User:Andrew Linden/Office Hours/2010 04 20

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[10:56] xstorm Radek: i hope its ok for me to be nude lol
[10:57] Fred Fehr: Loads objects that you have permissions for
[10:57] Fred Fehr: It's slow because of the current functions available
[10:57] Fred Fehr: But it's a simple system
[10:57] Uni Ninetails: long as your wangs not out xstorm im sute its fine
[10:58] xstorm Radek: lol
[10:58] xstorm Radek: i think i have to buy one first
[10:58] Ardy Lay: Hi SImon
[10:58] Uni Ninetails: hey Simon
[10:58] Sebastean Steamweaver: Hi Simon
[10:58] Fred Fehr: Hello Simon.
[10:58] xstorm Radek: hi Simon
[10:58] Simon Linden: Hello
[10:59] xstorm Radek: Simon your on a new PC
[10:59] xstorm Radek: ?
[10:59] Sebastean Steamweaver: Hey Andrew
[10:59] Gramma Fiddlesticks: Hi Simon
[10:59] Gramma Fiddlesticks: Hello Andrew
[10:59] Uni Ninetails: hullo Andrew
[10:59] Simon Linden: Uh, no, this is my usual laptop
[10:59] Gramma Fiddlesticks: Hey Chaley
[10:59] Andrew Linden: Hello
[10:59] xstorm Radek: then simon you are on a bad line
[10:59] Ardy Lay: Hi Andrew
[11:00] Simon Linden: Am I a cloudy ghost?
[11:00] Uni Ninetails: your bakes not done
[11:00] Welcome to Linden office hours
[11:00] Sebastean Steamweaver: No, but 3 people at the table aren't appearing for me.
[11:00] Gramma Fiddlesticks: you are gray cept for face and hat
[11:00] Sebastean Steamweaver: You are gray, though.
[11:00] Simon Linden: My viewer is happy, so I'll re-bake...
[11:00] xstorm Radek: hi Andrew
[11:01] Andrew Linden: That's better Simon.
[11:01] Gramma Fiddlesticks: there you all are Simon!
[11:01] Simon Linden: hmm, looks like someone put a mega prim over this region :)
[11:01] xstorm Radek: yes Simon looks like simon
[11:01] xstorm Radek: yes some one did
[11:01] xstorm Radek: its a small one
[11:02] xstorm Radek: the one covering trendone is covering 6 sims
[11:02] Simon Linden: Interesting ... the map tile doesn't have it
[11:02] Sebastean Steamweaver: The map may not have updated recently enough.
[11:02] xstorm Radek: this blots out the minimap
[11:02] Gramma Fiddlesticks: I see it on mini map
[11:02] Uni Ninetails: hmm not blotting me
[11:02] Sebastean Steamweaver: That, or it's higher than the snapshot of the map.
[11:02] Gramma Fiddlesticks: crossing sim borders too.
[11:03] Sebastean Steamweaver: I don't think anything above 400m is put on the map snapshot.
[11:03] xstorm Radek: only people with high rez can see it on minimap
[11:03] Simon Linden: right, it's on the mini map, but not the large map. I don't know the updating schedule for those
[11:03] Uni Ninetails: -_- high res?
[11:03] Simon Linden: true, it might not be drawn there
[11:03] Andrew Linden: Is this entire region Linden owned?
[11:03] Simon Linden: yes
[11:03] xstorm Radek: i was trying to tell support how to see them but they still have no clue
[11:04] xstorm Radek: its like pulling nails with my teeth
[11:04] Chaley May: hi :)
[11:04] Uni Ninetails: dont see nothin got my draw at a wonderfully nasty to several regions 1024
[11:05] Sebastean Steamweaver: Uni, you seem taller than I remember.
[11:05] Uni Ninetails: wearin heels and ive got big tiny turner 80's hair on
[11:05] Uni Ninetails: er tina
[11:05] Andrew Linden: My final old maint-sever branch is up for testing now, for 1.40.
[11:05] xstorm Radek: thats the mega
[11:05] Sebastean Steamweaver: lol, I was going to say, Tina Turner was definitely not Tiny.
[11:05] Sebastean Steamweaver: I forget how tall she was, actually.
