Simulator User Group/Transcripts/2013.12.10
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List of Speakers
Adamburp Adamczyk | Andrew Linden | Duckie Dickins |
Hexapoda | Ima Mechanique | Inara Pey |
Jenna Felton | Jonathan Yap | Kelly Linden |
Kitto Flora | Lexbot Sinister | Lucia Nightfire |
Mona Eberhardt | Motor Loon | Nalates Urriah |
Qie Niangao | Simon Linden | Siwo |
Tiberious Neruda | Whirly Fizzle | Yuzuru Jewell |
Transcript
[12:01] Simon Linden: Hi everyone
[12:01] Kelly Linden: hello
[12:01] Duckie Dickins: Hi Simon
[12:01] Duckie Dickins: we've been decorating your house. :)
[12:01] Inara Pey: Hi, Simon, Kelly
[12:01] Mona Eberhardt: Hi Simon.
[12:01] Simon Linden: oh good, it needs some holiday decorations
[12:01] Lucia Nightfire: Simon, you need to add an unsit to your chair instead of a ball blocker, heh
[12:02] Hexapoda: I did try to get all to sit around that chair today :-)
[12:02] Simon Linden: yeah ... I'm not sure if those are modifyable or not
[12:02] Lucia Nightfire: it is under GM what level 200+?
[12:02] Yuzuru Jewell: Hello, Simon.
[12:03] Simon Linden: right Lucy .. I'm just trying not to abuse my superpowers too often for my own amusement :)
[12:03] Simon Linden: I can get started with release news
[12:04] Neva Naughty Designs Christmas Caroling TeddyBear '08 whispers: Playing Deck Halls
[12:04] Neva Naughty Designs Christmas Caroling TeddyBear '08 whispers: Preloading your song request. Please wait a few moments...
[12:04] Simon Linden: we updated the main channel this morning with the code that was on the RC channels
[12:04] Duckie Dickins: oh shush music bear
[12:04] Simon Linden: Tomorrow the RC channels all get the same update, which is really minor
[12:05] Simon Linden: The forum post is here: http://community.secondlife.com/t5/Second-Life-Server/Deploys-for-the-week-of-2013-12-09/td-p/2368751
[12:05] Simon Linden: That will be the last planned server update until January
[12:05] Lucia Nightfire: won't that go out to MC on the 17th?
[12:06] Simon Linden: There won't be any rolls next week
[12:06] Lucia Nightfire: great...
[12:06] Lucia Nightfire: heh
[12:06] Simon Linden: we're getting into the "no change window" for the holidays ... basically trying to settling things down as people take vacation, and giving us a week to make sure what's out there is solid.
[12:07] Lucia Nightfire: I'm sure you know why I asked, lol
[12:07] Simon Linden: If we rolled something next week that had problems, we might not discover it or realize we had to update until we got into vacations, and then things get a lot more difficult to make it happen
[12:08] Simon Linden: So that's it for server news ... Andrew or Kelly, do you folks have anything?
[12:08] Motor Loon: Any news on the pesky autoreturn-not-working-bug ?
[12:08] Duckie Dickins: Isn't that what server minions are for? My company took us to hawaii for christmas once and being the server minion, I had to monitor things even while on vacation. :)
[12:08] Lucia Nightfire: lol
[12:08] Whirly Fizzle: Autoretirn big should be fixed on the RC's
[12:08] Tiberious Neruda: er... what's the 'controls-grabbing' change mean?
[12:08] Whirly Fizzle: *i=u
[12:08] Simon Linden: That's fixed, Motor
[12:09] Andrew Linden: We have some server minions, but they are not qualified to fix the major stuff. We're worried about accidentally deploying a major problem over the holidays.
[12:10] Simon Linden: Where do you see that, Tiberious ?
[12:10] Ima Mechanique: lol as opposed to deliberately deploying one?
[12:10] Tiberious Neruda: it's listed in the changes for 13.11.19.284082 (the previous main channel update)
[12:10] Tiberious Neruda: it just says "Cleanup of controls-grabbing in LSL scripts (no functional changes)"
[12:10] Andrew Linden: Yes, naturally we wouldn't suspect deliberate malicious behavior of ourselves ;-)
[12:10] Mona Eberhardt: Simon, any chance that Vivox exploit I told you about a few days ago will be fixed?
