User:Andrew Linden/Office Hours/2008 03 11
Jump to navigation
Jump to search
Transcript of Andrew Linden's office hours:
[11:03] | Arawn Spitteler: | I want to script one of these, that doesn't move you around as much, and only uses one prim. |
[11:03] | Arawn Spitteler: | Hi, Andrew |
[11:03] | Rex Cronon: | hi |
[11:03] | Andrew Linden: | Hello everyone. |
[11:03] | Rex Cronon: | how is h4 doing? |
[11:04] | Gaius Goodliffe: | Good morning :) |
[11:04] | Andrew Linden: | I no longer have trouble remembering that I have office hours these days. |
[11:04] | Andrew Linden: | In the past I used to almost forget to show up. |
[11:05] | Andrew Linden: | Havok4... is moving along. We think we're going to push it out everywhere on the 25th |
[11:05] | Andrew Linden: | that is the date we're shooting for |
[11:05] | Arawn Spitteler: | Fortnight |
[11:05] | Rex Cronon: | on the same date on all sims? |
[11:05] | Gaius Goodliffe: | Then the real screaming begins. ;) |
[11:05] | Andrew Linden: | yes, I think that is the plan |
[11:06] | Andrew Linden: | I can't remember if there were some transition there. |
[11:06] | Enrico Genosse waves. | |
[11:06] | Andrew Linden: | Sidewinder knows. I just know that I have to fix every "blocker" bug a week or so before that |
[11:06] | Rex Cronon: | hi |
[11:07] | Andrew Linden: | ok, I might as well give a little summary of where the Havok4 project is... |
[11:07] | Andrew Linden: | We're going to try to have a new update in QA on Thurday |
[11:08] | Andrew Linden: | so that would mean... maybe on Friday evening or afternoon we could update the Preview |
[11:08] | Andrew Linden: | and maybe some of the Havok4 regions on the main grid... not sure. |
[11:08] | Andrew Linden: | Kinda depends on when QA declares it ok. |
[11:09] | Andrew Linden: | Lessee... that would be... around the 15th |
[11:09] | Gaius Goodliffe: | Will that include the fixes you mentioned in the comments here: https://jira.secondlife.com/browse/SVC-1567 ? |
[11:09] | Andrew Linden: | er... 14th |
[11:09] | Andrew Linden: | so it should actually be pushed out everywhere around the 17th or 18th at the latest |
[11:09] | Andrew Linden: | er... on all of the early adopters, I mean |
[11:10] | Andrew Linden: | then we would have another two or three days to fix any last minute bugs |
[11:11] | Andrew Linden: | before the code would freeze and we would be in QA for the final update (everywhere) which should happen on the 25th... or 26th (Wed) |
[11:11] | Andrew Linden: | I'm a little vague on the final details. I'm just working hard until they tell me I can't check in anything else. |
[11:12] | Andrew Linden: | As we've mentioned before, some known bugs will be in the final version, and we'll be fixing those for another few weeks |
[11:12] | Andrew Linden: | that is, we'll keep the Havok4 dev team intact for a few weeks or couple of months |
[11:13] | Andrew Linden: | but eventually the Havok4 team will break up and join other projects. I'll probably join our bugfixing team for a while |
[11:13] | Andrew Linden: | and maybe work on a few easy post-havok4 features |
[11:13] | Shirley Marquez: | and Sidewinder will find something new to keep track of I guess :) |
[11:14] | Andrew Linden: | Yes, sidewinder will also move on to another project, or two. |
[11:14] | Andrew Linden: | He is actually working on a few other internal projects, I think. |
[11:14] | Andrew Linden: | But Havok4 is his main thing. |
[11:14] | Andrew Linden: | Lessee... what other news. |
[11:15] | Andrew Linden: | I've fixed the VEHICLE_NO_MOTOR_UP bug |
[11:16] | Andrew Linden: | but some vehicles still hit prim seams badly. I was struggling with that one, and decided to move on to things I could actually make progress on. |