[11:05] Andrew Linden: We've got a bunch of bugs that have been fixed for a while finally getting merged into the main codebase
[11:06] Uni Ninetails: neato what like?
[11:06] Uni Ninetails: xstorm im runnin emerald its got that minimap fix i think so thats why im not seeing it
[11:06] Andrew Linden: Let's see...
[11:06] Gramma Fiddlesticks: Yay for bug fixes.
[11:06] Andrew Linden: SVC-388
[11:06] s old name
[11:06] Andrew Linden: SVC-3618
[11:06] Estate Managers are unable to freeze / eject persons
[11:06] Uni Ninetails: wooho!
[11:07] xstorm Radek: the problem is not that many can see the mega prims or even know how to view them
[11:07] Arawn Spitteler: There's IM Discussion of activity at the Virtual Railway Consortium, in Tuliptree.

Arawn Spirreler wonders if Andrew ever played with toy trains.

[11:07] Andrew Linden: SVC-3556
[11:07] Region teleport not possible when region is full
[11:07] Uni Ninetails: huh... cool
[11:07] Fred Fehr: I'm just excited for the function released in 1.38
[11:07] Fred Fehr: Function releases*
[11:07] Andrew Linden: some more, but those are the ones that have obvious public jira #'s
[11:07] Uni Ninetails: yeah said about the mono thing but patience is a virtue
[11:08] Uni Ninetails: *sad=sad
[11:08] xstorm Radek: oh i had that teleport problem in a full sim yester day
[11:08] xstorm Radek: first time
[11:09] xstorm Radek: and then when it did teleport me it sent me to a Adult welcome place lol
[11:09] Techwolf Lupindo: Made it
[11:09] Andrew Linden: No Arawn, I never played much with toy trains.
[11:09] xstorm Radek: toy trains what gage ?
[11:09] Andrew Linden: I ran around with sticks and pretended to shoot my friends. Then I just read books.
[11:10] xstorm Radek: n ? h ?
[11:10] Arawn Spitteler used Lionel - 027 guage
[11:10] xstorm Radek: thats big
[11:10] Techwolf Lupindo: I had for the first time actually inventory loss. What happen is when I tp, the sim I was in started to disapear as norall and the next sin was downloading (it truned to be a tp to the nextdoor sim) then never finished and ended up logged out. On realog, I lost all inventory of that session and only had empty folders.
[11:10] Uni Ninetails: ouch
[11:11] Andrew Linden: Uh... real inventory loss?
[11:11] Simon Linden: What do you mean by "all inventory of that session" ?
[11:11] xstorm Radek: odd
[11:11] Andrew Linden: Empty folders everywhere?
[11:11] Simon Linden: Did it come back?
[11:12] xstorm Radek: tech how was your cache ?
[11:12] Techwolf Lupindo: I was on the gridhunt of the home expo for RFL. I lost about 8 items that I recelly gotten.
[11:12] Techwolf Lupindo: 8 folders of items that is.
[11:12] xstorm Radek: did you get any gliphs ?
[11:12] SALDOG Brezoianu: Hello everyone. :)
[11:13] Simon Linden: Welcome SALDOG
[11:13] Andrew Linden: Welcome SALDOG
[11:13] Gramma Fiddlesticks: Hi Sal
[11:13] SALDOG Brezoianu: Thank you. :))
[11:13] xstorm Radek: sounds like a network problem
[11:13] SALDOG Brezoianu: Hi.
[11:13] Techwolf Lupindo: I just checked, still have the empty folders. Lucflly, I was able to reget the items and won the hunt, came in first place.
[11:13] xstorm Radek: Techwolf did you clear your cache ?
[11:14] Andrew Linden: Oh, I thought you were saying that all your inventory folders went empty Techwolf.
[11:14] Techwolf Lupindo: Couple days ago, I rm the cache and it took about an hour for the inventory to re-cached again.
[11:14] Andrew Linden: We should make clearing the inventory cache a runtime button
[11:15] Andrew Linden: or maybe make it so that subparts of inventory cache could be cleared
[11:15] Gramma Fiddlesticks would love a button like that!
[11:15] Uni Ninetails: 30k vent refresh hurts.
