Simulator User Group/Transcripts/2013.10.29

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List of Speakers

ac14 Hutson Andrew Linden ANSI Soderstrom
Baker Linden Duckie Dickins Hexapoda
Inara Pey Jenna Felton Jonathan Yap
Lexbot Sinister Lucia Nightfire MartinRJ Fayray
Mona Eberhardt Motor Loon Qie Niangao
Rex Cronon Simon Linden Siwo
TankMaster Finesmith Whirly Fizzle Yuzuru Jewell

Transcript

[11:59] Baker Linden: I really wanted to make a mesh one

[11:59] Yuzuru Jewell: Hello, Andrew.

[11:59] Andrew Linden: hello everone

[11:59] Baker Linden: I just need to re-learn Maya, or figure out Blender

[12:00] Duckie Dickins: Andrew... LInden Bear me. :)

[12:00] Hexapoda: Can I have Andrews bear?

[12:00] Baker Linden: If you find it in the mainland!

[12:00] Rex Cronon: its easy once u fix group banning:)

[12:00] Duckie Dickins: thanks!

[12:00] rcdsQueChatLog: Rex Cronon, you can read the log here:

http://rcds.nfshost.com/ques_view_chatLog.php?queOwner=llsl:Rex+Cronon&queName=chatLog&pg=1

[12:00] Baker Linden now sends everyone on a wild goose chase through the mainland

[12:00] Meeter: Welcome to the Server User Group

[12:01] Hexapoda: Thank you Mr Andrew.

[12:01] Rex Cronon: hello andrew

[12:01] Yuzuru Jewell: Thank you, Rex.

[12:01] Baker Linden: don't actually look for Andrew's bear in the mainland

[12:01] Baker Linden: lol

[12:01] Duckie Dickins: I will need to take a photo of it...it's not on the wiki with the other linden bears

[12:01] Yuzuru Jewell: Hello, Simon.

[12:01] Simon Linden: Hi everyone

[12:02] Rex Cronon: hi simon

[12:02] Simon Linden: Let' see ... I can get going on the simulator release news

[12:02] Inara Pey: Hi, Simon, Andrew.

[12:02] Qie Niangao: Apparently not a big week for deployments, per http://community.secondlife.com/t5/Second-Life-Server/Deploy-for-the-week-of-2013-10-28/td-p/2292251

[12:02] Simon Linden: We updated the RC channels this morning with a new maintenance release

[12:02] Yuzuru Jewell: Where did you get Simon bear, Hexapoda?

[12:03] Simon Linden: yep, it's not a big one this week ... just a few fixes

[12:03] Simon Linden: btw, if you want my bear, click the one on the railing and he'll get you started on a hunt

[12:03] Baker Linden: You gotta work for Simon's bear!

[12:03] Simon Linden: it takes about 15 minutes or so ... more or less depending on how fast you go, of course

[12:04] Simon Linden: There was a planned outage tomorrow morning about the time we normally do the RC updates ... I don't know the details but it was some database maintenance work

[12:04] Simon Linden: I _believe_ that's been postponed until next week, but check the grid status or blog for the real details

[12:05] Lucia Nightfire: outage with what service?

[12:05] Simon Linden: That's it for server news ... Andrew, do you have anything?

[12:05] Simon Linden: Second Life ... I think logins were going to be blocked for about an hour

[12:06] Lucia Nightfire: lol

[12:06] Andrew Linden: the main database is going to get some maintenance -- we don't want to be deploying new sever code at the same time

[12:06] Andrew Linden: I don't have much news... I'm currently working on some anti-grief stuff

[12:06] Lucia Nightfire: like?

