User:Andrew Linden/Office Hours/2008 09 02

From Second Life Wiki
Jump to navigation Jump to search

Transcript of Andrew Linden's office hours:

[11:00] Andrew Linden: Surprise! I'm early today.
[11:00] Arawn Spitteler: Where's everybody else?
[11:00] Andrew Linden: Dunno, but I could guess...
[11:00] Arawn Spitteler: From http://jira.secondlife.com/browse/SVC-2931 I expected an angry mob with pitchforks burning
[11:01] Andrew Linden: (1) they expect me to be late, hence they are late
[11:01] Andrew Linden: (2) there is nothing interesting to talk about
[11:02] Arawn Spitteler: I was just twisting myself into knots, so I wanted to pick their brains on sitting issues.
[11:02] Arawn Spitteler: Is llGetCameraRot relative to the prim?
[11:02] Andrew Linden: Ah yes, SVC-2931 is intentional, and is considered a bug fix
[11:03] Arawn Spitteler: I'm surprised at all the broken content, thinking it my little secret.
[11:03] Andrew Linden: perhaps it stayed out too long in the wild and will become a feature because too much new stuff is busted
[11:03] Rex Cronon: hi andrew, arawn
[11:03] Andrew Linden: Hello Rex
[11:04] Arawn Spitteler: Hi, Rex. http://jira.secondlife.com/browse/SVC-2931 gave me an idea, that link distances could be regulated by whether an object's to be Physical
[11:04] Andrew Linden: Wow, SL renders much better on my Mac laptop running Ubuntu than on my Windows machine.
[11:04] Andrew Linden: However, my laptop appears to be getting nice and hot
[11:04] Arawn Spitteler: Oh, that's just the Lithium Cell about to explode.
[11:05] Arawn Spitteler: You shold have a bucket of sand, next to those things.
[11:06] Arawn Spitteler: Anyways, I was thinking that if size is a problem for Physics, the servers could regulate the bounding boxes, beyond which, an object isn't physical
[11:06] Andrew Linden: I think SVC-2931 re-raises the issue about "why have link limits at all?"
[11:06] Rex Cronon: that is how far u can move an ave right now with llSetLinkPrimitiveParams?
[11:06] Rex Cronon: 54m?
[11:06] Arawn Spitteler: It's a lot less than with SitTarget
[11:07] Rex Cronon: and to think that i was working on a megaTP
[11:07] Andrew Linden: Arawn, unfortunately the word "physics" is incorrectly used in the SL user interface
[11:07] Rex Cronon: that allowed to tp anywhere from 0 to 4000m high
[11:07] Andrew Linden: so it now becomes ambiguous
[11:07] Arawn Spitteler: I already demonstrated at Lummerland, a couple months ago, and got last prize again
[11:08] Arawn Spitteler: I like the way we get to sit then decide.
[11:08] Andrew Linden: I prefer the term "dynamic" for objects that can fall and tumble and "static" for those that do not
[11:09] Andrew Linden: meanwhile, I often use the term "physical" to describe an object that can collide... whether static or dynamic
[11:09] Arawn Spitteler: So, different bounding box limits, for objects that are Dynamic, Static, Static-Phantom and Dynamic Phantom probably would count as Dynamic
[11:09] Andrew Linden: so... what meaning were you using when you said "physics" above?
[11:09] Arawn Spitteler: Set Physical as far as llSetStatus
[11:10] Arawn Spitteler: A static you can collide with isn't going to carry the punch across a sim
[11:10] Rex Cronon: when i say physical i think of anything that is affected by gravity
[11:11] Arawn Spitteler: That was quick
[11:11] Arawn Spitteler: Welcome back
[11:11] Andrew Linden: great... looks like I'll be crashing out every 10 minutes or so
[11:11] Rex Cronon: u crashed?
[11:11] Andrew Linden: yeah
[11:11] Rex Cronon: oh, right a mac
[11:11] Rex Cronon: wb
[11:11] Andrew Linden: hang on... lemme reduce all the shiny and see if that helps
[11:12] Arawn Spitteler: Does that interrupt your chat log?
[11:13] Andrew Linden: alright, lets see if that helps
[11:13] Andrew Linden: ok so Arawn...
[11:13] Arawn Spitteler: Moi?
[11:13] Andrew Linden: you're bringing up an idea where... the link rules apply differently to static vs dynamic?
