User:Andrew Linden/Office Hours/2008 07 15

From Second Life Wiki
Jump to navigation Jump to search

Transcript of Andrew Linden's office hours:

[11:05] Rex Cronon: hello everybody
[11:05] Gaius Goodliffe: hello
[11:05] Andrew Linden: Greetings
[11:05] Rex Cronon: hiiii
[11:06] Andrew Linden: Sorry I'm late.
[11:06] Kitto Flora: Hello
[11:06] Rex Cronon: u r? is only 11:05
[11:06] Andrew Linden: Announcements... yesterday Simon and I fixed a memory leak that was blocking the deployment of the next simulator update
[11:07] Andrew Linden: and that just passed QA, so if all goes well the roll will restart this evening
[11:07] Gaius Goodliffe: cool
[11:08] Andrew Linden: I'm currently working on RacerX Gullwing's favorite bug: SVC-1179
[11:08] Andrew Linden: I think I've got a fix, but now need to test. And I wonder how much content it will break ;-)
[11:09] Gaius Goodliffe: I think everything that uses llPushObject has been broken for a while now...
[11:09] Andrew Linden: Meanwhile, as I mentioned before I'm now helping manage the simulator maintenance pipeline in general, so I'm often being interrupted for some emergency.
[11:10] Kitto Flora: I abandoned all hope for llPushObject on Avatars long ago.
[11:10] Andrew Linden: I think we average about... four emergencies a week
[11:10] Gaius Goodliffe: hehe
[11:10] Kitto Flora: Designed it out of all my products
[11:11] Andrew Linden: Hrm... I think that is all the announcements I had.
[11:11] Andrew Linden: You got anything Simon?
[11:11] Simon Linden: Not really ... nothing getting pushed out soon
[11:12] Andrew Linden: alright then, perhaps somone has something to talk about. If so, go ahead and mention it
[11:12] Andrew Linden: otherwise I'll have to dig around in my little bag of random topics
[11:13] Kitto Flora: 1) Andrew closed the jira bug on heavy CPU load by 'vehicles' in H4. I dont see any change/improvement in that problem.
[11:13] Andrew Linden: what is the jira number of that one?
[11:13] Kitto Flora: Hold wile I dig thru the quagmire
[11:14] Rex Cronon: will llvolumedect ever work on attachments?
[11:15] Kitto Flora: SVC-1094
[11:15] Andrew Linden: Rex, ugh... did LLVolumeDetect work on attachments in Havok1?
[11:15] Rex Cronon: yes, but only for one collision
[11:16] Andrew Linden: I seem to recall a bug about that, but can't remember it's current status
[11:16] Andrew Linden: ? only one collision?
[11:16] Andrew Linden: could you elaborate on that?
[11:16] Rex Cronon: yes, first time an avatar entered its volume an collison event was generate
[11:17] Andrew Linden: Here is the link to Kitto's vehicle performance bug: http://jira.secondlife.com/browse/SVC-1094
[11:17] Rex Cronon: aftwards none were generated
[11:17] Andrew Linden: By "its volume" you mean... someone else's attachment?
[11:17] Creem Pye: per-prim phantom would allow us to design vehicles with a very low nonphantom prim count, resulting in much less lag =)
[11:18] Andrew Linden: or did you mean... "when an attachment was first attached" ?
[11:18] Rex Cronon: no, like i have a 10x10x10, attached, first avatar or object that got inside generated the event
[11:18] Andrew Linden: hrm...
[11:19] Andrew Linden: Attachments still had a "physics body" in Havok1, but it was pulled out of the physics engine (still in memory though)
[11:19] Andrew Linden: in Havok4 they don't have a physics body, and sometimes we don't ever create one (rez onto your avatar, for example)
[11:20] Rex Cronon: ,,,
[11:20] Andrew Linden: I wonder what VolumeDetect structure the Havok1 event was triggering on...
[11:20] Rex Cronon: weird. it works:)
[11:20] Rex Cronon: for objects
[11:20] Andrew Linden: Anyway... I guess some attachments are broken for this missing Havok1 attachment VolumeDetect event?
[11:21] Andrew Linden: ? It works right now?
[11:21] Rex Cronon: yes:)
[11:22] Rex Cronon: cool:)
[11:22] Andrew Linden: but not for other avatars? (non-"objects")?