[12:06] Rex Cronon: i guess i was lucky i got in

[12:06] Andrew Linden: but don't want to go into details

[12:06] Simon Linden: http://status.secondlifegrid.net/2013/10/28/post2091/

[12:06] Lucia Nightfire: heh

[12:07] Andrew Linden: and I don't really want to brainstorm on other anti-grief work... I've done that and already have a big list

[12:07] Rex Cronon: come on andrew. do say that u r "fixing" the bomb:)

[12:07] Simon Linden: lol yes ... my "In Box" is pretty full as well

[12:07] Lucia Nightfire: heh, I wish

[12:07] Andrew Linden: vague details are: some new grief modes that attack estate managers -- working on fixes for those

[12:08] Lucia Nightfire: I think I have an idea on those, heh

[12:08] Andrew Linden: and was thinking about raising the arms race against landbots -- still in the planning/discovery phase on that

[12:08] Duckie Dickins: those pesky griefers... someone needs to wrangle them up and put them to work reporting exploits. :)

[12:08] Duckie Dickins: exploit bounties...works for google. :)

[12:09] Lucia Nightfire: I'll be glad when you work on the asset request blocking exploit thats blowing up

[12:09] Baker Linden: Group Ban stuff is still in internal testing. I'm touching a lot of systems, and the QA guys (Caleb and Maestro) and I are treading carefully to make sure the deploy will go as smoothly as possible.

[12:09] Andrew Linden: oh yeah, and there was a sim-bomb that attracted my attention -- was going to try to investigate that one and look for ways to fix it.

[12:09] Lucia Nightfire: as it no longer requires the inital reported vector

[12:09] Qie Niangao: landbots? like... the bots that buy-up land? They're still active enough to warrant an arms race? Or something else?

[12:10] Jenna Felton: its actually not a bad idea to let people grief servers, but this would be restricted on the beta grid or a grief continent :)

[12:10] Andrew Linden: that sounds like the sim-bomb I'm talking about, Lucia

[12:10] Rex Cronon: so that thing evolved

[12:10] Andrew Linden: yes Qie, those land bots

[12:10] Lucia Nightfire: there are different versions of that now being used by throwaway accounts

[12:10] Lucia Nightfire: no rezzing necessary

[12:10] Qie Niangao: interesting. I thought those were mostly gone already. Just... cuz not that much buying and selling of Mainland anymore.

[12:10] Lucia Nightfire: instant region ruin in less than a second and move on to the nexy

[12:11] Lucia Nightfire: *next

[12:11] Andrew Linden: I think the table is open.

[12:11] Siwo: isn't it that "spam-rez" thing?

[12:12] Lucia Nightfire: rezzing is only one method you can use

[12:12] Simon Linden: I have an idea about that rez attack I'm going to follow up with Kelly and Andrew ... but I'm just going to be vague about it here :P

[12:12] Siwo: I mean, trying to rez in no-rez area... many times a second

[12:12] Lucia Nightfire: thats another

[12:13] ac14 Hutson: Id like to ask about getting a llLinkPlaySound llLinkStopSound and llLinkLoopSound function. ( i cant log into the wiki to edit the user group age if we are supposed to post there)

[12:13] Duckie Dickins: It's probably been brought up before and I just missed it somewhere along the line, but are sculpts getting a lower priority when rezzing? It seems these days that sculpted objects are the last thing that rez for me.

[12:13] Andrew Linden: Hrm... I wonder if we'd be able to fit some ll*Sound work into the mix.

[12:14] Motor Loon: yeah we were talking about llLinkPlaySound etc. at Nyx's meeting yesterday, he mentioned he'd talk with one of you guys

[12:14] Andrew Linden: We haven't updated sound features in a while.

[12:14] Simon Linden: fwiw there was something going on with the web-site side of things this morning so that stuff isn't working now

[12:14] Motor Loon: It'd be an awesome feature for many of us °͜°

[12:14] ac14 Hutson: adjustable sound frequency would be a godsend :P

[12:14] Rex Cronon: u want to make a buzzer ac14?

[12:14] Jonathan Yap: I was going through old issues the other day and came across one that requested a sound be played when a region restart notice arrives; that is easy to do in the viewer but would need a new sound added to the library

[12:15] Andrew Linden: "adjustable sound frequency"? you mean like llBeep(hz, duration)?

[12:15] ac14 Hutson: make vehicles. and having one looping sound for the engine instead of a bunch of sound clips that fail to play sometimes would be much nicer

[12:15] Whirly Fizzle: If you're looking at anti griff stuff, being able to stop the objects that cause everyones attachment scripts to set to a not running state as soon as they enter the region where the griff objects is rezzed would be nice to have fixed. Maestro has a sim state backed up from bug island where one of those objects was active.

