
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[8:54] | Babbage Linden: | only the copy you recompile
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[8:54] | Jam Meili: | ok, so that "eps" in the statistics is referred to that pieces of code that run at once? or how should we interpret that?
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[8:54] | Babbage Linden: | it's like saving a script to produce a new script
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[8:54] | Jam Meili: | are that library calls in c# or something?
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[8:54] | Christos Atlantis: | so we have to recompile every single script in our stores?
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[8:54] | Babbage Linden: | other objects still reference the old bytecode asset and so don't change
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[8:55] | Babbage Linden: | christos, if you want to create new versions of all of them yes
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[8:55] | Babbage Linden: | if they share scripts, the better way is to recompile 1
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[8:55] | Babbage Linden: | then copy the new scripts in to the others
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[8:55] | Babbage Linden: | to get more bytecode sharing
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[8:55] | Babbage Linden: | you'll also want to test all the objects to make sure they work after conversion too
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[8:56] | Christos Atlantis: | I have 7000 pieces of furniture in 5 stores, that is a very big task
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[8:56] | Babbage Linden: | christos, agreed
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[8:56] | Creem Pye: | ko Babbage, I've created a Jira item for the batch script conversion bug: SVC-2987
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[8:56] | Babbage Linden: | you need to decide whether converting the scripts inside makes sense
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[8:56] | Babbage Linden: | thanks creem
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[8:57] | Babbage Linden: | jam, the eps change was due to Mono running small pieces of code at once
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[8:57] | Babbage Linden: | we have no way of counting instructions with Mono easily
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[8:57] | Christos Atlantis: | ok, so if I do not convert, will the furniture ie (pose balls) stop working
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[8:57] | Jam Meili: | each recompile creates a new c# assembly, so i guess it uses also more memory if we compile same scripts in each prims over and over, is that right?
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[8:57] | Babbage Linden: | so, instead we count how many events the script it executing
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[8:58] | Babbage Linden: | which can be compared between Mono scripts and scripts running on the original scripting engine (OSE from now on)
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[8:58] | Babbage Linden: | christos, if you don't convert your scripts they will continue to run as before
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[8:59] | Christos Atlantis: | ok, ty those where my main concerns, I can now make logical choices
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[8:59] | Babbage Linden: | jam, if you keep compiling scripts over and over
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[8:59] | Babbage Linden: | eventually Mono unloads them if they're not being referenced by a script
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[9:00] | Babbage Linden: | so, you don't need to worry about that
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[9:00] | Babbage Linden: | but, you should try to have as many objects reference each assembly as possible
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[9:00] | Babbage Linden: | to minimise the numbers of assemblies that mono needs to keep around
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[9:00] | Jam Meili: | hum i said it maybe wrong. i mean if i use the same script like in hudred prims and isntead of copying one compiled in all, if i would create a script in each and recompile the source, it would use like hundred times more memory?
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[9:00] | Babbage Linden: | it doesn't know that scripts are the same just because they have the same source
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[9:01] | Babbage Linden: | but if you drag compiled scripts in to objects, it knows that they are sharing
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[9:01] | Jam Meili: | so we could tune our scripts in that way, what wasnt possible in the old engine?
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[9:01] | Babbage Linden: | and only needs to keep 1 assembly in memory
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[9:01] | Creem Pye: | it would be nice if the scripts had a checksum on the bytecode to check if they're identical
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[9:01] | Babbage Linden: | the OSE didn't do any sharing
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[9:01] | Becky Pippen: | Is OSE the new term for the LSL VM back end? It's the term that replaces awkward names like LS2VM, or LSL-LSO, or LSL2LSOVM... ?
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[9:01] | Babbage Linden: | so, if you had 1000 bullets flying around
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[9:01] | Babbage Linden: | each would use 16K
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[9:02] | Babbage Linden: | with Mono, they might use 1K shared between them
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[9:02] | Babbage Linden: | if all the guns contained copies of the same compiled script
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[9:02] | Christos Atlantis: | will mono allow for you to implement use of other scripting and programing choices in SL?