[12:11] Duckie Dickins: I haven't had a chance to double check it with the official viewer but I noticed that abandoned parcels on mainland....they show object entry as being set to group only but you're stilll allowed to have objects enter the parcel. :)
[12:11] Andrew Linden: Tiberious, I think that "controls grabbing" cleanup was stuff I did. It really was just cleanup
[12:11] Andrew Linden: but it had to be tested
[12:11] Tiberious Neruda: ah
[12:11] Andrew Linden: and we figured we would mention it in case someone spots a bug therein
[12:12] Simon Linden: Mona - I'm not sure when that Vivox issue will get attention
[12:12] Jonathan Yap: Andrew, did you see my email on that little bug in the server work you did for storm-68?
[12:12] JIRA-helper: http://jira.secondlife.com/browse/STORM-68
[#STORM-68] As a Builder, I want that ability to set default permissions on creation of objects, clothing, scripts, notecards, etc. - Second Life Bug Tracker
[12:12] Mona Eberhardt: I suppose it'll be looked on when it's old enough to vote. :/
[12:12] Tiberious Neruda: well, I have noticed I no longer need to reattach an object after saving or resetting a script that uses physics on me... that's welcome :3
[12:13] Kitto Flora: What about the problem with Server Machines having their clock set at the wrong time?
[12:13] Andrew Linden: Jonathan, I don't think so. Unless it the initial, spurious 404 error on the first connection.
[12:13] Jonathan Yap: no, it's a different message, only happens once
[12:14] Jonathan Yap: When arriving in Borrowdale a moment ago and trying to set the initial
default permissions I received a "Not found" error dialog from the
POST error handler.
[12:14] Jonathan Yap: that's on aditi
[12:14] Andrew Linden: Kitto, have you spotted that bug more than that one time?
[12:15] Kitto Flora: Andrew - yes - we had another instance a few days ago. Tickleted. I and others have seen it n the past
[12:15] Andrew Linden: Jonathan, you're saying that bug is reproducible?
[12:15] Jonathan Yap: yes, very much so
[12:15] Jonathan Yap: you get that once for each new avatar
[12:15] Whirly Fizzle: https://jira.secondlife.com/browse/BUG-4537 was case of server clock being at wrong time.
[12:15] Jonathan Yap: that goes to a test region
[12:15] Andrew Linden: Ok Kitto, I'll ask our #ops team if they know how to watch for or otherwise prevent that problem.
[12:16] Kitto Flora: Andow - dont server machines use NTP?
[12:16] Andrew Linden: Jonathan, I don't have any theories ATM as to why that bug would happen. I'll have to reproduce it and watch it happen to get more clues, I think.
[12:16] Jonathan Yap: I was thinking it was from the first time you create a db entry for the new agent
[12:17] Jonathan Yap: Oz can give you a link to a test build
[12:17] Jonathan Yap: of the viewer
[12:17] Whirly Fizzle: Did they fix the build failing on windows yet Jonathan?
[12:17] Jonathan Yap: that is a build farm issue
[12:17] Andrew Linden: Jonathan, no that does not make sense.
[12:18] Andrew Linden: Actually I do have a theory... I wonder if the viewer is not actually asking for the cap *before* trying to hit it.
[12:18] Jonathan Yap: Also, if your changes can get into Oz's regions then I can restart them
[12:18] Andrew Linden: That is, when you login the "seed cap" provides a list of all available caps.
[12:18] Andrew Linden: And then the viewer must actually ask for the relevant caps before using them.
[12:18] Jonathan Yap: You mean it has to do a GET first?
[12:18] Andrew Linden: Typically the viewer just asks for all available caps right off the bat, but it doesn't have to do so.
[12:19] Andrew Linden: It could, in theory, ask for the cap later, right before trying to use it.
[12:19] Jonathan Yap: I did add that cap to the long initial list
[12:19] Andrew Linden: There is some code in the veiwer, if I remember correctly, that must be called ot request the cap.
[12:19] Ima Mechanique: more than typically, generally that gets coded directly into the llViewerRegion code
[12:19] Andrew Linden: Ok, perhaps you're doing it right.