[11:14] Andrew Linden: or that the actual collision shapes used are different for static vs dynamic?
[11:14] Arawn Spitteler: My actual thought was, Dynamic could be turned off, on large bounding boxes, to increase nboth link and megaprim size
[11:14] Arawn Spitteler: Just as a simple solution.
[11:14] Andrew Linden: ok, so objects above some size cannot be set dynamic?
[11:15] Arawn Spitteler: That way, a 4 kilometer link couldn't work up a real good swing, before releasing a newbi
[11:15] Arawn Spitteler: I'm thinking they'd be unset, when entering a sim.
[11:16] Arawn Spitteler: It's an idea, but you'd probably have a better idea, how to go about it
[11:16] Rex Cronon: how long is this going to work andrew:)
[11:16] Andrew Linden: I'm being distracted by Rex, who appears to be demonstrating some "collisionless avatar" bug.
[11:16] Andrew Linden: No Arawn, I don't have many good ideas on that front.
[11:17] Rex Cronon: i like this one:)
[11:17] Rex Cronon: can we keep it:)
[11:17] Arawn Spitteler: I think it's the one I jiraed, until it wouldn't repeat. I think it's a sim bug.
[11:17] Rex Cronon: no arawn
[11:17] Rex Cronon: sit on the white box:)
[11:17] Rex Cronon: than stand up
[11:18] Arawn Spitteler: The White Box sets status Phantom?
[11:18] Rex Cronon: seems to work for like one avatar per prim rezz
[11:18] Andrew Linden: I'm kinda pessimistic about making major changes to linkability rules and object dynamics, or fixing some of the long running problems... I'm just sto stuck on maintenance that overhauls appear to be far out in the distant future.
[11:18] Cummere Mayo: sorry im late
[11:18] Andrew Linden: however, I may just be in a bad mood today... I'm at home sick with a cold
[11:19] Andrew Linden: and my linux laptop is about to crash again
[11:19] Cummere Mayo: sorry to hear that andrew
[11:19] Arawn Spitteler: Maintainance is for others to demonstrate thier competance. You should be nurturing the next generation on that.
[11:19] Andrew Linden: er... SL is about to crash on it again
[11:19] Warthog Jun: we will wait till you get back
[11:19] Andrew Linden: What I would like to do...
[11:19] Cummere Mayo: /ao off
[11:20] Cummere Mayo: /ao off
[11:20] Cummere Mayo: /ao on
[11:20] Cummere Mayo: /ao off
[11:20] Andrew Linden: (1) fix collisions across region boundaries for static objects
[11:20] Andrew Linden: (2) set some size limit on dynamic objects (STATUS_PHYSICS, TRUE)
[11:20] Andrew Linden: (3) liberate megaprims (this is a whole series of things)
[11:21] Andrew Linden: (4) increase linkability rules
[11:21] Andrew Linden: sorta in that order, however there are several parts of (3) that should be done ASAP
[11:22] Andrew Linden: so yes, I think we could eventually get to more linkable stuff, and perhaps different rules for objects depending on how big they are
[11:22] Arawn Spitteler: What are the linkability rules?
[11:22] Andrew Linden: no Rex, I took a copy of that object you used to make your avatar collisionless
[11:22] Andrew Linden: is that new in 1.24? or is it also a 1.23 bug?
[11:23] Rex Cronon: old
[11:23] Andrew Linden: Oh really? Hrm...
[11:23] Andrew Linden: Well, I'll try to fix that this week. Maybe tomorrow
[11:23] Andrew Linden: However, the 1.25 code freeze is going to happen soon.
[11:23] Andrew Linden: Dunno if I'll get it done in time for 1.25
[11:23] Arawn Spitteler: Only Lindens can go Phantom, so it might be marketable content.
[11:24] Rex Cronon: actually. this is cool the way it is:)
[11:24] Cummere Mayo: is the fix for 2511 in 1.25 for sure?
[11:24] Rex Cronon: i am already selling this:)
[11:24] Andrew Linden: Cummere, yes I think so. The code that has that fix currently "holds the lock" for mergeback into the main codebase
[11:25] Cummere Mayo: good!
[11:25] Arawn Spitteler: What's 2511?