[11:22] Rex Cronon: i haven't tried it quite a while
[11:23] Rex Cronon: it usually detected avatars only once
[11:23] Andrew Linden: Ok well, if you discover a bug with that go ahead and file a jira so we can talk about it by number
[11:23] Rex Cronon: ok
[11:23] Andrew Linden: I'm really vague on how VolumeDetect on attachments would work
[11:23] Andrew Linden: actually works...
[11:23] Andrew Linden: I'd have to read the code. I don't remember any of the details for that particular corner-case of the VolumeDetect feature.
[11:24] Rex Cronon: it seems to detect when i drop things on it, i hope i haven't made a mistake. needs further testing
[11:24] Andrew Linden: As to your bug SVC-1094 Kitto... go ahead and reopen it I guess, and change the priority as you see fit
[11:24] Creem Pye: i'd expec the sensing volume area to be different than where the attachment appears to be
[11:25] Andrew Linden: fortunately for me... Simon Linden will be working on simulator performance issues in general so maybe I can foist that bug onto his plate ;-)
[11:25] Kitto Flora: Andrew, is it possible for me to re-open it?
[11:25] Creem Pye: since animations etc aren't directly considered by the simulation
[11:25] Kitto Flora: Oh I just found where to do that.
[11:26] Andrew Linden: right Creem, and the simulator almost never uses the "correct visible" location of any attachment
[11:26] Andrew Linden: I think for most things the effective position of the attachment is the center of the avatar
[11:26] Andrew Linden: for llPushObject() falloff/cost for example
[11:26] Kitto Flora: Andrew, is this higher H4 physics load ever likely to get fixed?
[11:26] Creem Pye: yeah, that's what i've found in my tests previously
[11:27] Andrew Linden: (psssst Kitto... ask Simon )
[11:27] Kitto Flora: Simon, is this higher H4 physics load ever likely to get fixed?
[11:28] Simon Linden: I'm not optimisitic about totally 'fixing' it - getting a really huge speedup
[11:28] Simon Linden: But I think we can make it better
[11:29] Kitto Flora: Every week I get complain from customer about trains not 'working right', and when I investigate, their sim is overlaoded with some physicals - like surf waves, fish...
[11:29] Simon Linden: There are a varietly of ways - possibly Havok5 is quicker, we may find some of our code that can speed up, or we can let builders have some more control over shapes and possibly simplify geometry
[11:30] Kitto Flora: A standard sim now has only 1/2 the capability it had under H1
[11:30] Simon Linden: Yeah, there are a lot of cases where simple things on the sim are slowing it down.
[11:30] Simon Linden: I mean, do we really need collisions from animated fish?
[11:30] Creem Pye: I really do think that many vehicles could make do with as little as 5 or so boxes and ellipsoids for the physical model
[11:30] Kitto Flora: And the 'open space' sims are just pitiful.
[11:31] Kitto Flora: I suspect theres an 'open space sim' scam going on...
[11:31] Andrew Linden: Indeed, I think working on OpenSpace regions is high up on Simon's plate of ThingsToDo
[11:31] Simon Linden: My focus on them is putting the empty ones is a 'sleep' mode - perhaps just dropping fps enough to share the CPU better with other regions on the same host
[11:32] Simon Linden: In any case, they need to work better
[11:32] Kitto Flora: What would be good is a clear warning to residents as to what kind of sim they are in
[11:33] Kitto Flora: I find most open space renters dont understand how bad the performance of the land they have rented will be
[11:33] Creem Pye: do you think people are selling open spaces regions as fi they were full regions?
[11:33] Andrew Linden: there are a few problems with the OpenSpace region offering...
[11:33] Kitto Flora: Creem: YES
[11:33] Kitto Flora: Or they gloss over it...
[11:33] Simon Linden: Well, is resident behavior the issue? I think it's more the communiation you have between land barons and renters
[11:34] Kitto Flora: Its looking like swamp land in FLorida
[11:34] Simon Linden: Kitto - yes, I think that's it
[11:34] Andrew Linden: Right, that is one of the problems... the difference between an OpenSpace region and non- is not clear
[11:34] Kitto Flora: Right - at this level its not H4 or such. Its socail swindling
[11:35] Kitto Flora: End reult is pissed-off new residents.
[11:35] Andrew Linden: Meanwhile, we've got techical problems that make OpenSpace regions sometimes perform even worse than expected.