[12:19] Simon Linden: There is a window between that initial cap request and when they are returned that can cause trouble if you're trying to do things when initially entering a region
[12:19] Andrew Linden: If this theory doesn't make sense, then I don't yet have a second one.
[12:20] Jonathan Yap: The call to POST happens early on - the first time region data arrives
[12:20] Andrew Linden: Ah hrm... Simon has the second theory... perhaps the viewer must wait a couple seconds before the first POST.
[12:21] Jonathan Yap: I could ignore that error, as things do seem to work
[12:21] Simon Linden: well, if you don't have the cap yet, you don't have a URL to POST to ... assuming that's what you're doing
[12:21] Simon Linden: There's a callback mechanism to do things when the sim caps arrive, so if you want to do something right off, that's how you get notified
[12:22] Andrew Linden: Remember, for caps to work there is some setup that must be done server-side (mapping a public URI to an internal URI) in a little db lookup table.
[12:22] Andrew Linden: Perhaps that is the db you were talking about Jonathan earlier, when I said it "didn't make sense"
[12:22] Jonathan Yap: Simon, do you remember the name of that "caps arrive" routine?
[12:22] Adamburp Adamczyk: where's the chef btw?
[12:22] Andrew Linden: perhaps I just didn't understand what db you were talking about
[12:22] Simon Linden: one sec, I'll look it up...
[12:22] Ima Mechanique: wouldn't that be finish by the time the sim starts advertising those services?
[12:23] Jonathan Yap: I do a post at the very end of the routine that parses region packets
[12:23] Andrew Linden: no I don't think so Ima. The sim advertises all possible services, but doesn't actually set them up until the viewer asks for them.
[12:23] Andrew Linden: at which point there is some work to do that can take some time
[12:23] Ima Mechanique: that would explain some observed behaviour
[12:24] Andrew Linden: In theory the viewer could not ask for a relavent cap until it is ready to use it
[12:24] Simon Linden: Jonathan - look for setCapabilitiesReceivedCallback() usage
[12:24] Andrew Linden: but in practice I think the veiwer just asks for all caps... simpler to code
[12:24] Jonathan Yap: ok, thank you
[12:24] Jonathan Yap: that makes much more sense than the place I am doing the POST from now
[12:25] Andrew Linden: the problem with asking for all caps is that there is a slight security risk: if your caps are given to a third party then they can access them as long as they are valid
[12:25] Andrew Linden: so if the viewer never asked for caps it wasn't using then those caps would not be open to exploit
[12:26] Andrew Linden: but the public version of the cap is basically unguessable... the exploit could only happen if the third party managed to read them from your viewer session
[12:26] Jonathan Yap: hmm, wait though, I only get this error once per region, not once per login
[12:26] Tiberious Neruda: so... how many movement attributes does an avatar have? I can think of: Walking, Running, Jumping, Falling and Crouchwalking... are there any others?
[12:26] Jonathan Yap: or it might even be just once per avatar, irregardless of region
[12:27] Andrew Linden: Jonathan, you should only need to POST to that cap once per login, or each time you change the defaults.
[12:27] Ima Mechanique: Tibierious, flying
[12:27] Tiberious Neruda: oh yeah
[12:27] Tiberious Neruda: duh
[12:27] Jonathan Yap: Andrew, that is what I am doing
[12:27] Tiberious Neruda: LOL! Man, I feel like an idiot for not considering that one
[12:27] Jonathan Yap: But I only get that error once, not every time I log in
[12:28] Ima Mechanique: and hovering I think
[12:28] Andrew Linden: ah, but the subsequent change POST fails first time in each region?
[12:28] Jonathan Yap: To get it again I have to change accounts
[12:28] Jonathan Yap: no, in a different test region there is no error
[12:28] Lexbot Sinister: turning, crouching , swimming and pointing (selection/build)
[12:28] Jonathan Yap: I onlhy do the post once
[12:28] Andrew Linden: so you get one error per login
[12:29] Jonathan Yap: no, one error per avatar, not counting logins
[12:29] Tiberious Neruda: anyway... I'm asking because I'm curious how feasible it might be to let us use an LSL function to modify those movement speeds, similar to how we got ll*AnimationOverride for animations
[12:29] Hexapoda: Where is Baker and how does his work come along?