[11:25] Rex Cronon: u should see how much fun it can be in a damabe enabled sim:)
[11:25] Cummere Mayo: I ahve a nother question for when youre done explaining the currant topic
[11:25] Rex Cronon: damage:)
[11:25] Andrew Linden: that means that other stuff cannot be merged back until the locked code passes QA or is rejected (but I don't expect that)
[11:25] Cummere Mayo hides behidn her chair
[11:25] Andrew Linden: SVC-2511 -- bullets pass through avatar
[11:26] Andrew Linden: What is your question Cummere?
[11:26] Arawn Spitteler: Isn't that a matter of longer bullets?
[11:26] Cummere Mayo: have you talked to kyle yet.....? he found a major major movement issue
[11:27] Andrew Linden: No Arawn, SVC-2511 describes bullets that used to work and stopped... back in 1.22 or something
[11:27] Cummere Mayo: ajnd probably the source for most of the 2708 issue
[11:27] Andrew Linden: Kyle... probably not
[11:27] Andrew Linden: Perhaps I dropped a ball somewhere? I don't recall
[11:28] Cummere Mayo: um *goes to see if she had logs still*
[11:28] Warthog Jun: Andrew I do not want to break the flow of the conversation but there is one thing I would like to discuss before the session is over
[11:28] Andrew Linden: SVC-2708 has to do with bad simulator performance
[11:28] Cummere Mayo: yep and kyle found a problem im iming you with a bit of the log
[11:28] Andrew Linden: Warthog, just ask the question, and I'll get around to it
[11:29] Andrew Linden: or if I don't then ask it again (sometimes I miss questions)
[11:29] Andrew Linden: Ok Cummere. I'll try to forward the info to Simon Linden
[11:29] Ebrech Aridian: ....omg a linden..
[11:29] Warthog Jun: Its a bit off topic
[11:30] Andrew Linden: since he is on the simulator performance team right now
[11:30] Warthog Jun: but I need a Lindens help
[11:30] Andrew Linden: Nothing is really off topic here Warthog, unless I don't know the answer.
[11:30] Warthog Jun: ok here goes
[11:31] Andrew Linden: These office hours used to focus on the Havok4 project, however now everything is fair game
[11:31] Warthog Jun: all others forgive but no way not to be wordy
[11:31] Warthog Jun: My SL daughter has a non paid account
[11:31] Arawn Spitteler: Like mine?
[11:31] Warthog Jun: and for many reasons mostly economic that has to be
[11:32] Warthog Jun: she has had a severe inventory problem since December
[11:32] Warthog Jun: has subbited to have it fixed more than once
[11:32] Warthog Jun: falling on deaf ears
[11:33] Warthog Jun: what has me coming to you is she started sobbing last week over it
[11:33] Cummere Mayo: oh jeeze.
[11:33] Warthog Jun: so I am here to find someone to fix it
[11:33] Andrew Linden: Ah ok, so this is mostly a support issue (on which I'm not an expert)
[11:33] Andrew Linden: could you provide more info on the nature of the inventory problem?
[11:33] Andrew Linden: missing inventory?
[11:34] Andrew Linden: inventory never loads?
[11:34] Cummere Mayo: warthog have her froward me support ticket numbers and and ill try and get an iteam member on it
[11:34] Andrew Linden: inventory is scrambled?
[11:34] Warthog Jun: it is creating folders with weird names
[11:34] Warthog Jun: and it puts some of her inventory in it
[11:34] Cummere Mayo: warthog is she online now?
[11:35] Warthog Jun: when she touches the folder it crashes her
[11:35] Arawn Spitteler'd such trouble after picking up a load of freebie furniture, so dropping unwanted freebies and flushing trash might help, as much as Teleporting to Cyclops
[11:35] Warthog Jun: something is scrambled
[11:35] Arawn Spitteler: I haven't heard of it beffor, but sounds like something to be traced system side.
[11:36] Andrew Linden: Well, inventory is not my specialty, however I do know that some inventory repair efforts have been done in the past
[11:36] Cummere Mayo: sounds to me like inventory migth be confusing her avi with soemone elses. its ahppened before
[11:36] Andrew Linden: and I'm in close contact with a few of the other developers who might track down inventory problems
[11:36] Cummere Mayo: warhog do you have any of her support ticket numbers?
[11:36] Cummere Mayo: *warthog
[11:37] Andrew Linden: Warthog, go ahead and IM me the account name and I'll see if I can do some legwork to verify the inventory corruption
[11:37] Rex Cronon: clearing cache didn
[11:37] Warthog Jun: Cum every body says it that way
[11:37] Warthog Jun: let me look
[11:37] Rex Cronon: didn't help?