[11:35] Gaius Goodliffe: There'
[11:35] Gaius Goodliffe: There's a bit of bad timing there too. Openspaces worked a lot better under Havok1.
[11:35] Kitto Flora: Well yeah - it all 50% down...
[11:35] Gaius Goodliffe: A lot of people were probably expecting to get the same performance they used to.
[11:36] Kitto Flora: and probably then some for open-space
[11:36] Gaius Goodliffe: But then the price goes down at almost exactly the same time as Havok4 comes out.
[11:36] Creem Pye: hopefully the script-side contribution to lag will decrease a lot once Mono hits the main grid
[11:36] Arawn Spitteler: Yeah, the number of scripts will skyrocket.
[11:37] Kitto Flora: Hard to say what that is Gaius
[11:37] Kitto Flora: What I see is big 'Physics time' and I suspect MONO will do nothing about that
[11:37] Simon Linden: I'm worried that we'll end up with more load due to more physical stuff moving around, but we'll see
[11:37] Andrew Linden: Also, there is a project gearing up internally to try to address proper allocation of CPU resources, so one OpenSpace region can't hog the resources on the host.
[11:37] Rex Cronon: now u will have 100k scripts each using 62k:)
[11:38] Kitto Flora: Most scripts I have seen in a sim is around 10,000
[11:38] Creem Pye: Simon, do you think it would be worth it to try a simple "renice"-style scheduling on emppty opensim regions?
[11:38] Andrew Linden: Also some projects are in proposal stage for working on script resource allocations for parcel owners and avatars
[11:38] Arawn Spitteler: Even for a full sim, isn't theree a way to hog the resources of a server?
[11:39] Gaius Goodliffe: yes
[11:39] Kitto Flora: Well - 20 surfing waves would do that
[11:39] Kitto Flora: Maybe 30 'Meadows'
[11:40] Arawn Spitteler: I thought waves were just heavy vehicles?
[11:40] Kitto Flora: Ara
[11:40] Kitto Flora: Arawan - they are
[11:40] Kitto Flora: Dumb big vehicles
[11:40] Andrew Linden: I think Babbage and his MONO team will be working more on script resources balancing post MONO release.
[11:40] Gaius Goodliffe: Oh, random question -- any news on the physics across region boundries?
[11:41] Creem Pye: hm speaking of Babbage, is he in charge of the Mono regions on the preview grid?
[11:41] Andrew Linden: Now news on that Gaius
[11:41] Andrew Linden: Yes Creem, he's more or less in charge of those beta MONO regions.
[11:41] Simon Linden: Creem - that's one of the options, trying renice. The current obstacle is sorting out our monitoring system, so we don't get a lot of flashing lights in the control room when all these sims show low frame rates
[11:41] Creem Pye: I buggged babbage about opening mroe than 1 mono sim so that I could test region crossings wiht mono scripts, but I don't know if he's the right guy or not
[11:41] Simon Linden: He's the guy
[11:41] Creem Pye: ok thanks
[11:42] Andrew Linden: Simon, does the MONO team have a PM like we did in Havok4 (Sidwinder) ?
[11:42] Kitto Flora: How is MONO likely to improve region crossing?
[11:43] Creem Pye: ah my region crossing testing was just to see if scripts worked ok
[11:43] SK Decosta: hi everybody\
[11:43] Creem Pye: because in the past, random mono scripts in my vehicle would get disabled, silently
[11:43] Rex Cronon: hi sk
[11:43] Kitto Flora: The scripts work ok, on crossing. The proces is just plain *slow*
[11:43] Arawn Spitteler: They'd be disabled silently, because MONO doesn't work outside of Mono enabled sims.
[11:43] Andrew Linden: I don't expect MONO to make many improvements to border crossings
[11:44] Simon Linden: Andrew - I'm not sure of their PM, if they have one or not.
[11:44] Andrew Linden: however, border crossings still need to be tested in MONO
[11:44] Creem Pye: right, I mean between 2 mono sims. I'd have 2 nearly identical scripts, and one would cross the region fine, but the other would get disabled
[11:44] Andrew Linden: If they DID have a PM then that might also be a person to contact about getting a second MONO region up
[11:44] Creem Pye: that might be fixed now, but I have no way to check =)
[11:44] Arawn Spitteler: SK has a question about the Hug problem, and I notice my basicHug no longer works as it did.