[11:15] Rex Cronon: greetings. sorry for being late
[11:15] xstorm Radek: thats odd inventory and cache reload time is fast even for 100k inventory
[11:15] Gramma Fiddlesticks: Hi Rex
[11:15] xstorm Radek: hi Rex
[11:16] Rex Cronon: hi gramma, xstorm
[11:16] Techwolf Lupindo: I would love for inventory plugin of some type. Would be nice to have a plugin that can search for dubs and other advance inventory management.
[11:16] Arawn Spitteler: Rub a Dub Button?
[11:16] Techwolf Lupindo lol
[11:17] Andrew Linden: Hrm... I wonder if dupes could be fully detected client-side.
[11:18] xstorm Radek: i do not wish my Dupes removed thank you
[11:18] Andrew Linden: I don't think we send the true asset_id's down for some inventory items.
[11:18] Techwolf Lupindo: What gets me is I though the inventory was keep off the server. I know the sim handles it, but allways update the assest servers. So when I relooged back in, the empty folders was a bit of a shock and nothing in recent items.
[11:18] xstorm Radek: i keep dupes when i have to have backups
[11:18] Phantom Ninetails: I keep dupes because my inventory rarely completely loads, and I only usually see one of them
[11:18] Andrew Linden: Yeah xstorm, but you'd like to be able to easily find all dupes.
[11:19] xstorm Radek: true thats what search is for
[11:19] Simon Linden: yeah, that should have been pushed up to the asset servers, not sure what happened
[11:19] Gramma Fiddlesticks: yes Andrew!
[11:20] xstorm Radek: what about a stop and a reload button on inventory ?
[11:20] Techwolf Lupindo: Sim didn't crash. It was up when I re-tp to it after logging back in. I was logged into another sim across the grid.
[11:20] Andrew Linden: in conclusion: I don't think inventory dupe would be a client-only feature. It would require support from the servers, pretty sure.
[11:21] xstorm Radek: yes
[11:21] Andrew Linden: I'd have to look at the code to be sure.
[11:21] Sebastean Steamweaver: Andrew, speaking of inventory, I did have a side-question for you.
[11:21] Techwolf Lupindo: This tp failure looks to be a case where I was no longer in the sim I was at but havn't arrive at sim I was going to.
[11:22] Arawn Spitteler wonders how Client and Server Development are coordinated: I recently had Firefox cripple my system by hogging resources; has anyone seen or heard of such a thing?
[11:22] Andrew Linden: Sebastean, ask your question on the main chat channel. We need new stuff to talk about.
[11:22] Sebastean Steamweaver: It's concerning llGiveInventory - it fails when one object tries to give inventory to another object, that isn't in the same sim. This also affects llGiveInventoryList, but there, you can't even send inventory lists to avatars outside the same sim.
[11:22] Sebastean Steamweaver: That's where I am, I think o.0
[11:23] Sebastean Steamweaver: I was basically just wondering if you knew why that was done, and if it was possibly something that could be changed.
[11:23] Uni Ninetails: I was wondering if its still to early to talk about region/avatar memory limits... kinda like to know what kind of numbers are getting thrown around... As an EM and a content creator would be kinda nice >.> <.<
[11:24] Andrew Linden: That limitation on llGiveInventory() exists because it was implemented in the simplest way possible and then never upgraded.
[11:24] Uni Ninetails: oo a bed
[11:24] Andrew Linden: To be able to give across region boundaries would reqiure a fair bit of new code.
[11:24] Andrew Linden: However, it could be written, and should be written, IMO.
[11:24] Simon Linden: I haven't heard of any numbers yet, Uni
[11:24] Gramma Fiddlesticks: nice bed there xstorm
[11:25] Uni Ninetails: K... thanks
[11:25] Sebastean Steamweaver: It would definitely help a lot of things, especially with the new networking capacity of scripts with HTTP calls.
[11:25] Andrew Linden: I'll think about how it might be done when I get into region-crossing stuff (still not there yet).
[11:25] s down to 1.7fps, atm?
[11:25] Andrew Linden: Although... now that I think about it... I wonder how much content relies on the fact that llGiveInventory() fails across region boundaries.
[11:25] xstorm Radek: Problem is how much is put in the KB so people know of the limits it seems support is never on top of the data we seem to know about
[11:26] Andrew Linden: How much content would we break if we were to implement it?
