User:Andrew Linden/Office Hours/2010 05 14
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[15:56] | xstorm Radek: | nope |
[15:56] | DogWomble Dollinger: | i don't think so, i think they're still doing tweaks to 1.38 |
[15:56] | xstorm Radek: | im finding more server bugs |
[15:56] | Arawn Spitteler: | 5805 and 5808 are both show stoppers |
[15:57] | xstorm Radek: | i think Ardy and i have found one |
[15:57] | Arawn Spitteler: | Anyone familar with VRS? |
[15:58] | Ardy Lay: | Hi Andrew |
[15:58] | DogWomble Dollinger: | hey andrew |
[15:58] | Sindra Aquila: | hi Andrew and all others |
[15:58] | xstorm Radek: | Hi Andrew |
[15:58] | Andrew Linden: | hello |
[15:58] | Arawn Spitteler: | Is that Andrew? Have you seen 5808 and 5805? |
[15:58] | Ardy Lay: | Hi Simon |
[15:58] | Andrew Linden: | 5808 what? SVC-5808? |
[15:58] | DogWomble Dollinger: | hey simon |
[15:59] | Simon Linden: | Hello |
[15:59] | Liisa Runo | pokes the meeter |
[15:59] | Arawn Spitteler: | SVC-5805 and SVC-5808, now that Simon's here. |
[15:59] | Touching an | unscripted child prim does not trigger a touch event in the object's root prim |
[15:59] | xstorm Radek: | Andrew i found a nasty and may have even just found more problems with 1.40 :-( |
[15:59] | Arawn Spitteler: | That root touch only bug, is nasty enough |
[15:59] | xstorm Radek: | i wish i had some one to blame lol |
[16:00] | xstorm Radek: | sorry found more Simon |
[16:00] | Arawn Spitteler | wonders if Workingonit Linden has a Schmoo Avatar, for kicking in frustration |
[16:00] | xstorm Radek: | https://jira.secondlife.com/browse/SVC-5808 |
[16:00] | Single prim | turns non phantom after sit. |
[16:00] | xstorm Radek: | see |
[16:01] | xstorm Radek: | and i think i found a problem with prims when set on a path will stay moving on set path even off world |
[16:01] | Andrew Linden: | Falcon was telling me about SVC-5808 today. Looked like he was actively working on it. |
[16:02] | xstorm Radek: | so i think i may have found 2 more :-( |
[16:02] | Andrew Linden: | SVC-5805 sounds like it will break lots of content, but it might not be too hard to fix. |
[16:02] | xstorm Radek: | yes it will |
[16:02] | Liisa Runo: | oh noes, i hope we are not going to see bazillion broken devices just cause damage dont work on volumedetect AV's, the current behavio better be as it has always been on non-combat area's |
[16:03] | Liisa Runo: | combat < rest of SL |
[16:03] | Sindra Aquila: | Trying to work around the bounce problem, altering prim material with
llSetPrimitiveParams([PRIM_MATERIAL, PRIM_MATERIAL_FLESH]); |
[16:03] | xstorm Radek: | its nasty we was trying to test all the venders |
[16:04] | Arawn Spitteler: | Busted Vendors would be very noisy to release |
[16:04] | xstorm Radek: | it seems not only AO's are broken but venders, rezzers , games and much much more |
[16:04] | Xugu Madison: | Oh, oh, oh, oh, what broke? Who? |
[16:04] | xstorm Radek: | as for the phantom prim bug it even kills train tracks |
[16:04] | Xugu Madison: | Erm. Hi all. Sorry I'm late |
[16:05] | Arawn Spitteler: | Pass Touches False, by default, on unscripted child prims... I wonder if setting path touches true would fix. |
[16:05] | Pedroocopini Neox: | hi |
[16:05] | Andrew Linden: | Sindra, there are few options for object material. |
[16:05] | Andrew Linden: | Sounds like I'll be fixing server-1.40 bugs next week. |
[16:05] | Rex Cronon: | greetings everybody |
[16:05] | Pedroocopini Neox: | do you can help me |
[16:05] | Pedroocopini Neox: | ? |
[16:06] | xstorm Radek: | Greetings Pedroocopini Neox welcome to Second Life :-) as a new user this is a open meeting you are at |