[12:29] Jonathan Yap: This is getting a little too much for this meeting--maybe you can do some testing Andrew with my viewer
[12:30] Simon Linden: Baker is on a plane right now, I think ... his work is still in testing
[12:30] Andrew Linden: Tiberious, when you say "movement speeds" you're talking about the cycle/completion speed of the animation itself, not the velocity speeds of the moving avatar, right?
[12:30] Tiberious Neruda: 'cause, let's be honest, it looks REALLY goofy to have huge avs (think > 10' tall here) having a short av of only 4'-something keeping up when them
[12:30] Tiberious Neruda: I'm talking abot velocities
[12:30] Tiberious Neruda: (and the impulse on a jump)
[12:31] Andrew Linden: ah
[12:31] Lexbot Sinister: well, if you could sync animation to moving speed, that would be very good for immersion, indeed
[12:31] Duckie Dickins: can't you already do that with movement and jump enhancers that are already on the marketplace?
[12:32] Tiberious Neruda: oh, I'm sure you can... hell, I've got a slow-fall in my av, but that's probably harsh on the sim
[12:32] Jenna Felton: control of the framerate of the avatar animation would be great too. Some AOs would benefit off changing speeds of the animation and the avarar velocity
[12:32] Tiberious Neruda: yeah
[12:33] Mona Eberhardt: Hasn't Niran provided this facility in his viewer? :/
[12:33] Duckie Dickins: speeding up a slow run animation to be a fast run animation could be interesting....much like the proposed pitch changing of sounds
[12:33] Andrew Linden: well, changing the target speeds of the avatar is technically possible, and I don't think it would be TOO hard to do
[12:33] Jenna Felton: I have balett boots that slow down the speed i move :) i beleive it does per pushing me back.
[12:34] Lexbot Sinister: But there's more urgent things at hand i think.. Like, is anyone doing support for changing the Slurls on the destination guide? At all? Tec...
[12:34] Mona Eberhardt: Are they the ones made by KaS, Jenna?
[12:34] Jenna Felton: yes
[12:34] Jenna Felton: No, sorry, MD balett boots
[12:35] Tiberious Neruda: but you could have scripts set up to change your 'settings' ocne, and have them stick, like with the llAnimaionOverride functions
[12:35] Simon Linden: Jenna - fwiw there's a minor tweak I put in the viewer a while back under Develop / Avatar / Animation Speed. It now can bump speeds +/- 10%, but it's definitely experimental
[12:35] Tiberious Neruda: no more llSetVelocity every .1 seconds
[12:35] Whirly Fizzle: Is the slow motion animations new as well? That ones cool
[12:36] Andrew Linden: What is the "destination guide". You mean the website destination guide?
[12:36] Tiberious Neruda: I know I'd make extensive use of the ability to set terminal velocity...
[12:36] Lexbot Sinister: Yeah. None of your department, i guess. unfortunately, nobody seems to know who's department it is
[12:37] Duckie Dickins: I bet all of the web minions are busy being retasked to handle the woes of the marketplace. :)
[12:37] Jenna Felton: Andrew, this Avatar Speed setting in the viewer works for all animations? When so, than its not what i am thinking about :) because the idea was to have lsl function that controls that. since than the bots would change that on wear and release on unwear
[12:37] Andrew Linden: BTW, with the work I did for default new obj permissions for Jonathan, it is much easier (server-side anyway) to add per-avatar preferences and have them follow the avatar through region crosses and teleports.
[12:38] Simon Linden: I forget what the previous functionality was, Whirly ... I think you could slow them down but it was a single, hard-coded factor. It was easy to make it more flexible
[12:39] Jonathan Yap: Andrew, do those settings persist after logging out?
[12:39] Andrew Linden: No Jonathan.
[12:39] Andrew Linden: But I had to make sure they survived a region cross into a new region, or a teleport.
[12:39] Whirly Fizzle: Oh I see, it changes +/- 10% for each click. Thats neat
[12:39] Jenna Felton: Slow Motion animations looks cool too :)
[12:40] Tiberious Neruda: now that could be interesting...
[12:40] Tiberious Neruda: what's an avatar's 'normal' running speed?
[12:40] Lexbot Sinister: Destination guide is part of the search... do you happen to know who's desk that is?