[12:15] Whirly Fizzle: If your attachments are no mod... they are permanantly broken

[12:15] Andrew Linden: yes that one Whirly.

[12:15] Jenna Felton: perhaps each script command that makes a communication with the sim and other services should have a kind of energy needed for the command. And an avatar should have a limited energy per second value. If scripts in the attachment eschause that limit, thei are slowed down by pushing down the events per second value of the attached scripts

[12:15] Mona Eberhardt: hi everyone

[12:15] ac14 Hutson: i mean like llAdjustSoundFrequency. meaning it changes the pitch of the currently palying sound

[12:15] Lucia Nightfire: thats another problem , Whirls, lol although mroe rare

[12:15] Baker Linden: ac14, Do you mean being able to adjust the pitch of the sound?

[12:15] Baker Linden: yeah

[12:15] Baker Linden: ok

[12:16] Baker Linden: so when you accelerate in a vehicle, the engine loop sound pitches up appropriately?

[12:16] Rex Cronon: whirly. that is the bomb u r talking about:)

[12:16] ac14 Hutson: yeah

[12:16] Motor Loon: Being able to adjust the "playing speed" of a loopsound would certainly be awesome, but I'd deff. settle for new calls that trigger attached sounds or loopsounds in another prim of the linkset °͜°

[12:16] Lucia Nightfire: no, Rex, thats something worse

[12:17] Qie Niangao: the llLink*Sound() functions would definitely win for vehicles.

[12:17] Motor Loon: Very much so

[12:17] Rex Cronon: hi mona

[12:17] ac14 Hutson: right now using a ton of sounds that always need to be preloaded is a bit silly

[12:17] Andrew Linden: script energy budgets don't work very well... unintuitive, but throttles would be nice yes

[12:17] Simon Linden: What's the big win there, Motor? I mean, do you end up with less scripts to put the sound in the right spot?

[12:17] Motor Loon: Save a crapload of scripts in some of my builds-in-progress °͜°

[12:17] Whirly Fizzle: re the sound feature... https://jira.secondlife.com/browse/BUG-3904 ([Feature Request] llLinkPlaySound ) and https://jira.secondlife.com/browse/BUG-1439 (Feature Request: llPlaySoundOnLink)

[12:18] Motor Loon: yes Simon... and also I often need to be able to play several attached sounds at the same time... so I now need extra scripts in other linkprims to do this.

[12:18] Qie Niangao: Sounds are practically the last place we need to have mutliple script assets in a linkset.

[12:18] ac14 Hutson: simon. right now i have vehicles that need to paly engine sounds. tire slipping. the wheel noise and 3 sets of sirens at once. it has enough prims to paly all of them but some require a script for the sound functions only

[12:19] MartinRJ Fayray: I think that these are maybe not objects, but it happens when the lsl vm is in a bad state, but I could be wrong, Whirly

[12:19] Qie Niangao: (and vehicles are like the worst things to clutter up with multiple scripts)

[12:19] Jenna Felton: This linkset sound thing was on agenda :)

[12:19] Jenna Felton: Feature Request : Please make the Prim-Collision-Sound to PrimProperty, its not good for a less lag expierence if people have to put a script in EACH Prim (and keep it there) for a new collision sound (instead of rezzing a copy of a prim with a already choosen sound). A Script will Reserve 64kb Memory on the Server, even if poeple compile it not to MONO, there is also a need about 16kb to just set a new Collision Sound (which has only 32Bytes). ANSI Soderstrom

[12:19] MartinRJ Fayray: (the broken scripts in no mod attachments)

[12:19] Jenna Felton: (http://wiki.secondlife.com/wiki/Server/Sim/Scripting_User_Group)

[12:19] MartinRJ Fayray: I second Jenna

[12:19] Qie Niangao: does collision sound even work anymore?