[16:06] | Andrew Linden: | Depends on what kind of help you're looking for Pedroocopini. You'll have to detail the kind of help you are looking for. |
[16:06] | xstorm Radek: | if you wish to learn more or ask some thing please do |
[16:07] | s all | confused about the VRS, but doesn't think it's this department. |
[16:07] | xstorm Radek: | ok what was that ? |
[16:07] | Andrew Linden: | VRS = ? |
[16:08] | xstorm Radek: | did i just see pink cones ? |
[16:08] | Arawn Spitteler: | Video Relay Service, used by Deaf to chat in Sign. I don't se why it should cost much, but there's a debate about FCC Pricing Regs |
[16:08] | Andrew Linden: | Yeah, wrong department. |
[16:08] | xstorm Radek: | oh no |
[16:08] | Ardy Lay: | TinyChat is free and works. :-) |
[16:09] | Ardy Lay: | Or are you looking for a transcription service? |
[16:09] | Arawn Spitteler: | I'm pretty much lost, on the subject, but wonder how much it would cost to study ASL in world. |
[16:09] | Andrew Linden: | Well, the server-1.40 beta's main purpose is to test it, so I'm glad you're all finding bugs befor they are really deployed. |
[16:10] | Ashiri Sands: | I wonder how many other serious bugs. |
[16:10] | Andrew Linden: | My guess is that we'll pull in some help (me and maybe other devs) to fix server-1.40 bugs. |
[16:10] | Andrew Linden: | But I haven't heard the call yet. I'll ask Falcon about how its going. |
[16:10] | Simon Linden: | I have one to look at next week |
[16:11] | Sindra Aquila: | will it also adfress the bounce problems? |
[16:11] | Arawn Spitteler: | Would Bounce be a problem, or a new feature? Is there a Jira? |
[16:12] | Andrew Linden: | Sindra, your bounce problems are in server-1.40? or in sever-1.38? (We're on 1,.38 here on the main grid). |
[16:12] | Sindra Aquila: | it is a nuisan ce, BUT some ppl found a way to workaround,m but dont share it, so there is a solution, i am trying find out, seems mass,energy and friction related |
[16:13] | Ashiri Sands: | Is the bounce problem in relation to vehicles? |
[16:13] | Sindra Aquila: | no projectiles |
[16:13] | Sindra Aquila: | travelling at 60 m?sec |
[16:13] | Sindra Aquila: | 60 m/sec* |
[16:14] | Arawn Spitteler: | Thatt' over one meter to a frame |
[16:14] | Andrew Linden: | I think Sindra is talking about the "flying arrow doesn't stop quickly enough on impact" problem from earlier this week. |
[16:14] | Sindra Aquila: | yes |
[16:14] | Sindra Aquila: | but i tried several things |
[16:14] | Sindra Aquila: | Trying to work around the bounce problem, altering prim material with
llSetPrimitiveParams([PRIM_MATERIAL, PRIM_MATERIAL_FLESH]); |
[16:14] | Ashiri Sands: | I'm still getting snowballs returned to me from last year =^_~= |
[16:14] | Sindra Aquila: | this was one interesting thing |
[16:14] | Ardy Lay: | What is the target "made of"? |
[16:14] | Sindra Aquila: | land |
[16:14] | Sindra Aquila: | or prim, no m,atter |
[16:15] | Ardy Lay: | You are shooting the ground? |
[16:15] | Andrew Linden: | I'll brb. 2 min. |
[16:15] | Rex Cronon: | u could make arrows non-physical, and there would be no bouncing:) |
[16:15] | Sindra Aquila: | yes, prim too, makes no difference, the annoying thing is that there is a solution that is not shared |
[16:16] | DogWomble Dollinger: | i'd imagine the solution being not shared might be because anythign LL do to fix the problem might break it? |
[16:16] | Arawn Spitteler: | How many prims, on your arrows? |
[16:16] | Twisted Laws: | on collision, set the arrow to not phys |
[16:16] | Sindra Aquila: | makes no difference, tried several things also distorting prims, the only difference is that flesh material is slightly better |