[11:16] | Andrew Linden: | I've got some ideas on what to do there, but they may require most of a day writing new code, meanwhile little easy things were piling up. |
[11:17] | Rex Cronon: | whoever likes to drives cars might not like it |
[11:17] | Andrew Linden: | The bug I'm currently working on is SVC-1760. |
[11:17] | Andrew Linden: | It appears that some very complex prims (lots of triangles) will be replaced with a big box right now. |
[11:18] | Arawn Spitteler would expect Prim Seams to be easier on Sliding Objects, with H4: If objects can more easily seperate, they should more easily collide. | |
[11:18] | Andrew Linden: | The problem is that the simulator is trying to add too much detail, and the triangle limit is hit and it fails to buidl triangles. |
[11:18] | Rex Cronon: | torus? |
[11:18] | Andrew Linden: | Yes, so a hollow torus with extra spirals may get boxified atm. |
[11:19] | Kooky Jetaime: | Andrew, this may not be totally H4 related, and I honestly don't know what version our sim is running (Albulata), but when I was on a 4 wheeler the other day, if I was traveling along at a good clip towards a sim border, sometimes I'd freeze, and find myself on the other side of it (and on the other sim). This would be 50m+ away from the line it would happen. Hear of anything similar happening anywhere? |
[11:19] | Rex Cronon: | wow. so i can no longer drop a ball in hollow torus:( |
[11:20] | Enrico Genosse: | hmm, could this problem with complex shapes affect the cpu time on physics? My dogs use a lot of torii. |
[11:20] | Arawn Spitteler wonders what that's going to do for Water-Slides. | |
[11:20] | Andrew Linden: | kooky, I think I've seen that problem a few times myself. I don't know what is causing it yet. The simulator continues, and the client continues to render, but network updates are failing for a few seconds. |
[11:20] | Andrew Linden: | ah the dogs... |
[11:20] | Kooky Jetaime: | I'm using 1.19.1(RC).. |
[11:20] | Rex Cronon: | would a torus that is not hollow be left alone? |
[11:21] | Andrew Linden: | Enrico, our current plan is to punt the dog performance problem until after Havok4 is "done". |
[11:21] | Andrew Linden: | Our logic on that is... there aren't very many dog owners that have a very large number of dogs |
[11:21] | Arawn Spitteler: | Would a Tube have similar trouble? I was getting some odd behaviour, in my last class. |
[11:21] | Kooky Jetaime: | I'm not sure if I was on it when it happened or the last WL canditate, but I think I was on 1.19.1(rc)... At first I thought that you guys (ll) had improved sim crossing anticipation to start the handoff earlier when heading for a crossing on a vehicle, so when you hit the border, you would be already on the new sim, and it would eliminate the falling through problems.. |
[11:22] | Andrew Linden: | and the bug has a workaround in the sense that you can try to keep the dogs in smaller piles than 5 at a time |
[11:22] | Andrew Linden: | That is, we don't think that blocks deploying Havok4 for the vast majority of the grid. |
[11:22] | Andrew Linden: | And we do plan on trying to fix it. |
[11:22] | Enrico Genosse: | aw. I understand. I've got some experimental test results that might help isolate the problem... when you're ready. |
[11:23] | Andrew Linden: | Hrm... I don't have much other news. |
[11:23] | Andrew Linden: | The table is now open to all topics. First one is Enrico's dog performance data. |
[11:24] | Andrew Linden: | Go ahead Enrico |
[11:24] | Enrico Genosse: | well, I've tried some variations on the dogs ... |
[11:24] | Enrico Genosse: | to see the effect on performance.... |