[12:19] MartinRJ Fayray: the collision sound should be prim property

[12:19] ac14 Hutson: oh yeah that also brings into the prom collision sound being a property of the prim instead of the script. right now you HAVE to have scripts in teh wheels or else the car goes tink tink tink down the road

[12:20] ANSI Soderstrom: yes, collision sound shall be prim property

[12:20] Jenna Felton: sorry wanted not interrupt. Just the discussion remembered on that agenda

[12:20] ANSI Soderstrom: its a pain to put a 64k script to get a 32Byte Sound

[12:20] ANSI Soderstrom: in EACH prim

[12:20] Simon Linden: ok -- and if you don't play those on the linked prim ... what's the loss? Stereo positioning?

[12:20] MartinRJ Fayray: I was just searching for that Jira, Jenna lol

[12:21] ac14 Hutson: simon you can only play one sound per prim.

[12:21] Simon Linden: ah, ok

[12:21] ac14 Hutson: if you use llPlaySound or llLoopSound.

[12:21] ANSI Soderstrom: i think its also boring to hear always a "plonk" sound, even if leves fall down

[12:21] Andrew Linden: hrm... it sounds like LSL and collision sounds might have some "low hanging fruit" (features that are pretty easy to implement)

[12:21] ac14 Hutson: triggersound does not follow the prims so thats a bit useless for vehicles

[12:21] Simon Linden: I don't use sound often ... and when I do it's a quick effect

[12:21] Qie Niangao: (oh, sorry, I guess it's collision sprite --not collision sound -- that's completely broken, per http://jira.secondlife.com/browse/VWR-322 )

[12:22] Siwo: you can use llSetMemoryLimit, and profiling to find out how much memory it actually need :|

[12:22] ANSI Soderstrom: pah

[12:22] Whirly Fizzle: https://jira.secondlife.com/browse/BUG-3050 (Feature Request : Make the PrimCollisionSound to Prim-Property [The Waterdrop Effect] )

[12:22] Motor Loon: yeah I use triggersound in some of my vehicles, and its VERY noticeable that the sounds are not attached

[12:22] ANSI Soderstrom: i can read this jira

[12:22] Andrew Linden: yeah, the collision sprites were pulled from the viewer for improvements in render FPS, as I recall -- happened years ago

[12:23] ANSI Soderstrom: iam living beside a sandbox, i wish to get new sounds by a physics grief

[12:23] ANSI Soderstrom: without a need for a script

[12:23] ANSI Soderstrom: to enjoy the full grief

[12:23] Motor Loon: lol ansi

[12:23] ANSI Soderstrom: this "takkle" sound makes me ill

[12:24] Lucia Nightfire: loop sound sticks even after a ban, which sux, heh

[12:24] ANSI Soderstrom: would be much funnier if prims get different sounds

[12:24] ac14 Hutson: idk the "sound of greifing" is a classic by now.

[12:24] ANSI Soderstrom: i call it "the waterdrop effect" because i want to invent Virtual Waterdrops, but need a script in every prim

[12:25] ANSI Soderstrom: to change the sound

[12:25] ANSI Soderstrom: this will make some MB

[12:25] ac14 Hutson: oh another thing about the sounds llLinkAdjustSoundVolume would be cool too.

[12:25] Rex Cronon: at leas u don't want to makea dust storm:)

[12:25] Mona Eberhardt: Andrew, there's something that seems to be related to the interest list I've noticed. There's a thing with certain doors that have an autoclose function. Namely, the Neurolab Lunar Door (it's mesh, BTW), exhibits the following behaviour: you open it, then walk away (and turn your camera away from it); it closes after a short while. You hear the closing sound but it doesn't look closed. It still appears open until you click on it.

[12:26] Mona Eberhardt: Let me demonstrate a bit.

[12:26] Whirly Fizzle: Mona, are you on Firestorm 4.4.2?

[12:26] Whirly Fizzle: If so that bugs fixed in the 4.5.1 beta

[12:26] Motor Loon: I had that issue on FS 442 but its seems solved in the beta

[12:26] Whirly Fizzle: Its a viewer bug

[12:26] Jenna Felton: that is generally a cool idea. And possibility to make the sound louder depends on energy of the colision so objects with smaller mass when collided would sound quieter then objects with larger mass or speed

[12:26] Whirly Fizzle: Its already fixed on v3

[12:26] ANSI Soderstrom: yes, i see the same often by "objects 10m or more away from you", they dont update

[12:27] Andrew Linden: Yeah, I heard about a viewer-side bug that was breaking doors -- was fixed a while ago in LL viewer but hadn't been ported to some 3rd party viewers.