[11:26] Sebastean Steamweaver: Andrew: as far as I've been aware, it just causes an error. I can't think of anything that relies on it failing, really.
[11:26] xstorm Radek: Andrew talk to oskar and see if we can test that
[11:26] Sebastean Steamweaver: The only sentiment I've heard expressed from others is that it didn't work, rather than it being handy.
[11:26] Simon Linden: Hmm, some folks may have done creative work-arounds for that, and enabling it might cause giving double the inventory
[11:27] Rex Cronon: xstrom. what did u use to make it?
[11:27] xstorm Radek: a sculpt program inworld
[11:27] Andrew Linden: Simon, some of that content might just work if the llGiveInventory() succeeds without error
[11:28] Andrew Linden: does llGiveInventory() return a value?
[11:28] Sebastean Steamweaver: Any workaround would involve having multiple objects in multiple sims, and where the avatar would be going. That's a pretty specific case, and not one I can think of a reason for.
[11:28] Sebastean Steamweaver: llGiveInventory returns no value, no
[11:28] Simon Linden: Right, that's a good point. Does it return an error or fail silently?
[11:28] Sebastean Steamweaver: It does return an error, I believe.
[11:28] Sebastean Steamweaver: Easy enough to test.
[11:29]
[11:29] Andrew Linden: How does one tell if it succeeded or not? An on_error() callback?
[11:29] xstorm Radek: i still think a error page in the second life webpage will help
[11:29] Sebastean Steamweaver: When I tried to give an object to an object in another sim, I remember getting an error saying, "the object must be in the same sim"
[11:30] office hours is half over
[11:30] xstorm Radek: have the data of errors and crash put on a graph on a webpage a user can see
[11:30] Andrew Linden: Well, if we make it work across region boundaries we'd hve to make it work kitty-corner diagonal too.
[11:31] Andrew Linden: No wonder Cory didn't implement the cross-border case.
[11:31] Simon Linden: I think that's the problem ... the target object is identified by uuid. There's no way to find out where it is if it's outside the region
[11:31] Simon Linden: We do track AV locations, however, so the system can *cough* support chat and IM properly
[11:32] Sebastean Steamweaver: Does anyone know where the error warning window is in 2.0?
[11:32] xstorm Radek: not all items have UUID's
[11:32] Simon Linden: They actually do, under the hood, but that's a different question
[11:32] Techwolf Lupindo: heheh, I remember when the group chat messages contained the avatar location.
[11:32] Arawn Spitteler: All items in SL should have keys, even if they'll never be rezzed again
[11:33] Sebastean Steamweaver: I think I must be reading the caveat in the wiki. The inventory offer is failing silently.
[11:33] Sebastean Steamweaver: must be remembering reading*
[11:33] Andrew Linden: unfortunately the word "item" has special meaning on the LL codebase. It means an item in object contents, or an item in inventory. You're talking about in-world "objects" or "prims" perhaps.
[11:34] Arawn Spitteler: LSL wasn't taken seriously enough, as a programming language, to script error handling
[11:34] Andrew Linden: Every prim has a unique key (UUID)
[11:34] Andrew Linden: er... every in-world prim.
[11:34] Simon Linden: And every asset (something not stored on the region) also has one
[11:34] Sebastean Steamweaver: I wasn't aware that the locations of the prims had to be tracked in order to give inventory. I thought it would probably have some sort of "address" that could be used.
[11:35] Arawn Spitteler: Do I recall no-copy items retain their key, when rezzed?
[11:35] Andrew Linden: No Arawn, no-copy items get a fresh key on each rez.
[11:35] Simon Linden: The 'item id' that gets lost is really a link to another item --- the link value is what's missing, it's an identifier
[11:35] Phantom Ninetails: Can't send inventory the same way llemail sends emails to objects in world..?
[11:35] Arawn Spitteler: The item would have to receive
[11:36] Andrew Linden: No, there are too many objects in the world, and they can move around.
[11:36] Arawn Spitteler: Asset Servers can't find objects by key?
[11:37] Sebastean Steamweaver: Hmm
[11:37] Andrew Linden: Assets are different. They are basically a file with info about how to build the object.
[11:37] Phantom Ninetails: But it works for llemail... It's just sending something different.
[11:37] Andrew Linden: Each object is an instance, if you will, of an asset (if it has been rezzed by asset).