[16:17] | Arawn Spitteler: | Non-Dyn on Collision would be a new feature, wouldn't it? |
[16:17] | Twisted Laws: | its what most target arrows do |
[16:17] | Andrew Linden: | Yeah, I don't think the trick for the arrow is a physics trick. I suspect it is a scripting trick. |
[16:17] | Sindra Aquila: | no, the script is not fast enough set to non-phys comes too late, they changed the root prim in some way |
[16:17] | Simon Linden: | You could detect the collision event and then change it, but I can imagine sometimes there would be delays getting the event |
[16:18] | Arawn Spitteler: | There're only 44 frames per second, Server side, so I'd use an invisible nose, longer than a meter |
[16:19] | Sindra Aquila: | well, as said the solution is a secret sofar and i strongly bel;ieve tampering with the root prim itself does it |
[16:19] | Andrew Linden: | At 60m/sec the arrow travels 1.3 meters per physics frame. |
[16:19] | Andrew Linden: | a slower arrow might be worth testing |
[16:19] | Michi Lumin | gave you skunk2.5-pre.5-distanceprofile. |
[16:19] | Arawn Spitteler: | That's without server lag, so the nose might be adjustable |
[16:19] | Sindra Aquila: | yes , but that is useless |
[16:19] | Michi Lumin | gave you skunk2.5-pre.4-distanceprofile. |
[16:20] | Michi Lumin | gave you skunk2.5-pre.3. |
[16:20] | Michi Lumin | gave you skunk2.5-pre.2. |
[16:21] | Arawn Spitteler | doesn't know a way, to measure how far back, on a prim, the collision ends. |
[16:21] | Michi Lumin | gave you skunk2.5-pre.1. |
[16:21] | Sindra Aquila: | but why has the setprimitive such drastic effect |
[16:22] | Andrew Linden: | I haven't seen any evidence of the "configure the root prim's shape/physics" trick. |
[16:22] | Andrew Linden: | So I don't have an answer. |
[16:22] | Sindra Aquila: | im mean this, i give notecard |
[16:23] | Sindra Aquila: | the one l;ine did drastic things |
[16:23] | Sindra Aquila: | i see no reason for that, if know why, maybe it can be reversed |
[16:24] | Twisted Laws: | need a new prim material of "sticky" so it stops on collision |
[16:24] | Sindra Aquila: | yes |
[16:24] | Andrew Linden: | Which line? The one where you set the material to FLESH? |
[16:24] | Sindra Aquila: | yes |
[16:25] | Sindra Aquila: | if do that it bounce like crazy |
[16:25] | Arawn Spitteler: | Stop on Collision still runs into the 44 fps problem |
[16:25] | Twisted Laws: | flesh is rubbery :p |
[16:25] | Twisted Laws: | not if phys engine stops it |
[16:25] | Ashiri Sands: | is the bounce problem dependent in anyway on the relative diemensions of the object? |
[16:26] | Arawn Spitteler: | Could the Phys Engine bypass the 44 limit? |
[16:26] | Sindra Aquila: | no, and it is almost ceretainly not the script, because someone put the same script in own prim and then it bounced again |
[16:26] | Twisted Laws: | phys engine makes it bounce and uses material so if a material of sticky existed it could |
[16:27] | Andrew Linden: | the material has two properties: friction and restitution |
[16:27] | Andrew Linden: | friction is familiar, restitution = energy conserverd on collision |
[16:27] | Andrew Linden: | however the true restitution of a collision depends on the product of the two restitutions involved |
[16:28] | Andrew Linden: | flesh has high friction, I think, but relatively low restitution. |
[16:28] | Andrew Linden: | let me look the numbers up |
[16:28] | Simon Linden: | I just found the tables |
[16:28] | Jonathan Yap: | Are those numbers in a wiki entry somewhere? |
[16:28] | Sindra Aquila: | flesh has highest friction, and i tried find out how to increase the friction much more |
[16:28] | Rex Cronon: | can u make a material named "clay" :) |