[12:27] Mona Eberhardt: I'm on FS 4.4.2.34167

[12:27] Whirly Fizzle: If anyone is on Firestorm 4.4.2 seeing this, please update to 4.5.1

[12:27] Motor Loon: kinda hard if they're not in the beta group Whirly °͜°

[12:27] Whirly Fizzle: Its public now

[12:27] Motor Loon: oh ok then °͜°

[12:28] Mona Eberhardt: Oh, ok.

[12:28] Andrew Linden: Duckie, I'm also interested in your observance that sculpty prims are loading slower these days.

[12:28] TankMaster Finesmith: it goes out to everyone tomorrow

[12:28] Whirly Fizzle: Join Phoenix-Firestorm Preview Group and download links are in notice

[12:28] Motor Loon: 4.5.1 (32bit) runs really sweet on my setup btw

[12:28] Jenna Felton: thank you Whirly :) I wil do update, the bug is annoying

[12:28] Mona Eberhardt: 4.5.1 is ready to download?

[12:28] Whirly Fizzle: Yes

[12:28] Andrew Linden: I had done some scene loading comparisons between the LL release viewer and the new "project interesting" viewer and noticed that -- sculpty prims seemed to load faster in project interesting

[12:29] Mona Eberhardt: no longer in beta?

[12:29] TankMaster Finesmith: not from our site, whirly

[12:29] Lexbot Sinister: Oh, right, the sculpty thing. They seem to have been knocked down a notch in download priority. No?

[12:29] Andrew Linden: but I'm not entirely sure why that is... the sculpty data gets downloaded like a texture

[12:29] Motor Loon: perhaps sculpties from cache?

[12:29] Andrew Linden: but I wonder if it is using the regular HTTP texture pipeline, or the old UDP based file xfer stuff

[12:29] Rex Cronon: i think mesh get priority

[12:30] Andrew Linden: in my test cases I usually had cleared the texture cache

[12:30] Lucia Nightfire: lol, mesh

[12:30] Whirly Fizzle: I can't say Ive noticed sculpts being any slower then normal to rez.

[12:30] Andrew Linden: so the sculpties were being downloaded anew

[12:30] Lexbot Sinister: Sculpties used to get higher priority. I remember when they didn't, and loaded dead last out of everything. Then that was changed, to avoid the "forever blob" bug.

[12:30] Meeter: Timecheck : User Group is half over

[12:31] Andrew Linden: btw Whirly, the ETA for project interesting has been pushed out again, currently at Nov 12th or so

[12:31] Whirly Fizzle: Awwww okay

[12:31] Andrew Linden: there was a performance regression that we're working on -- lower FPS in project interesting

[12:31] Andrew Linden: probably because it is rendering more objects -- more small objects in view get rendered (that's my theory anyway)

[12:32] Whirly Fizzle: I need to compile it again. I was getting build errors and gave up but I noticed a lot of build fixes were pushed since then.

[12:32] Andrew Linden: well, I'll keep a watch out for more reports of slow sculpty loads

[12:34] Lexbot Sinister: Oh, so it wasn't on purpose then? maybe it just seems that way now, when everything else gets priority first?

[12:34] Andrew Linden: uh... Whirly I notice that our latest build of project interesting failed.

[12:34] Whirly Fizzle: Oh! Ill wait then hehe

[12:34] Andrew Linden: the last successful build was.. Oct 25th

[12:35] Simon Linden: Andrew - fwiw our internal build system has an error right now, but that shouldn't be part of external builds

[12:36] Andrew Linden: actually Simon now that I look closer... this looks like a build-farm issue-- it failed too early for it to be a compile or link error

[12:36] Lucia Nightfire: Can we please get a OBJECT_LAST_OWNER llGetObjectDetails() constant? I've had a major increase of distro'd obfuscated creator objects/attacks/spam used this year, plus I'd like for a script reset in a deeded object to know who deeded it. Thanks.