[11:37] Sebastean Steamweaver: So an object in world isn't actually an asset.
[11:37] Andrew Linden: Your inventory holds references to assets.
[11:38] xstorm Radek: what about a longer UUID key that has class of items so the server sim will know how to handle the data faster ?
[11:38] Andrew Linden: You can rez 100 copies of a copyable asset.
[11:38] Andrew Linden: 100 instances, all made using the same asset.
[11:38] Sebastean Steamweaver: And if you take them into inventory, they become their own assets.
[11:38] Rex Cronon: when u say take copy it becomes and asset. right?
[11:38] Andrew Linden: Yes.
[11:38] Arawn Spitteler: Arbitrary number? Not something like 256?
[11:38] Sebastean Steamweaver: Hmm
[11:39] Arawn Spitteler: Are new assets created, when you make more copies?
[11:39] Sebastean Steamweaver: That makes sense. Unfortunately it seems that remote object giving wouldn't be as feasible as at first thought.
[11:40] Andrew Linden: Each copy yout take to inventory is a new asset.
[11:40] Andrew Linden: So if you take several copies of one object you end up with several very similar, but slightly different assets.
[11:40] xstorm Radek: working that way will there not be at times missing assets images ?
[11:40] Andrew Linden: I don't understand the question about image assets xstorm.
[11:41] xstorm Radek: i bet that must come up in debug a lot
[11:41] Andrew Linden: btw, "assets" are just files. There are several asset types.
[11:42] Sebastean Steamweaver: Hmm, well, that kind of leads into the other question. Would it be possible to enable llGiveInventoryList for avatars in remote regions, or is there a different issue there?
[11:42] Andrew Linden: Avatars can be "found" by the system, no matter where they are.
[11:43] Andrew Linden: Because they register to an "agent presence" system.
[11:43] xstorm Radek: if more then one person doing a sim crossing asks to load the same info at the same time will this not make a missing data at times ?
[11:43] Chaley May: are no copy items still new assets when you take them back into inventory
[11:43] Andrew Linden: Otherwise, if they are not online, then the system would have to "know" that it is an avatar "agent_id" it is looking for, and could look them up in the main database, basically.
[11:43] Chaley May: i mean do they change from what they was before you rezzed them
[11:43] Simon Linden: xstorm - it shouldn't do that
[11:44] Andrew Linden: Chaley, when you take a no-copy object you get a new asset, different from the old one used to rez it.
[11:44] Sebastean Steamweaver: Chaley: I would suspect so. It would appear that the asset is removed when the object is rezzed, and then a new one created if you take it into inventory, including any changes you may have made.
[11:44] Chaley May: the asset you rezzed from is then discarded
[11:44] xstorm Radek: i think it be a good test to see if the server is doung the call right for the same object at the same time when crossing
[11:45] xstorm Radek: doing
[11:45] Andrew Linden: Sorta... the old asset of a no-copy object still exists in the asset system, but the item entry in your inventory database has been discarded.
[11:45] Chaley May: ok
[11:45] Simon Linden: Chaley - 'discarding' works a a few different levels. The entry for it is removed from your inventory, so you no longer have it
[11:46] Arawn Spitteler: What would it take, for the sim to contain a primality of an object? As for bullets?
[11:46] Simon Linden: But the actual data file may still be around in the storage system
[11:46] Andrew Linden: "primality"? Could you elaborate on that word Arawn?
[11:46] Arawn Spitteler: The object would be on the server, for copying, but not rezzed.
[11:47] Arawn Spitteler: llRegisterItem4RapidRezzing
[11:47] Phantom Ninetails: I really hope function names don't start using 4 like that. It's bad enough with using 2
[11:47] 4 fem: Could not find animation 'SP_Ashley Judd_10 Pose'.
[11:47] Andrew Linden: Oh, you mean for the simulator process to store the bullet's "asset info" in memory for rapid instantiation.
[11:47] Arawn Spitteler: Real Programmers can't spell
[11:48] Phantom Ninetails: Real programmers have to spell correctly or they get errors
[11:48] Gramma Fiddlesticks: bye everyone. Sorry but I need to go to a client meeting now. See yah
[11:48] Andrew Linden: It could be done. I considered doing that once.