[11:44] Kitto Flora: Theres only one mono region? Where? On the preview grid?
[11:45] Gaius Goodliffe: Oh yeah, huggers...
[11:45] Andrew Linden: What is the hug question?
[11:45] Creem Pye: well there are 4, but last time I checked, 3 were offline =\
[11:45] Kitto Flora: OH ok Creeme
[11:45] SK Decosta: a friend asked me to modify multitool so that the hug positions could be adjusted if the avs don't fit together in the default config
[11:45] Arawn Spitteler gave you Hug Attachment.
[11:46] SK Decosta: i tried llMoveToTarget but did not seem to have an effect
[11:46] Gaius Goodliffe: Interesting factoid: last time I had someone hug me and the hugger was making them bounce around like mad, I asked them to remove their (extremely high-heeled shoes), and after that, the hugger worked fine. It seemed like height may have been an issue.
[11:46] Arawn Spitteler: PHONE!!! My basic Hug worked with the early implementations of H4, but seems to be disadjusted with later iterations.
[11:47] Andrew Linden: Arawn, you gave me a hugger attachment. I take it that it does not work?
[11:47] Rex Cronon: interesting. so u have to take your shoes off to give/get a hug:)
[11:47] Gaius Goodliffe: Doesn't always work, though.
[11:47] Creem Pye: weird gaius, I'd expect high heels to only have an AO for the feet
[11:47] Kitto Flora: Another subject: collision events... prim on a vehicle hitting an Av, and not producing a collision event - is that a known buggy situation?
[11:47] Arawn Spitteler: It works, but the target is't arrived yet, and the motions look a bit busy.
[11:47] Arawn Spitteler: I say /hug, rather than /hump
[11:48] Gaius Goodliffe: Creem: the shoes had no AO, they just made the person much taller
[11:48] Creem Pye: woudln't that be a simple animation to lift the pelvis? or maybe it's making them levitate slightly :O
[11:48] Arawn Spitteler: My understanding ofr heels, is that they're cut from the feet.
[11:48] Andrew Linden: well, I have some ideas on how to maybe solve the heels (bouncy on hug) problem.
[11:49] Andrew Linden: I think maybe the "help the avatar climb steps/hill" feature is kicking in when the two avatars connect
[11:49] Gaius Goodliffe: Creem: No, shoes actually change your size.
[11:49] Andrew Linden: however I'd have to check the code
[11:49] Gaius Goodliffe: Nothing to do with the anim.
[11:49] Andrew Linden: however, the main problem with huggers is that they don't quite align face to face, right?
[11:50] Gaius Goodliffe: That's not a big deal, people just turn into the hug.
[11:50] Andrew Linden: er... they are either too close or too far away (I don't know what it is today)/
[11:50] Dahlia Trimble: huggers are bouncy
[11:50] Creem Pye: hm I don't understand what technique that would be, gaius
[11:50] Gaius Goodliffe: It's the bouncy thing that's the big issue.
[11:50] Andrew Linden: Oh ok, so it is the bouncy huggers that is the main problem.
[11:50] Rex Cronon: i think the problem is llmovetotarget
[11:51] Creem Pye: llMoveToTarget(regular_pos + <0,0,0.1>,,) or something?
[11:51] Andrew Linden: Got it. Well good, at least that one appears fixable
[11:51] Dahlia Trimble gave you Hug Attachment.
[11:51] Rex Cronon: yes, that one creem
[11:51] Kitto Flora: Another subject: collision events... prim on a vehicle hitting an Av, and not producing a collision event - is that a known buggy situation?
[11:51] SK Decosta: thanks very much, everyone
[11:51] Creem Pye: is the collision-detecting script in the root prim, kitto?
[11:51] Andrew Linden: Kitto... this is "sub prim on vehicle hits standing avatar" --> no collision event?
[11:51] Arawn Spitteler: Oh, I think SK's hugger is the multitool
[11:51] Kitto Flora: Creem: No
[11:52] Kitto Flora: Andrew: Yes
[11:52] Andrew Linden: Kitto, is it also a problem for single-prim vehicles? Or only sub-prims?
[11:52] Andrew Linden: Kitto, do you have a jira for that one?