[16:29] | Simon Linden: | Land has the lowest |
[16:29] | Twisted Laws: | http://lslwiki.net/lslwiki/wakka.php?wakka=material |
[16:29] | Arawn Spitteler | wants a material of Mag-Aluminum Boride |
[16:29] | Andrew Linden: | yep, flesh has a restitution of 0.2, so the lowest next to land |
[16:30] | Sindra Aquila: | well flesh perform slightly better |
[16:31] | Ashiri Sands: | being able to set both friction and restitution srbitrarily would be interesting |
[16:31] | Andrew Linden: | my advice, try all the materials and use the one that works the best. |
[16:31] | Andrew Linden: | Yes, per-prim physics settings would be a good feature. |
[16:31] | Ardy Lay: | Is this related? http://wiki.secondlife.com/wiki/Energy |
[16:31] | Arawn Spitteler: | Builders often expand Trial and Error to include Bang Head on Wall |
[16:31] | Sindra Aquila: | that is flesh,m but it is not nearly as the secret solution |
[16:32] | Andrew Linden: | The Havok physics engine doesn't make it easy to have per-prim physics settings... you can have per-object settings. |
[16:32] | Andrew Linden: | Nope. I suspect the rest of the secret is in the scripts. |
[16:32] | Sindra Aquila: | i am sorry to disagree, someone put the same script in hios own prim, then it bounce as normal |
[16:32] | Liisa kisses | xstorm's Nose. |
[16:33] | Andrew Linden: | someone put what script? yours or your competitors? |
[16:33] | Rex Cronon: | how were u able to get the script out and put it in another prim? |
[16:34] | Sindra Aquila: | someone told me he took the script out of an arrow, and put it in his own prim, with just same result as own script |
[16:34] | Arawn Spitteler: | Wonders if it's as obscure, as the remedy for Prim Seam Bounce |
[16:34] | Ashiri Sands: | Keep in mind that the mass of a prim changes in odd ways upon primtoturing |
[16:34] | Sindra Aquila: | yes, that is the point here maybe |
[16:35] | Sindra Aquila: | one of the arrows has a very obscure form that cant be made normally |
[16:35] | Sindra Aquila: | root prim* |
[16:35] | xstorm Radek: | i just stop that cannon |
[16:35] | Andrew Linden: | Hrm... I had a half-baked idea... dunno if it would work. |
[16:35] | xstorm Radek: | pests |
[16:36] | Andrew Linden: | As you know scripts run asynchronously with the physics engine. |
[16:36] | Andrew Linden: | Scripts are run if the simulator has time. |
[16:36] | Andrew Linden: | and a script can be stopped at any arbitrary point |
[16:36] | Andrew Linden: | then picked up again later to continue |
[16:37] | Andrew Linden: | the scheduling of the scripts depends on how many there are in the region, and sometimes what operations they are doing |
[16:37] | Andrew Linden: | some ops are more expensive than others |
[16:37] | xstorm Radek: | so are you thinking the scrips are dropping runs and then getting turn on later when the sim has time ? |
[16:37] | Sindra Aquila: | this is precisely what does it, set to non phys comes too late |
[16:37] | Andrew Linden: | anyway... I was thinking maybe if you could cause a momentary physics lag, you might give the script engine time to execute more calls per second... |
[16:38] | Andrew Linden: | but now I realize that such an attempt wouldn't work |
[16:38] | Andrew Linden: | the script engine gets the dregs of the CPU time that is available at the end of a main loop |
[16:38] | Arawn Spitteler: | Wouldn't physics lag come from interfering with the server? |
[16:38] | Simon Linden: | It won't do that ... there's a minum amout of scripts run per frame, and then they're run during the extra time at the end (if there is any) |