[11:48] Andrew Linden: And "bullets" were the main use case that I thought would justify it.
[11:48] Arawn Spitteler: Would it be faster than accessing the Asset Servers each shot?
[11:48] xstorm Radek: lol phantom no one knows how to spell iin sl
[11:49] Rex Cronon: tc gramma
[11:49] Arawn Spitteler: I recall thinking of other good uses, but Bullets are the main lag source, on that
[11:49] Bronson Blackadder: I have a dumb question.... how do you hide ban lines?
[11:49] Andrew Linden: However, it hasn't been done fully. We will probably soon have some caching of the "physics shape" for such recently rezzed assets, maybe.
[11:49] Arawn Spitteler: Step away from them?
[11:49] Phantom Ninetails: Seeing as we're almost out of time there's one other topic I wanted to bring up. SVC-422
[11:50] A solution to scams, money theft - etc. New parcels Flag "Block Transactions
[11:50] Andrew Linden: Falcon and I kicked that idea around for while.
[11:50] Sebastean Steamweaver: Bronson: create an instanced parcel system so that you don't have them, and give residents true parcel privacy :D
[11:50] Simon Linden: Arawn - it doesn't access the asset server for each shot, but there may be ways to do that more efficiently
[11:51] Sebastean Steamweaver: Otherwise, I believe it's under View if you're using a 1.23 based viewer.
[11:51] Simon Linden: I think we read the bullet information from the file system and create a new object in-world
[11:51] Bronson Blackadder: I was hoping there was a hide function in 2.0
[11:51] Andrew Linden: Phantom, I'd have to read that SVC-422 jira more carefully.
[11:51] Arawn Spitteler: Better Visibility of Ass-Hole Lines would be a good thing, maybe on Minimap.
[11:51] Simon Linden: there are some steps in there that could be cached better
[11:51] Phantom Ninetails: Please do, Andrew.
[11:52] Andrew Linden: My intuition tells me there may be some bad corner cases that would have to be handled or might kill such an idea from the start.
[11:52] Sebastean Steamweaver: 2.0: World > Show > Band Lines
[11:52] Sebastean Steamweaver: Ban*
[11:52] Chaley May: yeah i think on the minimap the areas where we cant cross into should be shaded
[11:52] Andrew Linden: But I can't put my finger on what they are exactly yet.
[11:52] Arawn Spitteler wonders if there've yet mbeen ritual mention of SVC-22 and SVC-93, or Sheep
[11:52] ROTATION and llSetRot incorrectly implemented for child prims
[11:52] Vehicles crossing region borders aren't always treated as vehicles and can get incorrectly returned if the destination parcel is no-entry or parcel-full
[11:52] Bronson Blackadder: oh crap taht was easy
[11:52] Bronson Blackadder: thanks
[11:53] Phantom Ninetails: There are a bunch of specifics for svc 422 that people on the jira want, like still being able to sell to themselves for testing and such.
[11:53] Opensource Obscure: Bronson: there's a DEbug Setting called ShowBanLines

Show in-world ban/access borders

[11:53] Opensource Obscure: http://wiki.secondlife.com/wiki/User:Opensource_Obscure/Debug_Settings-Viewer2
[11:54] s on Snowglobe, atm: I'm not sure I've done Debug in viewer 2
[11:54] Sebastean Steamweaver: Andrew, just for sake of topic and interest, any thoughts on llTeleportAgent and how feasible it is with a throttle?
[11:54] Bronson Blackadder: is there issues with buying money again?
[11:55] office hours is almost over
[11:55] Simon Linden: Bronson - not that I know of
[11:55] Bronson Blackadder: I just bought 2k
[11:55] Bronson Blackadder: but its still showing 177
[11:55] Andrew Linden: I have forgotten the subtleties of the llTeleportAgent feature request and why it was not done.
[11:56] Sebastean Steamweaver: http://jira.secondlife.com/browse/SVC-212
[11:56] New Feature Request - llTeleportAgent
[11:56] Arawn Spitteler: Someone might not want to discuss basic courtesy with parcel holders
[11:56] Andrew Linden: I suspect llTeleportAgent() doesn't need a throttle so much as a way for the viewer to accept or reject teleports

Darn. You have been logged out of Second Life... The region where you are standing is going down.

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