[11:24] | Enrico Genosse: | noticed a couple things... |
[11:24] | Andrew Linden: | have you made box dogs yet? |
[11:24] | Enrico Genosse: | box dogs? I don't understand. |
[11:25] | Andrew Linden: | Have you tried using boxes for your dog geometry, to isolate the effect of the prim complexity contribution to performance problems. |
[11:25] | Enrico Genosse: | nope. but I will. You mean change all the child prims to simple boxes, eh? Good idea. |
[11:25] | Andrew Linden: | Yes, that would also be a good test |
[11:26] | Andrew Linden: | Actually, boxes and true sphere (uniform in scale) are the cheapest shapes to simulate |
[11:26] | Enrico Genosse nods. | |
[11:26] | Andrew Linden: | anyway, what was your data? |
[11:27] | Enrico Genosse: | well, I turned of the 'walking' animation in the dogs (non-phys movement of child prims).... |
[11:27] | Enrico Genosse: | and performance came up a notch.... |
[11:27] | Andrew Linden: | oh... the dogs constantly change their shape (child prim positons animate) |
[11:27] | Enrico Genosse: | right. |
[11:27] | Andrew Linden: | I haven't actually seen the dogs yet. |
[11:27] | Andrew Linden: | Go on. |
[11:28] | Enrico Genosse: | anytime, I'd love to show you... anyway... |
[11:28] | Enrico Genosse: | the dogs have a feature called 'nudge'.... |
[11:28] | Enrico Genosse: | tells other dogs to move away if they are too close... |
[11:28] | Enrico Genosse: | help protect against H1 crashes... |
[11:28] | Enrico Genosse: | I turned it off today to see.... |
[11:28] | Enrico Genosse: | and performance actually took LONGER to recover... |
[11:29] | Enrico Genosse: | makes me wonder about the physics settling algorthym |
[11:29] | Andrew Linden: | that isn't too suprising. The things that kill a Havok1 engine also load a Havok4 engine. |
[11:29] | Enrico Genosse nods. | |
[11:29] | Enrico Genosse: | one more interesting thing... |
[11:29] | Enrico Genosse: | normally, the dogs stop moving and go non-phys.... |
[11:30] | Enrico Genosse: | when time dilation drops below .6... |
[11:30] | Enrico Genosse: | I took that out expecting worse performance... |
[11:30] | Enrico Genosse: | but had no effect on performance! |
[11:30] | Enrico Genosse: | (except dogs got to their target sooner of course). |
[11:30] | Enrico Genosse: | that's it for now, I'll add it to the jira comments. |
[11:31] | Gaius Goodliffe: | Did TD drop below .6 during that test? |
[11:31] | Andrew Linden: | Well, as you can see, the dogs could be optimized a bit to spare the physics engine |
[11:31] | Enrico Genosse: | oh, yes. It hangs between .5 and .6 while several dogs move at once. |
[11:31] | Andrew Linden: | but there are probably places where the physics engine could also be optimized to reduce the problem |
[11:31] | Andrew Linden: | that's the stuff we'll be working on after Havok4 is declared complete |
[11:31] | Enrico Genosse: | I'm happy to make any optimizations within the dogs that I can. |
[11:32] | Enrico Genosse: | I just need some guidance on what to do there. |
[11:32] | Andrew Linden: | And finally... there are some features we'd like to add that would help content creator's provide "hints" to the physics engine for optimizing stuff like dogs |
[11:32] | Enrico Genosse: | ! |
[11:33] | Andrew Linden: | These are ideas that come up again and again, internally and suggested by residents too |
[11:33] | Gaius Goodliffe: | Like not having to recompute the collision shape on every leg movement? |
[11:33] | Andrew Linden: | but we're not working on those until after Havo4 is done (and stable) |
[11:33] | Andrew Linden: | such as: |
[11:33] | Kooky Jetaime: | that would definately be an optimization Gaius |