[16:38] | Ardy Lay: | Hmm.. Andrew, can you improve scheduling of the script in the arrow by having it take controls? |
[16:39] | xstorm Radek: | you know its odd for you to say that Andrew i have started running test to do with that |
[16:39] | Simon Linden: | So when you add physics lag, and lower the frame rate, there is less time for scripts |
[16:39] | Andrew Linden: | that is, if the main loop takes very little time (<< 1/45 sec) then the script engine gets a larger chunk of time to run |
[16:39] | Andrew Linden: | if you lag the physics engine, then there is little time left over for the script engine |
[16:39] | xstorm Radek: | well along them lines any way |
[16:39] | Sindra Aquila: | that some do to make a "shie;d" |
[16:39] | Sindra Aquila: | shield* |
[16:40] | Andrew Linden: | Ardy, no I don't think taking controls would help you get better scheduling. |
[16:40] | Liisa Runo: | it does, tested |
[16:40] | Twisted Laws: | yeah |
[16:40] | xstorm Radek: | i feel there is some sort of looping do to lag and physics time and how the server uses the data and then sends it out to people |
[16:40] | Andrew Linden: | Most people try to work around script scheduling problems by running mutliple scripts |
[16:42] | Simon Linden: | I think having control does get you better scheduling ... when the viewer sends up the controls state, we run scripts on the objects that are getting them for responsiveness |
[16:42] | Andrew Linden: | Sindra, the vehicle feature runs at the same rate as the physics engine. |
[16:42] | Simon Linden: | Those objects are still in the normal list that gets time at regular script running |
[16:42] | Andrew Linden: | The script calls are just hooks into setting the vehicle params. |
[16:43] | Sindra Aquila: | well, it is bit awkward, there is a solution, but we cant find it |
[16:43] | Andrew Linden: | It may be that something like a vehicle behavior could prevent the arrow from bouncing, however... |
[16:43] | Arawn Spitteler: | Keep trying, that's what the people who succeeded did, and they might not want to share. |
[16:43] | Andrew Linden: | vehicle scripting is its own art/science |
[16:43] | Rex Cronon: | u could go to whoever made the arrows and say something like this: hey there. i want to know how u did them. how much u want? |
[16:44] | Arawn Spitteler: | We can't fix SVC-93 directly, because of so much trial and error to produce secret results. |
[16:44] | ROTATION and | llSetRot incorrectly implemented for child prims |
[16:44] | Sindra Aquila: | yes, well, i am aboiut to try offering money to someone that knows now, running out of ideas |
[16:45] | xstorm Radek: | for what simple arrows ? |
[16:45] | Liisa Runo: | it is the nature of SL, some people spend time experimenting and maybe invent some more efficient method for doing stuff. when everybody know everything about everything, SL get more boring |
[16:45] | Arawn Spitteler | doesn't think Sindra is Scottish Enough, nor the alternative of offering money would inspire him to think of something. |
[16:45] | xstorm Radek: | thats not hard lol |
[16:45] | Twisted Laws: | PRIM_ROTATION = desired world rotation / root_rotation / root_rotation |
[16:45] | Sindra Aquila: | well, i want to know how that is done, i sort of hate it that someone is 100 times more clever, lol |
[16:45] | Liisa Runo: | ask the creator |
[16:46] | Sindra Aquila: | there are more, but i have no connections yet |
[16:46] | Arawn Spitteler | also mentions SVC-22 for the sake of form: Sheep |
[16:46] | 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 |
[16:46] | Jonathan Yap: | Under what circumstances can a Linden inspect someone's inventory? |
[16:46] | Arawn Spitteler: | Under the circumstance that he ain't gonna tell |