[11:52] Andrew Linden: I'm curious about the details of the repro-recipe
[11:53] Kitto Flora: Andrew: In this case sub prims. (I know nothing of single-prim vehicles)
[11:53] Gaius Goodliffe: That might be related to the problem I've been having with some doors (which are part of a linkset) that don't open when you collide with them. I tried to make a reliable repro the other day and couldn't repro it, but I still see the problem, especially with two of the doors on my home.
[11:53] Kitto Flora: And ... the vehicles has collidable sub prims at both ends. One works the other does not
[11:53] Andrew Linden: at both ends the prims are "sub" -- not the root prim?
[11:54] Kitto Flora: JIRA - not yet - I was wondering if its already in JIRA, or a brand new bug
[11:54] Kitto Flora: Not in the root prim
[11:54] Andrew Linden: Kitto, I haven't heard of that bug yet. You should enter it
[11:54] Arawn Spitteler: Phantom Vehicle?
[11:54] Gaius Goodliffe: Kitto, is the prim cut in any way?
[11:54] Kitto Flora: Not phantom
[11:54] Andrew Linden: Also, a simple recipe for reproducing it would be nice (scirpts + instruction) but with vehicles that can get complicated so alternatively we'll be needing a copy of the bugged vehicle.
[11:54] James Linden gave you Linden Bear - James.
[11:55] Kitto Flora: Int cut - its a simple box sub-prim
[11:55] Kitto Flora: Not cut
[11:55] Arawn Spitteler: Can we get collision events, without llVolumeDetect?
[11:55] Andrew Linden: anybody happen to know the "bouncy hug" jira number?
[11:55] Creem Pye: sure you can, arawn
[11:55] Plaz Etzel: Sup folks
[11:56] Rex Cronon: hi plaz
[11:56] Andrew Linden: Arawn, yes the normal collision() collision_start() and collision_end() events should trigger
[11:56] Kitto Flora: In this case it is using collision() without llVolumeDetect
[11:56] Andrew Linden: and they should be settable for indiviual sub prims
[11:56] Andrew Linden: er... they can be enabled for sub prims
[11:56] Plaz Etzel: So like, there is this guy with some friends in Linden Labs, his name is Aelus Janus, and he has them ban people he doesn't like.
[11:56] Kitto Flora: Humm - I have not tried switching to _start
[11:57] Andrew Linden: Plaz, I doubt that is true. My guess is that Aelus is lying about his connection to LL.
[11:57] Plaz Etzel: Probably
[11:58] Andrew Linden: We get a lot of reports about that.
[11:58] Plaz Etzel: But he always finds a way to get people banned.
[11:58] Arawn Spitteler figures Aelus is probably full of it: get your evidence togeather for G-Team Hours.
[11:58] Creem Pye: unless he's providing good reasons to have people banned =)
[11:58] Andrew Linden: People claim to have influences they don't really have, and many gullible people believe them.
[11:58] Saijanai Kuhn: http://wiki.secondlife.com/wiki/Office_Hours/GTeam gtea, meeting
[11:58] Saijanai Kuhn: gteam meeting
[11:58] Plaz Etzel: I'm in this group called Vanguard, and he always accuses us of "copybotting".
[11:59] Plaz Etzel: He got at least 7 people banned by saying we were "copybotting" even though it isn't true.
[11:59] Andrew Linden: I wouldn't know much about that. I don't typically handle support issues anymore -- I'm mostly involved in SL server development.
[12:00] Plaz Etzel: :O
[12:00] Andrew Linden: So I can't really comment (and don't actually know) about who has been banned for what reasons.
[12:00] Plaz Etzel: Can you perhaps contact support about this?
[12:00] Dark Svenska: Mr. Linden guy, does glow require a certain graphics card?
[12:01] Ginnia Valeeva: ????
[12:01] Andrew Linden: The support group ask that people get sent through the regular channels, so I can't submit the issue
[12:01] Kitto Flora: Welcome to the (end of) the Havok 4 meeting folks. Other subjects are likely to get blank looks. :)
[12:01] Andrew Linden: If it is a dire emergency (grid attack for example) then I can act.
[12:01] Arawn Spitteler: That would be a better question for the Mentors at Help Island.
[12:01] Andrew Linden: Dark, yes I think glow requires certain video cards
[12:02] Andrew Linden: however I don't know what they are
[12:02] Creem Pye: well, SL requires certain video cards =)
[12:02] Kitto Flora: Glow needs a 'good' video card, for sure
[12:02] Andrew Linden: for you best bet... get an nVidia8800GT or whatever
[12:02] Plaz Etzel: I have an 8500 and it's fine.