[11:33] | Enrico Genosse: | that leads to one more question if I may... |
[11:33] | Andrew Linden: | (1) hint to replace the collision shape of a prim collection with a single convex hull shape |
[11:33] | Enrico Genosse: | I have a 'protective bubble' around the dogs that envelopes child prims... |
[11:33] | Enrico Genosse: | that helped with sim crashes in H1... |
[11:34] | Andrew Linden: | (2) hint to NOT really move the child prims collision shape (viewer side animation only) |
[11:34] | Enrico Genosse: | does that help still? Or should I take away the bubble now? |
[11:34] | Andrew Linden: | (3) hint to boxify the individual parts of a complex linked shape |
[11:34] | Andrew Linden: | and a few others |
[11:34] | Enrico Genosse nods. | |
[11:34] | Enrico Genosse: | I see. |
[11:34] | Shirley Marquez: | a thought.... what if you made the legs sculpties and changed the sculpt texture instead -- that doesn't change the shape so far as physics are concerned, right? (or is that changing too?) |
[11:34] | Andrew Linden: | the bubble kinda helps, but the object is still complex inside |
[11:34] | Enrico Genosse: | I was JUST going to ask that! |
[11:35] | Andrew Linden: | which causes load even when the internal parts are not colliding |
[11:35] | Enrico Genosse nods. | |
[11:35] | Kooky Jetaime: | Andrew, will H4 handle objects with both physical and phantom prims, or is it still 1 setting fits all? |
[11:35] | Andrew Linden: | Unfortunately, the simulator can't detect automagically when these simplification steps could be taken |
[11:35] | Enrico Genosse nods. | |
[11:35] | Andrew Linden: | so we would have to provide them as hints that content creators could use |
[11:35] | Enrico Genosse: | I see. |
[11:36] | Gaius Goodliffe: | If we could mix physical and non-phys prims, we could just make a physical box around the item and make the stuff inside non-phys for a complex look with simple collisions. |
[11:36] | Andrew Linden: | Kooky, per-prim collision properties is something that we'd like to add |
[11:36] | Enrico Genosse: | that wold be perfect for me, Gaius. |
[11:36] | Kooky Jetaime: | Why do I see a physics tab being added to the build tools.. heh |
[11:36] | Andrew Linden: | it is kinda difficult to do very fancy per-prim collision properties in Havok4, however just making some prims non-collidable would be doable |
[11:37] | Gaius Goodliffe: | (and by non-phys I mean phantom) |
[11:37] | Andrew Linden: | so yeah, consider that item (4). There are a few others |
[11:37] | Enrico Genosse: | and what about switching sculpt textures to achieve animation? how would that help? |
[11:37] | Andrew Linden: | well... item (1) was to replace the collection with a convex hull |
[11:37] | Shirley Marquez: | so Enrico could just put a transparent physical bubble around the dog and make everything else phantom |
[11:38] | Shirley Marquez: | if the CHANGING shapes are what is confusing the physics engine, giving the appearance of change with sculpties would be better |
[11:38] | Andrew Linden: | which would be simpler than allowing the content creator to specify the shell shape |
[11:38] | Rex Cronon: | what if u step on its tail? |
[11:38] | Kooky Jetaime: | Andrew, I'll admit, I've fallen very out of step with H4's development, is there a wiki page with a list of the changes in place? |
[11:38] | Enrico Genosse: | hehehehe, he won't bite. |
[11:38] | LuckyJade Alter giggles | |
[11:38] | Andrew Linden: | A variation of (1) would be to be able to specify sub-sets of prims that could be convexified |
[11:39] | Andrew Linden: | so, perhaps you could break a complex object up into 2 or more groups, each of which is replaced with the convex hull of the group |