[16:47] | Simon Linden: | Jonathan - not sure what you mean by that ... our support policy? |
[16:47] | Jonathan Yap: | Well, I was wondering, if there is a problem with 1.40 and someone has information that would help to fix it.... |
[16:47] | Sindra Aquila: | well, it is a bit odd, maybe someone just stubled on it, while ppl that really know, might maube look too far |
[16:48] | Rex Cronon: | for a linden to look into sombodys code and than to tell other person is IMO a big breach of trust |
[16:49] | xstorm Radek: | Jonathan you do know that on Aditi there is a large number of crazy people doing bug hunting |
[16:49] | Jonathan Yap: | yes, that would be true. I missed the initial description of the problem |
[16:49] | Andrew Linden: | I thought the TOS basically says LL can examine your inventory for debugging purposes to improve the service. |
[16:49] | Sindra Aquila: | it is maybe a job for ppl importing meshes or are expets in prim torture |
[16:50] | xstorm Radek: | when a bug is found and sent in on a jira there is a great team that looks at every bug |
[16:50] | Arawn Spitteler: | Scripts aren't allowed to torture prims, yet? |
[16:50] | Andrew Linden: | yeah, it isn't for LL to reveal scripting secrets. However the vehicle idea was mine. I didn't see anyone using that in a script. |
[16:50] | xstorm Radek: | then the bugs that are seen as bugs get sent on to be fix |
[16:50] | Andrew Linden: | I don't even know if it would work. |
[16:50] | Andrew Linden: | I could probably make it work, but then I wrote the vehicle code. |
[16:50] | Sindra Aquila: | maybe it are imported mkeshes? |
[16:51] | Sindra Aquila: | there is also some tal;k of having negative mass |
[16:51] | Arawn Spitteler: | Sculpties are just twisted torrii, so you might like an apple tipped arrow, as an experiment. But Prim Torture is also possible |
[16:51] | Andrew Linden: | No, server-1.38 doesn't support meshes yet. |
[16:52] | Sindra Aquila: | what is negative mass? |
[16:52] | xstorm Radek: | making neg mass is no problem |
[16:52] | Andrew Linden: | There is no negative mass. |
[16:52] | Andrew Linden: | If we had negative mass then the physics engine would go unstable. |
[16:52] | Andrew Linden: | Bounces would actually pump more energy into the object, etc. |
[16:53] | Arawn Spitteler: | Flubberoleum Flooring? |
[16:53] | Andrew Linden: | Also, I wrote the mass-properties code -- it doesn't compute negative mass |
[16:53] | Sindra Aquila: | and supermass, what is that? |
[16:53] | Andrew Linden: | although Falcon did say it was producing negative elements in the inertia tensor for some bad mesh objects) |
[16:54] | Andrew Linden: | I'm unfamiliar with the term "supermass". |
[16:54] | Liisa Runo: | shhh! no talking about super mass near lindens or they might ruin it |
[16:55] | Sindra Aquila: | well much higher mass gotten in some, eay, because there is something else, it seems they have higher impact on an avatar slightly more dosplacing it |
[16:55] | Ashiri Sands: | it is easy to produce a prim which seemingly has an extreme density... a "nano" sculpt does that |
[16:55] | xstorm Radek: | thats like talking about 0 G physica |
[16:55] | Sindra Aquila: | ahhhh yes, some arrows have a very tiny root prim |
[16:56] | Sindra Aquila: | how is a nano prim made? |
[16:56] | xstorm Radek: | nano prims are just cuts and folds |
[16:56] | Ashiri Sands: | either prim twisting or sculpts |
[16:56] | Rex Cronon: | scripts r used and moded viewers |
[16:56] | Jonathan Yap: | This is just about prim torture, but might be of some interest http://ayumicassini.blogspot.com/2009/07/ultimate-guide-to-prim-twisting.html |