[12:36] Andrew Linden: so maybe it will work Whirly

[12:36] Whirly Fizzle: Okay ty. Ill try again.

[12:37] Jenna Felton: I do support the request for OBJECT_LAST_OWNER, it would be cool one

[12:37] Rex Cronon: lucy i think we need OBJECT_LAST_TEN_OWNERS :)

[12:37] Andrew Linden: hrm... I wonder if there would be some privacy issues with LAST_OWNER. What do you all think? Should it be publicly available?

[12:37] Simon Linden: That sounds pretty simple

[12:37] Lucia Nightfire: there is only one prim property for last owner, nto last ten, lol

[12:37] Andrew Linden: Is it already available via the UI on object select?

[12:37] Simon Linden: it's there if you right-click on an object, correct?

[12:38] Andrew Linden: Lucia is right

[12:38] Whirly Fizzle: Yes

[12:38] ANSI Soderstrom: it is normal that avatars has a OBJECT_STREAMING_COST and OBJECT_SERVER_COST ? i can see on my monitoring that servers will have much lag if a avatar has streaming costs or server costs.... but this avatars are existent

[12:38] ac14 Hutson: TPVs already show it.

[12:38] Jenna Felton: and also llGetInventoryLastOwner, when possible

[12:38] Whirly Fizzle: Hmm does V3 not show last owner in edit?

[12:38] Lexbot Sinister: can't really think of privacy issues with it..

[12:38] ANSI Soderstrom: for normal i only see avatars without streamingcost/servercost

[12:38] Jenna Felton: for checking that information for objects inside a box.

[12:38] Andrew Linden: Which reminds me... we once kicked around the idea of increasing the last owner record -- it looked feasible at the time, as I recall.

[12:39] Motor Loon: I think it'd be a nice feature to see more than 1 last owner

[12:39] Lucia Nightfire: I need scripted means of pulling that data.

[12:39] Andrew Linden: Ok, so if the last owner is visible through the UI then it shouldn't be much of a privacy issue to open it to scripts, I think.

[12:39] Jenna Felton: Andrewm that would be even cooler, when you could make things remember on all last owners :)

[12:39] ANSI Soderstrom: i think its not OK to see all the last owners

[12:39] ANSI Soderstrom: its privacy

[12:39] Simon Linden: That one seems pretty easy

[12:39] Lucia Nightfire: theres too much going on taht I can't catch with my own eyes or that I'm not present to see or deal with

[12:39] ANSI Soderstrom: the last owner is OK

[12:39] ANSI Soderstrom: but not more last owners

[12:40] Andrew Linden: I'm not sure I'd want to support all last owners... but perhaps a maximum depth

[12:40] Simon Linden: Last owner is easy, more than that ... don't hold your breath

[12:40] ac14 Hutson: its not on the official veiwer. TPV's just do it without asking lol

[12:40] Jenna Felton: Why not all?

[12:40] Motor Loon: Last owner better than nothing °͜°

[12:40] Jonathan Yap: I suspect that most objects only have a handful of owners in their history

[12:40] ac14 Hutson: there should be a log of all last owners server side. i wouldnt make that information public IMO

[12:40] Lexbot Sinister: Last owner is ok, however a strink of owners is not, as it proves contact, and how things exchanged hands- so it's information beyond what the object needs.

[12:41] Andrew Linden: well, I'd be nervous about opening a new resource to arbitrary depth... new grief mode

[12:41] Duckie Dickins: does that mean I wont' get away with building freebies with my Philip Linden Prim?

[12:41] ANSI Soderstrom: to see more than one owner, you are able to solve the riddle about alt-acounts

[12:41] Lexbot Sinister: But serverside, definitely. Would be handy for DMCA's too, no?