[11:37] Warthog Jun: no none of the normal remedies
[11:37] Andrew Linden: I don't really have access to support ticket #'s, so it would only be useful should I actually talk to someone in support
[11:38] Cummere Mayo: andrew I was goign to take it to support
[11:38] Warthog Jun: give me a sec to dig it out
[11:38] Cummere Mayo: *shurgS* i have a premium and i know msot of the iteam
[11:39] Andrew Linden: Cummere, you're welcome to do so. I doubt I could help the particular Resident in question, but I'm curious to verify that there really is a problem server-side
[11:40] Andrew Linden: and to find out if the people who should be aware of such a problem are indeed aware of it.
[11:41] Cummere Mayo: cool andrew :)
[11:41] Cummere Mayo: lets double team then?
[11:41] Cummere Mayo: if you talk to the ddevs and if i talk to iteam maybe soemoen will get to her account before next dec?
[11:41] Andrew Linden: However Warthog, I'll be needing to know the account name in order to investigate. Send it to me via IM
[11:42] Arawn Spitteler: If support isn't looking at something new, just because it's happening to a basic account, it could happen to a concierge or enterprise account next, just to teach them a lesson
[11:42] Cummere Mayo: i dunno. I cant see the support ticket. it might be she isnt giveing enough trouble or they cant repo it *shrugs* remember i aint linden
[11:43] Cummere Mayo: im jsut gonan bug iteam see if i can get them to take another peak
[11:43] Arawn Spitteler: Hi, Creem
[11:44] Andrew Linden: forgive my ignorance, but what is the 'iteam'?
[11:44] Creem Pye: hello
[11:44] Cummere Mayo: thats the designation for inworld support
[11:44] Andrew Linden: ah ok
[11:44] Cummere Mayo: like voluntter team is vteam and governance is gteam
[11:44] Cummere Mayo: LL has become so much alphebet soup :P
[11:45] Andrew Linden: Yeah, I knew we had a gteam, but I wasn't familiar with the term 'iteam'
[11:46] Julian Munro: Just wanted to say - I'm excited about Mono. Very impressive work from what I've seen on the video documentary.
[11:46] Warthog Jun: I am sorry
[11:46] Warthog Jun: seems yahoo capped the retention date for my emails at Feburary
[11:46] Andrew Linden: Mono has now been deployed to the entire grid, I believe.
[11:47] Warthog Jun: this had a december date on it
[11:47] Creem Pye: yes, i've deployed all my prodcts as mono by now =)
[11:47] Julian Munro: So I hear. The Purgatorio sim's creator is having issues with it at the moment, but I'm sure they're iron themselves out.
[11:47] Andrew Linden: But I think maybe you need a certain SL client in order to compile mono scripts?
[11:47] Julian Munro: *They'll
[11:47] Arawn Spitteler: 1.21.0
[11:48] Creem Pye: it's the RC viewer
[11:48] Arawn Spitteler: I'm using the Beta Grid Viewer now. It seems like I had to open Admin Ooptions blinkly, to do it
[11:48] Andrew Linden: Really? Hrm...
[11:49] Arawn Spitteler: The Advanced menu doesn't show, before log in
[11:49] Andrew Linden: I'm on 1.19 so I can't try it out
[11:49] Creem Pye: yeah I had to enable the advanced menu after logging in
[11:50] Andrew Linden: Arawn, you had to enable the "Advanced" menu right? Not the "Admin" menu.
[11:50] Arawn Spitteler: Advanced didn't appear, but a lot of <ctrl><alt>d and <ctrl><alt>v finally got <ctrl><shft>g to work
[11:51] Arawn Spitteler: What happens, when I activate Hacked God Mode?
[11:51] Andrew Linden: Well, the 'Admin' menu isn't available until the 'Advanced' menu is visible
[11:52] Cummere Mayo: meh they really screwed up allot of the menu stuff with 1.21 viewer
[11:52] Andrew Linden: Arawn, the SL server does not trust any 'God mode' requests, and verifies each one.