[16:57] | xstorm Radek: | or sculpty |
[16:57] | Arawn Spitteler: | Ayumacassini is a classic for bookmarking |
[16:57] | Sindra Aquila: | thanks |
[16:57] | Rex Cronon: | sculpties only look tinny, but aren't really |
[16:58] | Sindra Aquila: | what mass would it have? |
[16:58] | Ashiri Sands: | a sculpt will have the mass of the bounding box |
[16:58] | Andrew Linden: | It should have very small mass, since its volume is small. |
[16:59] | Andrew Linden: | oh, he was asking about sculpties? I'd have to look at the code. I assume the bounding box mass is correct. |
[16:59] | Liisa Runo: | there is a way to pack 800 tons to 0.5m cube, but lets not talk about it, too usefull to get "fixed" |
[17:00] | Andrew Linden: | It would certainly scale according to the bounding box volume -- the visible shape wouldn't have any influence on its server-side mass. |
[17:00] | Sindra Aquila: | so the talk of a prim having much more mass then normal is not true? |
[17:01] | Andrew Linden: | not that I know of. As Liisa mentioned you can pack lots of mass into a small space |
[17:01] | Andrew Linden: | however that requires several prims. |
[17:01] | Rex Cronon: | the mass of twisted prims can be bigger than normal |
[17:02] | Liisa Runo: | nice day today |
[17:02] | Sindra Aquila: | most are just a sculpt and then having a root one for x axes and likely this trick |
[17:02] | Lark Burner: | woah |
[17:02] | Lark Burner: | neat table |
[17:02] | Liisa Runo: | summer is totally here, 29.3celsius in my livingroom |
[17:02] | Ashiri Sands: | ooh, weird |
[17:03] | s open | window isn't helping much: Oh, Lark, have you met Simon and Andrew? |
[17:03] | Simon Linden: | The mass is a calculation of the volume of the object times the density, which is based on the material. So if the volume calculation was bad, it might get some funky values. I have vague memories of putting some checks in there during Havok 4 work ... but that's maybe why the twisted shapes can get unexpected numbers |
[17:03] | Lark Burner: | ! Lindens |
[17:03] | Lark Burner: | I thought they were a myth~ |
[17:03] | Ashiri Sands: | very unexpected numbers |
[17:04] | Simon Linden: | ... and I think the volume is the volume of the physics shape, not the visible one |
[17:04] | Liisa Runo: | my RL kittens are now 6weks and 4 days old |
[17:04] | Andrew Linden: | yeah, if twisted shapes have overlapping geometry you could end up with more mass then for a convex object of about the same bounding box |
[17:05] | Opensource Obscure: | take care you all |
[17:05] | Sindra Aquila: | one of them has a very unusual shape |
[17:05] | Rex Cronon: | twisted prims also make nice bullets:) |
[17:05] | Ashiri Sands: | seeya |
[17:05] | Rex Cronon: | tc |
[17:05] | Andrew Linden: | Why is that Rex? |
[17:05] | Simon Linden: | I have to go too ... thanks everyone for coming, see you next time |
[17:05] | Ashiri Sands: | I am so going to play with prim twisting now |
[17:05] | DogWomble Dollinger: | catchya round simon |
[17:05] | Sascha Vandyke: | o/ |
[17:05] | Sindra Aquila: | thanks for your time, have nice day |
[17:05] | Ashiri Sands: | seeya Simon |
[17:05] | xstorm Radek: | lol |
[17:05] | Ardy Lay: | Bye Simon |
[17:05] | Simon Linden: | bye :) |
[17:05] | xstorm Radek: | thank you every one |
[17:05] | Rex Cronon: | u have a small object witha lot of mass... |
[17:06] | Lark Burner | has a question about moap, if anyone has experience there |
[17:06] | Andrew Linden: | Thanks for coming everyone. |
[17:06] | Rex Cronon: | tc simon |
[17:06] | Twisted Laws: | cya laters |
[17:06] | Ardy Lay: | Bye Andrew |
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