[11:39] | Arawn Spitteler thinks it sounds like the dogs could be animated sculpty. | |
[11:39] | Andrew Linden: | when I say "convex hull" I mean the convex envelope of all the shapes inside. |
[11:39] | Enrico Genosse nods. | |
[11:40] | Rex Cronon: | a "collision skin" |
[11:40] | Andrew Linden: | Anybody else have some pressing issues? |
[11:40] | Rex Cronon: | so, will a torus that is not hollow be left alone? |
[11:40] | Andrew Linden: | No Rex, a non-hollow torus is still concave |
[11:40] | Gaius Goodliffe: | I have an example object where llSetPos fails from a child prim in H4 (but works fine in H1). |
[11:41] | Arawn Spitteler also had some odd hollow tube behaviour, that might be related. | |
[11:41] | Andrew Linden: | the convex hull of a torus would have its hole filled in flat |
[11:41] | Andrew Linden: | What was the problem with the hollow tubes Arawn |
[11:41] | Shirley Marquez: | Honestly, I don't think you have to worry TOO much about the complaints of broken content -- people will be too busy dealing with the content broken by WindLight :) |
[11:42] | Andrew Linden: | Gaius, I think maybe Kelly Linden is working on your llSetPos() bug. |
[11:42] | Arawn Spitteler: | I have a sit position set script, where the owner touches to reset. |
[11:42] | Gaius Goodliffe: | kk -- I came up with a very simple example demo object, I'll fire him a copy of it... |
[11:42] | Andrew Linden: | Shirley, those with broken content will complain loudly |
[11:42] | Arawn Spitteler: | Hollow Tubes make the best spiral stairs, and this script makes it a teleporter. |
[11:42] | Andrew Linden: | and those complaints will be funneled to the Havok4 team. |
[11:43] | Shirley Marquez: | I know really... just putting it in perspective |
[11:43] | Rex Cronon: | there r some defences that use toruses. these will be broken:( |
[11:43] | Arawn Spitteler: | But, I discovered that the sim had gone H4, when I stood at the top of the stiars, set the tp location, and using the tp sent me bouncing |
[11:43] | Andrew Linden: | oh, he bouncing avatar problem. I've already fixed that, I think. |
[11:43] | Arawn Spitteler: | Somehow, my standing position became a colliding position |
[11:43] | Andrew Linden: | Just yesterday. |
[11:44] | Arawn Spitteler: | Was that a change of position, on my part, or a confusion of hollowness. |
[11:44] | Andrew Linden: | Arawn, when you say "sent me bouncing" do you mean it pushed you out very fast? |
[11:44] | Arawn Spitteler: | If the tube wasn't properly hollow, I shouldn't have been able to set to a collission |
[11:45] | Andrew Linden: | Or do you man that your avatar was bouncing after it tp'd? |
[11:45] | Arawn Spitteler: | When I stood, since I didn't have unsit on auto, I went flying, in a non-flying state. |
[11:45] | Andrew Linden: | hrm... |
[11:46] | Andrew Linden: | Arawn, are the stairs a megaprim? > 10m on a side? |
[11:46] | Andrew Linden: | There were some changes recently where megaprims can get extra "detail" |
[11:47] | Andrew Linden: | and can cause them to overshoot the triangle limit --> they get boxified |
[11:47] | Andrew Linden: | I don't think that is your problem, actually. |
[11:48] | Andrew Linden: | Arawn, if you give me a copy I may be able to look at it |
[11:48] | Andrew Linden: | ok, so that spiral is colliding properly right now |
[11:50] | Arawn Spitteler: | Seems to be colliding properly, now |
[11:50] | Andrew Linden: | there is a little bit of slop when the seat position is calculated |
[11:50] | Arawn Spitteler: | Has it been restarted since Friday? |
[11:50] | Andrew Linden: | it isn't necessarily always the same place, if a sit-hint has not been set |