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[9:02] | Creem Pye: | creating the UUID of a script based on its sha-160 checksum would be nice =)
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[9:02] | Babbage Linden: | christos, yest
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[9:02] | Christos Atlantis: | :)
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[9:02] | Jam Meili: | ok, thats great and hopefully will make combat sims and such to work better. is there another mono-related impriovement we could use to tune the usage of resources on a sim?
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[9:02] | Babbage Linden: | it will allow us to enable other languages to script SL in the long term
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[9:03] | Babbage Linden: | we have been careful to keep that option open while working on LSL on Mono
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[9:03] | Babbage Linden: | but there is still more work to be done before we get there
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[9:03] | Christos Atlantis: | well, my dream would be if I could see a game engine running inside SL
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[9:04] | Babbage Linden: | jam, bytecode sharing is the big thing that you can do to help Mono work effeciently
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[9:04] | Christos Atlantis: | that would make the possibilities endless, mini games inside SL like a WoW
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[9:04] | Babbage Linden: | Christos, SL is like a game engine in many ways
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[9:05] | Babbage Linden: | lots of game engines have scripting engines and physics engines like SL
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[9:05] | Babbage Linden: | games like dark life have been WoW like games in SL for a long time
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[9:05] | Christos Atlantis: | yes, but it lacks the tools to make a good platform for developing game play
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[9:05] | Creem Pye: | one thing you'd need to do is give estate managers much more control over what avatars can do
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[9:05] | Babbage Linden: | there are some missing features, agreed
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[9:06] | Creem Pye: | like forbid external attachments, and maybe force an avatar to have a certain style of appearance
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[9:06] | Babbage Linden: | and many people are building things other than games
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[9:06] | Babbage Linden: | so, we need to be careful to keep the platform neutral
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[9:06] | Christos Atlantis: | like being able to control movement of props in non linear routes
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[9:06] | Babbage Linden: | and make extensions where they are most useful to the most people
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[9:06] | Imaze Rhiano: | if you want game development for SL - then you need also better controls for texture usage and model/prim usage for SIM owners
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[9:06] | Creem Pye: | yep
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[9:07] | Imaze Rhiano: | but that is bit offtopic
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[9:07] | Babbage Linden: | we want to enable the widest array of applications possible in SL
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[9:07] | Babbage Linden: | but we have limited resources
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[9:07] | Babbage Linden: | so have to be smart about prioritizing improvements
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[9:07] | Creem Pye: | megasims would be a nice start :D
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[9:08] | Creem Pye is a vehicle creator
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[9:08] | Christos Atlantis: | I think the number 1 with residents is stability, so I will agree with you, you need to keep it stable for a long period and understand it before adding more features
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[9:09] | Babbage Linden: | and most of the effort at linden is working on stability
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[9:09] | Jam Meili: | hehe megasims would require changes in alot of parts of the server- and viewercode as also to expect owners would use server resources wisely, i guess we should not expect that any time soon, it's not very realistically right now
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[9:09] | Babbage Linden: | which is why the scripting improvements are relatively slow in coming
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[9:09] | Christos Atlantis: | and scaleability is also something I would think will help
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[9:09] | Babbage Linden: | Mono was mostly me working on my own until near the end of the project
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[9:09] | Christos Atlantis: | wow
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[9:09] | Christos Atlantis: | great job!
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[9:09] | Bartlee Arai: | Nice
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[9:09] | Nock Forager: | yup!
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[9:09] | Babbage Linden: | help! i'm being beaten with a car
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[9:09] | Creem Pye: | yep, it's working quite smoothly so far =)
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[9:10] | Creem Pye: | Babbage, do you expect the script memory limit wil be raised in teh future?