[12:40] Tiberious Neruda: assuming flat ground, anyway
[12:42] Whirly Fizzle: http://wiki.secondlife.com/wiki/Voluntary_Movement_Speeds
[12:42] Jenna Felton: Is that a message from server to viewer, that scripts could misuse for the own needs?
[12:42] Tiberious Neruda: anyway... if we had an LSL function to modify an animation's speed (I'd guess it might be llAdjustAnimationspeed(float rate), I bet wecould make one optimized for that speed, and use math on our current velocity and auto-tweak it...
[12:42] Simon Linden: The animation speeds? That's all done on the viewer, and only shows up on your own
[12:42] Tiberious Neruda: oh
[12:43] Tiberious Neruda: and I take it there's no way to get the velocity of another avatar...
[12:44] Duckie Dickins: It would be cool if creators-only could also view the mesh upload LOD triangles and vertices info used for a mesh object. Especially when you upload the same mesh with 5 different LOD settings and want to be able to look at the mesh object's properties and view that information on the best one. Lex spent a lot of time recently uploading mesh objects over and over again and if you don't write that info down, you can quickly lose track of settings you've already tried before.
[12:45] Simon Linden: you'd need a new function llGetVelocity( key ) for that, I think ... or have them wear a script with llGetVel(), I believe
[12:45] Tiberious Neruda: oh
[12:45] Tiberious Neruda: darn
[12:46] Lucia Nightfire: llGetObjectDetails(k,[OBJECT_VELOCITY])
[12:46] Whirly Fizzle: Hmm you can backup your slm files each time after uploading a mesh. That saves all your upload settings
[12:46] Andrew Linden: Duckie, you mean: meta information about the upload stored in the uploaded asset itself?
[12:46] Duckie Dickins: yeah andrew
[12:46] Ima Mechanique: there'd be more complicated and heavier resource usage ways to do it with sensors.
[12:46] Tiberious Neruda: 'cause if that weren't the case, and the viewer knew the velocities of other avatars, it could auto-apply scaling...
[12:46] Simon Linden: oh wait, llGetObjectDetails() with OBJECT_VELOCITY might work
[12:46] Jenna Felton: i'd suggest also a function llDetectedVelocity() for sensoers
[12:46] Qie Niangao: umm, yeah, does OBJECT_VELOCITY not work for avatars? or llDetectedVel() for sensed avatars?
[12:46] Jenna Felton: ah, ok
[12:46] Lucia Nightfire: both work
[12:47] Andrew Linden: Duckie, I don't know offhand how hard that would be. I don't know much about the upload system and what info is available there. But I will ask.
[12:47] Tiberious Neruda: DetectedVel works on avatars
[12:47] Tiberious Neruda: have a HUD that uses that
[12:47] Kitto Flora: llDetectedVel() after sensor on Av
[12:47] Siwo: when I'm testing things on aditi (uplaoding mesh stuff), I always use lod settings and triangles count as name o:)
[12:47] Lucia Nightfire: sensors use more resources even if they're filtered though, sadly
[12:47] Tiberious Neruda: right
[12:48] Tiberious Neruda: but mine's not in a sensor... it's on collision_start
[12:49] Tiberious Neruda: which, in theory, shouldn't be as hard on the sim
[12:49] Lucia Nightfire: depends, heh
[12:49] Lexbot Sinister: saving settings for an upload would be great too, but thats viewer side. if i know i will have 10 almost same type, same sized mesh... having a setting where they all get roughly the same is great.
[12:49] Andrew Linden: BTW, I've implemented some experimental "uniform scaling" LSL functions. Won't be deployed until next year, but they are almost done.
[12:49] Tiberious Neruda: uniform scaling?
[12:49] Tiberious Neruda: like, on linksets?
[12:49] Lucia Nightfire: interppolating on/off options?
[12:49] Whirly Fizzle: Lexbot, the slm file should do that
[12:49] Andrew Linden: yeah, scale the entire object by a factor of 2 in one call.
[12:50] Lucia Nightfire: ah
[12:50] Jenna Felton: that is cool
[12:50] Tiberious Neruda: cool
[12:50] Jenna Felton: does it stops when aprim in linkset is too small to scale everything, or will that prim be ignored?