[11:53] Arawn Spitteler: [11:51] Entering god mode, level 250
[11:53] Andrew Linden: Bogus admin requests are simply rejected at the server
[11:53] Creem Pye: and the viewer says that you will be "reported" for trying ;)
[11:53] Arawn Spitteler: I think it might be a bogus god-mode
[11:53] Andrew Linden: does it Creem? Actually it does get logged
[11:54] Andrew Linden: however, I don't think anyone is paying attention to those bogus attempts
[11:54] Creem Pye: well it says logged I guess, but it seems like you're in trouble a bit ;)
[11:54] Creem Pye: hehe yeah
[11:54] Andrew Linden: Unless there were a problem and someone wanted to find out how something bad happened.
[11:55] Arawn Spitteler: For those who want to feel naughty
[11:55] Andrew Linden: In fact, it also logs successful changes to admin status
[11:56] Andrew Linden: This hour is almost up.
[11:56] Andrew Linden: I didn't have much to announce today.
[11:56] Rex Cronon: go to advanced/debug/setting/login as god, and set it true, than each time u login say , next time i will turn it off:)
[11:57] Arawn Spitteler: omeone wanted me to "Ask Andrew," if there are any servers in Portugal
[11:57] Andrew Linden: I think most of the "fixed" bugs we've been talking about are currently locked for mergeback, and since 1.25 has not reached codefreeze then they should all get in
[11:57] Andrew Linden: I don't know of any servers in Portugal
[11:58] Andrew Linden: we've been experimenting with remote servers... mostly to figure out what breaks when we attempt it, so we can fix things
[11:58] Arawn Spitteler: How long to 1.26? SVC-2931 looks rather urgent. Someone sold U$500 in content
[11:58] Andrew Linden: however, I don't think we've successfully deployed any major chunk of SL to extremely remote locales.
[11:59] Creem Pye: so it only moves childs to the link limit distance?
[11:59] Arawn Spitteler: There seem to be Australian Servers.
[11:59] Andrew Linden: Well, SVC-2931 is actually working as designed (as it worked in Havok1)
[12:00] Arawn Spitteler: It worked well, as a mega teleporter.
[12:00] Andrew Linden: Dunno about 1.26. 1.25 is still up in the air however I think the timeline on 1.25 has mostly to do with how long it takes to merge back existing code
[12:00] Arawn Spitteler: I could convert my teleporters to WarpPos, but SLPP iks more elegant, and I haven't done a WarpPos yet
[12:01] Andrew Linden: so i would guess that 1.26 will take as long as 1.25 takes after 1.24
[12:01] Rex Cronon: is slow:(
[12:01] Rex Cronon: talking about warppos
[12:01] Arawn Spitteler: Who has to input on appropriate link distances?
[12:02] Andrew Linden: Arawn, you mean who to ask about making changes to linkability rules?
[12:02] Arawn Spitteler: I think a fun vehicle, for Burning Life, or maybe a sports ball, would be a dozen sit targets, that others could push about, and that would be a worse use of linkages.
[12:03] Arawn Spitteler: You're the only one I'd know to ask, but you'd be stepping on other toes, I'd presume
[12:03] Andrew Linden: dynamic sit targets?
[12:03] Arawn Spitteler: I do't see why not, but I'm not sure it would be kind to the physics engine
[12:03] Cummere Mayo: alrigth all i need to go
[12:03] Andrew Linden: No, I'm pretty much the guy to go to about linkability. I was involved in the original design of linkability, and also did the overhaul in Havok4.
[12:04] Andrew Linden: If there is a bug or a design change in linkability I'm probably going to be involved.
[12:04] Andrew Linden: Yeah Arawn, dynamicm link positions is hard to do right now... we have to rebuild the collision body each time a prim changes local position.
[12:04] Arawn Spitteler: What limits should be on linkability?
[12:05] Andrew Linden: That is a good question, Arawn. I've heard it argued here that there should be no linkability limits
[12:05] Arawn Spitteler: So, a twelve avatar kick ball would tend to lag a sim. Is CrashMe up?
[12:06] Andrew Linden: actually, a 255-prim static object with scripts moving the various sub-parts around would be a worse lag item
[12:06] Creem Pye: dynamic link positions would be cool for suspension in cars =)
[12:06] Andrew Linden: it scales more as to the number of total prims rather than number of avatars. Each avatar is effectively just one prim when rebuilding the collision body.
[12:06] Julian Munro: Is this all assuming these scripts aren't made with Mono?
[12:06] Claik Hax: Would it be less laggy if the 255 linked prim was phantom?