[11:50] | Shirley Marquez: | that whole thing is just one prim, cute |
[11:50] | Kooky Jetaime looks up.. I think Arawn just wanted to be on a high pedistal.. *Chuckles... | |
[11:50] | Arawn Spitteler: | Shouldn't it calculate from Agent Target? |
[11:50] | Andrew Linden: | and the stand up position is influenced by the sit position |
[11:51] | Arawn Spitteler: | This is a highly efficient stairway, Two Prims can take you up or down, walking or sitting. |
[11:51] | Arawn Spitteler: | Most will help the lag toss you off. |
[11:52] | Andrew Linden: | Well, sounds like it is intermittent. When you've got a reliable repro file it in jira. |
[11:52] | Andrew Linden ... must ... focus | |
[11:52] | Enrico Genosse: | hehehe |
[11:52] | Enrico Genosse: | like a laser beam, andrew. |
[11:52] | Gaius Goodliffe: | I find focus before lunch is impossible... |
[11:52] | Andrew Linden: | Anybody else have some issues or questions? |
[11:53] | Andrew Linden: | Er... anybody have other issues or questions? |
[11:53] | Enrico Genosse shrugs | |
[11:53] | BugTest Dumpling: | LOL |
[11:53] | Shirley Marquez: | no, just happy to hear that things are progressing well |
[11:53] | Enrico Genosse nods. | |
[11:53] | Kooky Jetaime: | Andrew |
[11:53] | Andrew Linden: | Yeah, we think we're close. |
[11:53] | Aybabtu Aabye: | theres a transcript of this session? |
[11:54] | Kooky Jetaime: | Any chance of the physics getting a little tighter? *Points to my demo over on the blue square |
[11:54] | Andrew Linden: | Yes Aybabtu, I'll try to post it right after the meeting. |
[11:54] | Kooky Jetaime: | thigns are a little..spacey arn't they? |
[11:54] | Rex Cronon: | where can we find a list wiht the shape used for each type of prim by the physics engine? |
[11:54] | Aybabtu Aabye: | thanks |
[11:54] | Shirley Marquez: | us CSI folks are a LITTLE concerned about the timing; the 26th will be a big day for us, that's when CBS is rebroadcasting the CSI in SL episode |
[11:54] | Andrew Linden: | http://wiki.secondlife.com/wiki/User:Andrew_Linden |
[11:54] | Andrew Linden: | the transcripts can be found there |
[11:55] | Andrew Linden: | Hrm... Shirly I think an update is scheduled for either the 25th, or the 26th |
[11:55] | Shirley Marquez: | yes, you mentioned that earlier |
[11:55] | Andrew Linden: | don't we always do our updates on Wednesdays still? |
[11:56] | Andrew Linden: | Or has that changed? |
[11:56] | BugTest Dumpling: | No |
[11:56] | Shirley Marquez: | we hope the update goes well -- and that it doesn't roll over us between 8 and 9pm SLT on Wednesday! |
[11:56] | BugTest Dumpling: | I'm sure it isnt like that anymore : ) |
[11:56] | Shirley Marquez: | oops, make that 7 to 8 SLT |
[11:56] | BugTest Dumpling: | lol |
[11:56] | Arawn Spitteler thinks: We'll want our catastrophic roll-back before the CSI feature | |
[11:57] | Sidewinder Linden: | /heh... i'm trying to get the csi folks to test before the show... :) |
[11:57] | Kooky Jetaime: | Hi Sidewinder |
[11:57] | Sidewinder Linden: | hi kooky |
[11:57] | Andrew Linden: | Well, the people in charge of deploying may want to wait if a huge influx of curious newbies were to be loging in |
[11:57] | Shirley Marquez: | if it's deployed as a rolling update, it might take a while to roll out to the entire grid |
[11:57] | Rex Cronon: | hi sidewinder |
[11:57] | Andrew Linden: | I'll make sure to mention it Shirley |
[11:57] | Sidewinder Linden: | what are we talking about? |
[11:57] | Sidewinder Linden: | hi guys |
[11:57] | Shirley Marquez: | hello, Sidewinder! |
[11:57] | BugTest Dumpling: | Hey Sidewinder |
[11:57] | Enrico Genosse waves to Sidewinder too. | |