[12:41] Andrew Linden: create an object with 1000 last owners... eventually something has to break

[12:41] Jenna Felton: ok

[12:41] Simon Linden: right now there is no history, and tracking that data would be tough without rezzing and re-saving the object as a new asset

[12:41] ANSI Soderstrom: its privacy

[12:41] Simon Linden: since you can transfer objects without rezzing, it would be really tough to track

[12:41] Lucia Nightfire: I don't need a last owner history, lol, just teh last owner

[12:42] Simon Linden: yep, and I'll be blunt ... you're not going to get the history :)

[12:42] Lucia Nightfire: this is mainly for rez from inventory or distro'd objects

[12:42] Simon Linden: If you want that ... script in an email whenever the owner changes

[12:42] Jonathan Yap: Last Owner is a misnomer; we really should call it Previous Owner

[12:42] Andrew Linden agrees with Jonathan

[12:43] Qie Niangao: So... we want this Previous Owner to be exposed to scripts, right? (Since TPVs already get it.)

[12:43] Jenna Felton: Would be also nice when objects could delete themselves into trash, or drop on ground instead of just detach

[12:43] Andrew Linden: yes, it sounds easy to do Qie

[12:43] Qie Niangao: cool.

[12:43] Andrew Linden: I'll look into it. Ping me again next week about it.

[12:43] Lucia Nightfire: https://jira.secondlife.com/browse/BUG-1754

[12:43] Motor Loon: We actually catch alot of people "getting around bans" with alts, they tend to be stupid enough to pass items to the new avatar from the banned one... like "cool" attachments, easy to spot and add two'n'two together °͜°

[12:43] Lucia Nightfire: theres a feature request to watch, heh

[12:43] Jenna Felton: "Previous Owner" is acceptable name :)

[12:43] TankMaster Finesmith: previous owner is a field in the object data, so adding it tot he UI is trivial

[12:44] Whirly Fizzle: For anyone not on a TPV with that feature, this is how FS shows last owner in edit http://i.imgur.com/3kJySM0.png

[12:45] Lucia Nightfire: I would place that request at a higher priority than my llGetAttachedList() request due to the influx of abuse this year alone

[12:45] MartinRJ Fayray: how does it get that data, Whirly?

[12:46] MartinRJ Fayray: is it stored when you receive the prim while you're on Firestorm?

[12:46] Whirly Fizzle: Also last owner is shown on area search for every object in the region i.imgur.com/azqLdfn.png

[12:46] ANSI Soderstrom: logging and monitoring prims (and their uuid)

[12:46] ANSI Soderstrom: like this thing : https://my.secondlife.com/de/ansi.soderstrom/snapshots/5243e9c07cc2b71fb1000001?version=original

[12:46] Whirly Fizzle: Oh I really don't know Martin, Ill have to ask

[12:46] Simon Linden: hmm, I didn't realize that's not in the SL viewer

[12:47] Andrew Linden: The LastOwnerID is currently transmitted in the ObjectProperties message

[12:47] TankMaster Finesmith: lol

[12:47] Andrew Linden: has been that way for a long time

[12:47] Whirly Fizzle: ahhh

[12:47] MartinRJ Fayray: my.secondlife.com is still down, Ansi

[12:47] MartinRJ Fayray: ahh

[12:47] ANSI Soderstrom: wut ?

[12:47] ANSI Soderstrom: not to me

[12:47] Jenna Felton: not to me either

[12:47] TankMaster Finesmith: works for me

[12:48] Whirly Fizzle: Down for me actually

[12:48] MartinRJ Fayray: there's a gridstatus message from about 2 hours ago that it's offline

[12:48] Baker Linden: parts of it have worked for me, other parts not so much

[12:48] Hexapoda: I could see Ansis snapshot

[12:48] Whirly Fizzle: It keeps coming & going. Theres some maintenance going on atm

[12:48] ANSI Soderstrom: dont beliefe in gridstatus

[12:48] ANSI Soderstrom: what if gridstatus is down, is SL then also down ?

[12:49] ANSI Soderstrom: i only beliefe what i log by myself *g

[12:49] TankMaster Finesmith: then you uae irc :D

[12:51] Andrew Linden: crickets...

[12:51] Lexbot Sinister: Btw, is it just firestorm, or do mesh object's highlight not move when the object is moved anymore? Until released from build? Or is it just me >.<

[12:51] Whirly Fizzle: On rigged mesh?

[12:51] Lexbot Sinister: no, rezzed

[12:51] Whirly Fizzle: Its all viewers if so

[12:52] Whirly Fizzle: Hmmm.... not sure...