[12:02] Gaius Goodliffe: My 7900 still seems to do the job well enough...
[12:02] DoomShizzle Ansar: I like my 8800
[12:02] Kitto Flora: GeForce 7900 GS/PCI/SSE2 shows glow ok
[12:02] Plaz Etzel: I know a physics bug
[12:02] Plaz Etzel: Havok 4 breaks all our scripts
[12:03] Arawn Spitteler: If you get the latest and best video card, that none of the developers have, see if you can get an outdated driver for it.
[12:03] Dark Svenska: I must obtain a GeForce 8800 D:
[12:03] Creem Pye: well this crappy mobile radeon doesn't render glow
[12:03] Saijanai Kuhn has PPC Mac. not much room for upward upgradess there...
[12:03] Aimee Trescothick: Upgrade to a toaster Sai?
[12:03] DoomShizzle Ansar: have any of you ever ran into a fellow that goes by the name of Ratcloner?
[12:03] Arawn Spitteler has a draw bridge, that goes through, rather than tossing avatars, but that's a matter of whether there's already a Jira
[12:03] Kitto Flora: YEah... my Commodore 64 dont run SL too well either ;)
[12:04] Saijanai Kuhn: bah, when it came out dual-G% was first official desktop supercomputer
[12:04] Andrew Linden: There are two GeForce 8800's I think... one is very expensive, the other is less so, but almost as good
[12:04] Gaius Goodliffe is waiting for VT-100 mode for SL.
[12:04] Kitto Flora: ASCII graphics, Gaius?
[12:05] Andrew Linden has not met or heard of Ratcloner
[12:05] Gaius Goodliffe: You bet. :D
[12:05] Creem Pye: yeah there are a few 8800s
[12:05] Saijanai Kuhn: me has a 6800GT which was pretty good when I bought the comp
[12:05] Arawn Spitteler posits the frame rate, for a dot matrix
[12:05] Creem Pye: heh i've used SL through libcaca before
[12:05] Creem Pye: (color ascii rendering)
[12:06] Creem Pye: it was pretty difficult to say the least =P
[12:06] Gaius Goodliffe: I'll bet hehe
[12:06] Saijanai Kuhn is wondering if pyogp could do stick figure animation of avatars...
[12:06] Andrew Linden: ASCII rendering would be funny, but really the lowest card at full minimum shiny would be better
[12:06] Aimee Trescothick: depends on the screen resolution Ara, 8x8?
[12:06] Andrew Linden: I recall seeing footage of ASCII Quake once
[12:07] Kitto Flora: I talked to an Av who was uisng chat-only client. He could chat, could not 'see' the graphics, but could move the av somewhat
[12:07] Saijanai Kuhn: someone has done ascii start trek
[12:07] Simon Linden: One of our devs fed SL onto an Apple II - http://www.youtube.com/watch?v=vAZHJa91JHk
[12:07] Aimee Trescothick: VLC has an ASCII render module if I remember rightly
[12:07] Gaius Goodliffe: yay! Apple II Forever! :D
[12:07] Saijanai Kuhn: ASCII STar Wars sorry
[12:07] Kitto Flora: strek?
[12:07] Andrew Linden: The apple II hack is similar to how some companies might try to make an SL client for a cell phone
[12:08] Gaius Goodliffe: Hehe... I loved my old Apple //c.
[12:08] Aimee Trescothick: been done, I've run it on my Nokia N95
[12:08] Aimee Trescothick: :)
[12:08] Aimee Trescothick: Vollee
[12:08] Andrew Linden: Ok, I've got to go. Thanks for comming to the office hour.
[12:09] Creem Pye: ok seeya
[12:09] Aimee Trescothick: bye :)
[12:09] Gaius Goodliffe: Thank you
[12:09] Rex Cronon: bye andrew
[12:09] Kitto Flora: Lunchy time
[12:09] Saijanai Kuhn: http://www.asciimation.co.nz/asciimation/index.html
[12:09] Kitto Flora: Byebye
[12:09] Kitto Flora: all
[12:09] Rex Cronon: bye everybody
[12:09] Simon Linden: Thanks everyone ... see you next time
[12:09] Creem Pye: bye