[12:50] Duckie Dickins: that would simplify resizer scripts for sure
[12:50] Andrew Linden: one problem with scaling by multiplicative factor is that the scale operation might fail for a number of reasons
[12:50] Lucia Nightfire: indeed
[12:51] Andrew Linden: there are four categories of failures: hit the "prim is too small" limit
[12:51] Andrew Linden: (2) hit the "prim is too big" limit
[12:51] Lucia Nightfire: if you ever try to resize mesh by script you can run into some nasty undesired effects, heh
[12:51] Lucia Nightfire: as well as weird script errors
[12:51] Andrew Linden: (3) violation of linkability rules for linked set (when making bigger)
[12:52] Andrew Linden: (4) misc failures because of navmeshy or other things
[12:52] Lucia Nightfire: theres also prim availability
[12:52] Jenna Felton: is the reason also returned by the function?
[12:52] Lucia Nightfire: which you can thank since teh new prim accountign system
[12:53] Andrew Linden: the current API includes three calls:
[12:53] Andrew Linden: (A) llGetMinScaleFactor()
[12:53] Andrew Linden: (B) llGetMaxScaleFactor()
[12:53] Jenna Felton: ah, and, when you scale up mesh, you increase the land impact. When the parcell is fulll than to scale bigger, will the function also fail?
[12:53] Lexbot Sinister: what about "parcel is full" fail?
[12:53] Andrew Linden: and (C) llScaleByFactor(float)
[12:53] Lexbot Sinister: ^^-- that
[12:53] Andrew Linden: right... I currently handle failures (1) through (3)
[12:54] Andrew Linden: and the llScaleByFactor() will return FALSE if it fails
[12:54] Andrew Linden: but it won't tell you why it failed
[12:55] Andrew Linden: but you can use llGetMaxScaleFactor() and friend to ask what the max/min multiplicative factors are possible for reasons (1) through (3)
[12:55] Tiberious Neruda: interesting
[12:55] Andrew Linden: Needs some work, but it is in progress.
[12:55] Duckie Dickins: llGetMaxLandImpactFactor()
[12:55] Jenna Felton: yes, very interesting :) even if i am dropping questions on the linden heads :)
[12:55] Lucia Nightfire: shineys are always welcome
[12:56] Tiberious Neruda: oh... speaking of linked stuff... is there any reason an avatar can't be set to 'Physics Type: None' when sitting on an object?
[12:56] Simon Linden: Those are good questions ... and best to ask now before it gets carved in stone :)
[12:56] Duckie Dickins: maybe because you have a collision skeleton? *shrugs*
[12:57] Jenna Felton: I beleive i would need very soon a function that gives me how big i can scale the object up, before the parcel gets full
[12:57] Jenna Felton: probably this: llGetMaxLandImpactFactor()
[12:57] Tiberious Neruda: nah. The collision skeleton doesn't actually detemine collisions
[12:57] Lucia Nightfire: I miss the old VD ghost trick, heh
[12:57] Andrew Linden: Tiberious, mostly to prevent a collisionless exploit for some shoot-em-up game play in SL.
[12:57] Jonathan Yap: Even better would be a function to return LI for a given scale value, before the object is actually scaled
[12:58] Tiberious Neruda: well, I figure the sim would automatically set the physics type back when the av 'unlinks' from the object
[12:58] Tiberious Neruda: oh
[12:58] Jonathan Yap: Or that new routine could have a TEST option
[12:59] Tiberious Neruda: this is the reason i ask, heh
[12:59] Tiberious Neruda: if I set this physical, it's got my collision information with it
[12:59] Andrew Linden: Jonathan, I'm not sure I understand how the TEST option would work.
[12:59] Tiberious Neruda: and it won't roll around
[12:59] Jenna Felton: hm, perhaps llGetMaxScaleFactor() handles the land impact already, than the request of mine is obwolete
[12:59] Lexbot Sinister: would be good if it was a calculates LI table for every object.. like, you could see a table of LI for different sizes
[13:00] Lexbot Sinister: calculated*
[13:00] Jonathan Yap: Andrew, it would pretend to do the scaling and also have a way of returing the new LI number
[13:00] Jonathan Yap: so if the test failed then you know not to try scaling at that level
[13:00] Simon Linden: We're almost out of time ... since next week will be the last user group before the holidays, let's make it interesting and a bit of a party ... please bring some decorations or interesting holiday stuff if you'd like, and we can make it more festive
[13:00] Jenna Felton: Can you retreive land impact of n object at all?