[12:52] ac14 Hutson: works fine for me

[12:52] Whirly Fizzle: Works for me, im on 4.5.1

[12:52] ac14 Hutson: Second Life 3.6.9 (282535) Oct 18 2013 04:31:50 (Second Life Release)

[12:52] Lexbot Sinister: I move stuff, and it's highlight, sometimes the whole object stays where it is, until i release it from build, then it snaps into place. Was thinking it could be something with interest list & updates, but it could be just as well only me...

[12:53] ANSI Soderstrom: PRIM_POSITION is not udpdated by server

[12:53] ANSI Soderstrom: if i do a LSL PRIM_POSITION while i selected the item, it wont move

[12:53] ANSI Soderstrom: even if i deselect

[12:53] ANSI Soderstrom: i have to select it again

[12:53] ANSI Soderstrom: to see the move

[12:54] Lexbot Sinister: there. Move a child prim, and then undo the move

[12:54] ANSI Soderstrom: i realized it by inventing a laser system

[12:54] Jenna Felton: interesting

[12:54] Lexbot Sinister: and i see two objects, the highlight moves, and the old object stays behind

[12:54] Whirly Fizzle: root & chile are both mesh?

[12:54] Whirly Fizzle: *child

[12:54] Lexbot Sinister: yeah

[12:54] Whirly Fizzle: trying

[12:54] Andrew Linden: These days the viewer is supposed to move the visible representation of the object (although it stays in its original spot on the server) until you commit (let go) at which point it tries to send a "move this object here" message to the server.

[12:55] Andrew Linden: The server may reject the move and send an update for the old position -- if the mover lacked perms for the move, for example.

[12:55] Meeter: Timecheck : User Group is almost over

[12:55] Whirly Fizzle: Hmm seems okay here.

[12:55] Lexbot Sinister: It's extremely annoying, since the "old representation" obscures the view, and i can't fine-tune where the other bit goes.

[12:56] ac14 Hutson: i used to have that issue months ago.

[12:57] Whirly Fizzle: Possibly its something that is fixed in 4.5.1 but not in 4.4.2 lex. Ill try on 4.4.2 later.

[12:57] ANSI Soderstrom: i have a video about the "non-moving-prims"

[12:57] Lexbot Sinister: Thanks :) I'll try newer update or other viewer.

[12:57] Whirly Fizzle: There was a really old bug for this but Im sure its fixed on 4.4.2 even/

[12:58] ANSI Soderstrom: http://www.youtube.com/watch?v=3vM1aTe8Jig at 2:15 .... child prims won´t move

[12:58] Lexbot Sinister: i have 4.4.2 >.< not fixed here for sure, hahaha

[12:59] Whirly Fizzle: Hmm is it https://jira.secondlife.com/browse/VWR-29581 ?

[12:59] Lexbot Sinister: Anyhow, if i have it and no one else, then it's easily fixed ;)

[12:59] Duckie Dickins: if anyone wanted these halloween linden bears, I have a copy/transfer version of the 2008 linden halloween goody bag that contains the bears...if you're a collector. :)

[12:59] ANSI Soderstrom: yes yes yes, MMEEEEEE

[13:00] ANSI Soderstrom: pleeeeeeease

[13:00] ANSI Soderstrom: ty :)

[13:00] Whirly Fizzle: OOOh yes please!

[13:00] Meeter: Thank you for coming to the Server User Group

[13:01] Yuzuru Jewell: Please!

[13:01] Mona Eberhardt: Thanks everyone!

[13:01] Andrew Linden: Ok thanks for coming everyone.

[13:01] Mona Eberhardt: Take care, Linden.

[13:01] Simon Linden: Thanks everyone for coming today

[13:01] Jonathan Yap: Thank you Andrew & everyone

[13:01] Simon Linden: See you next time

[13:01] Whirly Fizzle: Thanks Duckie :)

[13:01] Rex Cronon: tc andrew

[13:01] Rex Cronon: tc simon

[13:01] TankMaster Finesmith: tc simon, andrew, and baker

[13:01] Whirly Fizzle: Ty Lindens

[13:01] Yuzuru Jewell: Thank you, Simon, Andrew, Baker.



Simulator_User_Group

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