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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