[11:57] | Shirley Marquez: | wreaking Havok on the grid |
[11:58] | Sidewinder Linden: | heh |
[11:58] | Enrico Genosse: | har! |
[11:58] | Andrew Linden: | Sidewinder, apparently CBS may be re-airing the CSI:NY SL episode on Wed the 25th |
[11:58] | Andrew Linden: | er... 26th |
[11:58] | Shirley Marquez: | 26th |
[11:58] | Sidewinder Linden: | yes... |
[11:58] | Andrew Linden: | The deploy around then... is it happening on the 25th or the 26th? |
[11:59] | Arawn Spitteler imagines an episode of CSI-SL: What if G-Team were to catch a german conspiracy to smuggle Nazi Kid Porn on the grid? | |
[12:00] | Sidewinder Linden: | well the final release schedule is up to the release team, and coordination |
[12:00] | Sidewinder Linden: | with several other projects... |
[12:00] | Sidewinder Linden: | they're quite aware of the csi show schedule, for what it's worth |
[12:00] | Sidewinder Linden: | also - it will depend on not acquiring any huge blocker problems |
[12:00] | Kooky Jetaime: | Andrew, or sidewinder, is the physics going to be tightened up at all, or are we gonna be stuck with wide gaps like that *Points at the blue square with boxes on it... |
[12:01] | Sidewinder Linden: | i thought most of the gap problems were resolved... |
[12:01] | Sidewinder Linden: | there was a prim-docker bug that i *think* was in the last deploy |
[12:01] | Sidewinder Linden: | maybe i'm not understanding what you're after.. |
[12:01] | Kooky Jetaime: | theres .1m of space between prims |
[12:02] | Andrew Linden: | I think Kooky is talking about the collision tolerance for dynamic objects. |
[12:02] | Andrew Linden: | Kooky, it will ship with that collision tolerance, yet. |
[12:02] | Sidewinder Linden: | ahh ok different issue |
[12:02] | Andrew Linden: | yes. |
[12:02] | Kooky Jetaime: | any chance of that getting better in the future or? |
[12:02] | Creem Pye: | the collision tolerance is the same with avatars, right? |
[12:02] | Creem Pye: | so the bottom of my bounding box is in the middle of my shins |
[12:03] | Andrew Linden: | Perhaps Kooky. It is a "misfeature" of Havok4. Perhaps someday we'll be able to eliminate it. |
[12:03] | Kooky Jetaime: | oh. |
[12:03] | BugTest Dumpling: | What's the AR Catagory for Bots? |
[12:03] | Kooky Jetaime: | I was gonna say, H1 IIRC was significantly better |
[12:03] | Andrew Linden: | Don't know much about ARs. |
[12:03] | BugTest Dumpling: | >>.<< |
[12:04] | Sidewinder Linden: | /bugtest... "harassment"? depends on what they're doing :) |
[12:04] | Andrew Linden: | Kooky, as far as I know H1 also has a collision tolerance of 0.1 m |
[12:04] | BugTest Dumpling: | Is a CopyBot, is a shady area anyway, but Assault will do |
[12:05] | Rex Cronon: | shouldn't be 0.01? |
[12:05] | Kooky Jetaime: | Copybot would be Other |
[12:05] | Kooky Jetaime: | Yea, I thought it was .01, since that was the smallest you could make a prim |
[12:05] | BugTest Dumpling: | Forgot about other *slaps self* |
[12:05] | Kooky Jetaime needs to find an h1 sim | |
[12:06] | Aybabtu Aabye: | wth |
[12:06] | BugTest Dumpling: | Right gotta tp be well : ) |
[12:06] | Rex Cronon: | if is 0.1 is no wonder why is so "easy" over prims |
[12:06] | Rex Cronon: | to drive over* |
[12:07] | Kooky Jetaime: | ya |
[12:07] | Andrew Linden: | Okay everyone, I've got to go. Thanks for coming. |
[12:07] | Kooky Jetaime: | that would definatly explain prim crossing problems |
[12:07] | Creem Pye: | have a good day |
[12:07] | Enrico Genosse: | thank you, andrew. bye y'all! |
[12:07] | Rex Cronon: | bye andrew |
[12:07] | Kooky Jetaime: | Rex - you know a H1 sim? |
[12:07] | Gaius Goodliffe: | Thank you! |
[12:07] | Rex Cronon: | yes |
[12:07] | Rex Cronon: | rausch:) |