[13:00] Jenna Felton: oh good idea Simon
[13:01] Tiberious Neruda: as you can see, it... kinda fails at rolling when I'm sat on it
[13:01] Siwo: woow... 'working' pokeball :o
[13:01] Hexapoda: I forgot my tree
[13:01] Duckie Dickins: oh so there is a meeting next week after all
[13:01] Andrew Linden: Jenna, not that I know of. Not by script anyway.
[13:01] Simon Linden: hmmm, seems that should be an option for llGetObjectDetails()
[13:02] Jenna Felton: ok, thank you Andrew
[13:02] Lucia Nightfire: OBJECT_PRIM_EQUIVALENCE
[13:02] Neva Naughty Designs Christmas Caroling TeddyBear '08 whispers: Preloading your song request. Please wait a few moments...
[13:02] Andrew Linden: Does anyone have the fist 6 min or so of the transcripts for day?
[13:02] Andrew Linden: er... for today?
[13:02] Simon Linden: I have it
[13:02] Duckie Dickins: I think the first 6 minutes we were decorating jonathan. :)
13:02] Hexapoda: llGetXmasSpirit()
[13:02] Andrew Linden: ok Simon, just send me the entire transcript
[13:02] Neva Naughty Designs Christmas Caroling TeddyBear '08 whispers: Playing.
[13:03] Lucia Nightfire: now I know who's missing, its Rex, heh
[13:03] Simon Linden: sure
[13:03] Andrew Linden: cheers
[13:03] Qie Niangao: Thanks folks. Have fun all!
[13:03] Mona Eberhardt: Thanks Lindens.
[13:03] Ima Mechanique: bye all
[13:03] Jonathan Yap: thank you
[13:03] Mona Eberhardt: Take care, all.
[13:03] Yuzuru Jewell: Thank you, Lindens.
[13:03] Whirly Fizzle: Ty Lindens
[13:03] Jenna Felton: yes, got to go too. Have a good week all and thank you for meeting Lindens
[13:03] Nalates Urriah: bye - thx Lindens
[13:03] Duckie Dickins: Thanks for the meeting!
[13:03] Simon Linden: Thanks everyone for coming and the good chat and ideas
[13:04] Andrew Linden: Oh right, I've got a question for Whirly...
[13:04] Whirly Fizzle: o.O
[13:04] Lexbot Sinister: See you again next week! Don't forget to bring bears and gifts :P
[13:04] Whirly Fizzle: I didn't do it!
[13:04] Lucia Nightfire: non-perishables too
[13:04] Andrew Linden: Whirly, a resident was asking me how they could get access to the bug reports
[13:04] Andrew Linden: I know you have access, and a few other Residents
[13:05] Andrew Linden: and I know I asked this before in the past, but I forget the answer...
[13:05] Whirly Fizzle: They need to ping Alexa or Oz and fit the criteria for access
[13:05] Jonathan Yap: There is a special JIRA group for that
[13:05] Duckie Dickins whispers: You drop off a pile of starbucks gift cards at the main office. :)
[13:05] Andrew Linden: ok thanks. Yeah, that was the question.
[13:05] Lucia Nightfire: they have to 'survive' the initiation and orientation process
[13:05] Lucia Nightfire: and set a new record for getting coffe and doughnuts
[13:05] Andrew Linden: ok thanks.
[13:06] Lucia Nightfire: somethign like that, heh
[13:06] Whirly Fizzle: Criteria is (as far as I know): Have a CA on file with LL and be an active contribter, be part of a TPV team or already have been in the good-citizens JIRA group before the JIRA closedown. people were added to this group after being helpful on JIRA for some time.
[13:06] Duckie Dickins: maybe x% amount of the jiras have to be filed by you. :)
[13:07] Whirly Fizzle: Proably Alexa really
[13:07] Whirly Fizzle: But Oz or Alexa are who they need to ping
[13:07] Andrew Linden: Thanks, I will relay that info.
[13:07] Lucia Nightfire: Whirl has 51% of shares, I mean jiras, he
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