[12:07] Andrew Linden: No Julian, the mono scripts run efficiently, but still have to execute custom calls, such as rebuilding the collision body.
[12:08] Andrew Linden: so Mono shines most when just doing math or logic inside the script engine... such as computing fibbonacci numbers
[12:08] Creem Pye: with Mono, vehicle physics time is much greater than the script time, so it might be good to look into per-prim phantom now :D
[12:08] Rex Cronon: actually mono is kind of slow when it comes to strings:(
[12:08] Andrew Linden: however, something like llSetStatus() actually calls a chunk of C++ code or two, and those callbacks have not changed in Mono
[12:09] Andrew Linden: ok, well I've got to go now
[12:09] Andrew Linden: thanks for coming
[12:09] Arawn Spitteler: Have the chat logs?
[12:09] Creem Pye: thanks for your time
[12:09] Rex Cronon: bye andrew
[12:09] Julian Munro: Thanks for taking time to prove that you guys DO exist, Andrew :)
[12:10] Rex Cronon: WOW. we have a linden sighting:)
[12:10] Andrew Linden: hrm... I'm having trouble copying the chat on my linux client
[12:10] Arawn Spitteler: Does Julian have a linden bear?
[12:10] Claik Hax: Andrew I had a question I left in IM if your not to busy.
[12:10] Julian Munro: I admittedly don't know what a Linden Bear is.
[12:11] Andrew Linden: Linden Bears... somone came up with the idea a few years ago...
[12:11] Creem Pye: you have to use the secondary clipboard, andrew
[12:11] Creem Pye: ctrl+c
[12:12] Creem Pye: then you should be able to past that into mozilla
[12:12] Andrew Linden: the idea was to make a collectable inventory item that residents could opt to seek from the various Lindens
[12:12] Anneliese Wolfenhaut chuckles
[12:13] Julian Munro: Is yours a collectable "Scrubs Season DVD"?
[12:13] Julian Munro: :)
[12:13] Andrew Linden: ah yes, ctrl+c worked (what an odd key combo to use on linux for that purpose)
[12:13] Creem Pye: the SL viewer could use primary-clipboard support
[12:13] Creem Pye: (just select the text to copy)
[12:13] Andrew Linden: No, the Linden Bear is just that... a little inventory item designed to look like a stuffed bear
[12:14] Andrew Linden: however some Linden's have fairly elaborate bears that wander far from the bear prototype
[12:14] Rex Cronon: claik, the effect also wears off if u tp to another sim
[12:14] Andrew Linden: this is my Linden Bear
[12:14] Claik Hax: aww, i was gonna go haunt hogwarts
[12:14] Creem Pye: lol nice
[12:14] Creem Pye: he's the one keeping you from changing your av, I guess
[12:14] Julian Munro: Cool. Do I get to keep it?
[12:14] Andrew Linden: lol, yeah
[12:15] Andrew Linden: I would probably have to make a new bear
[12:15] Anneliese Wolfenhaut: ahhh
[12:15] Andrew Linden: I'll give you a copy
[12:15] Julian Munro: Cool. Thanks :)
[12:15] Anneliese Wolfenhaut: thanks! this is awesome!
[12:16] Andrew Linden: Sometimes I drop a Linden Bear somewhere in world and put it up for sale for L$1
[12:16] Andrew Linden: They usually get found and taken in a week or so
[12:16] Julian Munro hasn't gotten his Linden Bear yet :(
[12:16] Andrew Linden: otherwise, people have to ask me for a copy
[12:16] Claik Hax: I want a blue linden bear XD
[12:16] Rex Cronon: u can't walk on the ground
[12:16] Julian Munro: Yay!
[12:16] Julian Munro: Thanks homie.
[12:17] Claik Hax: Can I have a linden bear?
[12:17] Andrew Linden: sure
[12:17] Claik Hax: Thanks
[12:17] Andrew Linden: actually, I think you can find some galleries of Linden Bear collections... in-world and also pictures on the web
[12:17] Andrew Linden: some of the bears are pretty cool
[12:18] Andrew Linden: mine is low effort, like my outfit ;-)
[12:18] Claik Hax: I wonder if torly has like 200 bears
[12:18] Andrew Linden: Torley's bear is probably pretty cool
[12:19] Rex Cronon: bye everybody
[12:19] Claik Hax: http://wiki.secondlife.com/wiki/Linden_Bear
[12:19] Rex Cronon: have fun:)