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[9:10] | Creem Pye: | it would be nice if objects could consolidate their functions to a single script
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[9:10] | Babbage Linden: | gabriel, si, daveh, vektor and periapse did a lot of work over the last year too
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[9:10] | Christos Atlantis: | I think I have skid marks on my forehead
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[9:10] | Tegg Bode: | I think games would hae a better chance of working if we could reduce our continual downloading of textures by perhaps having a basic default texture set for walls & floors on our hard drives
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[9:10] | Creem Pye: | (I imagine that without link messages etc, efficiency could be greatly improved)
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[9:10] | Babbage Linden: | creem pye, that is also on our wish list
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[9:10] | Babbage Linden: | proper script libraries
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[9:11] | Babbage Linden: | so you can share code between scripts
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[9:11] | Babbage Linden: | and develop general purpose libraries that can be used by other scripts
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[9:11] | Babbage Linden: | instead of having to send them link messages
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[9:11] | Babbage Linden: | or chat messages
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[9:11] | Creem Pye: | even functions like llLinkParticleSystem() to set a particle system centered around a link in the object would be nice
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[9:12] | Creem Pye: | instead of having to have a separate script in a child prim for particles, commanded by the main script through link messages
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[9:12] | Christos Atlantis: | I have tried 5 times in my life to learn programing this is the closest to heaven for me, and for that I would like to thank you guys and the people that help in groups, like Jam and co
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[9:12] | Babbage Linden: | glad to hear it christos!
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[9:12] | Jam Meili: | uuh .. thank you :)
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[9:12] | Babbage Linden: | :-)
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[9:13] | Bartlee Arai: | will the old scripting engine be replaced eventually once transparency has been acheived?
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[9:13] | Gabriel Linden: | teaching the world to code
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[9:13] | Christos Atlantis: | your both welcome, its amazing to see what can be done
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[9:13] | Jam Meili: | and yes, mono is a great improvement even it has some beginning problems (that will sure be fixed)
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[9:13] | Babbage Linden: | ok, we should wrap up there i think
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[9:13] | Babbage Linden: | so gabriel and i can get back to fixing bugs
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[9:14] | Christos Atlantis: | ty for for your time
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[9:14] | Babbage Linden: | if you find any problems, please file them in to jira
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[9:14] | Imaze Rhiano: | ya...and I need to go shopping new clothes... :P
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[9:14] | Babbage Linden: | and we'll get on them as soon as possible
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[9:14] | Nock Forager: | Thanks for very interestin meeting :)
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[9:14] | Babbage Linden: | and if you see a repro for http://jira.secondlife.com/browse/SVC-2908
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[9:14] | Babbage Linden: | please let us know
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[9:14] | Christos Atlantis: | nice seeing you all here
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[9:14] | Miya Watanabe: | thank you for the meeting
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[9:14] | Babbage Linden: | hopefully i'll see you all here next week
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[9:14] | Babbage Linden: | thanks for coming
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[9:14] | Gabriel Linden: | thanks, and cya'all around
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[9:15] | Tegg Bode: | Thanks both of you for your efforts :)
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[9:15] | Creem Pye: | thanks for your help!
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[9:16] | Imaze Rhiano: | does Mono have metaobject in Jita?
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[9:17] | Babbage Linden: | yes
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[9:17] | Nock Forager: | ah Babbage, Don't you mind if I put this office hour log on your wiki profile page?
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[9:17] | Babbage Linden: | http://jira.secondlife.com/browse/SVC-1276
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[9:17] | Babbage Linden: | is the beta jira
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[9:17] | Babbage Linden: | nock, that's fine
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[9:17] | Babbage Linden: | it will save me a job :-)
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[9:17] | Babbage Linden: | i'll leave my bear here
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[9:17] | Nock Forager: | :)
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[9:17] | Babbage Linden: | to auto return in 15 minutes
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[9:17] | Christos Atlantis: | :)
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[9:18] | Babbage Linden: | there you go
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[9:18] | Babbage Linden: | should be copyable
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[9:18] | Babbage Linden: | or you can buy it for 0L$
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[9:18] | Christos Atlantis: | AWSOME
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[9:18] | Christos Atlantis: | ty :)
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[9:18] | Babbage Linden: | ok, see you all next week
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[9:19] | Imaze Rhiano: | bye
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[9:19] | Keimar Kuhn: | bye |