User:Andrew Linden/Office Hours/2008 11 20

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Transcript of Andrew Linden's office hours:

[17:02] Voice not available at your current location
[17:03] Sindy Tsure: hi andrew
[17:03] Jahar Aabye: hey everyone
[17:04] Rex Cronon: hello everybody
[17:04] Simon Linden: Hi
[17:04] Sindy Tsure thinks the slurl needs +1 or so in the Z bit
[17:04] Jahar Aabye: including those who clearly haven't rezzed on my screen yet
[17:04] Jahar Aabye: for some reason the map always puts me at a Z of 0 or whatever the lowest point it
[17:04] Jahar Aabye: *is
[17:04] Sindy Tsure: hi rez
[17:04] Simon Linden: my original landmark put everyone inside on the 2nd floor
[17:04] Sindy Tsure: *x
[17:04] Rex Cronon: is there something wrong with the logins?
[17:05] Sindy Tsure: hm.. are you a brit? is that the 2nd floor from the ground or the 3rd?
[17:05] Andrew Linden: I'm going to go leave a little reminder at the old location.
[17:05] Andrew Linden: BRB
[17:06] Jahar Aabye: yeah, you guys gave us a taste of 1.25 and then took it away, like giving the kids a puppy for xmas and then taking it back to the pound
[17:06] Arawn Spitteler: Oh, did you hear of the Hug Bug, on 1.25.1?
[17:06] Arawn Spitteler: It's not Christmas, yet.
[17:06] Simon Linden: The good news with 1.25 is that most of the problems weren't with the simulator itself, but the other back-end software
[17:06] Jahar Aabye: oh, it felt like it at Pure Combat
[17:07] Simon Linden: What was the hug bug?
[17:07] Rex Cronon: i copied and paste, so i couldn't possibly make a mistake
[17:07] Arawn Spitteler: Andrew is White, instead of Cloudy
[17:07] Sindy Tsure: sadly, the puppy wasn't doing really well.. it's best to be taken away and made better
[17:07] Jahar Aabye: for a few hours, bullet collisions were working perfectly
[17:07] Simon Linden: oooh, that's good to hear
[17:07] Jahar Aabye: hehehe, the only downside was I got killed a lot faster
[17:08] Andrew Linden: Yeah, what is the hug bug?
[17:08] Arawn Spitteler: The Hug Bug is where you ask to hug someone, and your attachment gets perms, and procedes, regardless of whether Bridey Linden really consented or not.
[17:08] Jahar Aabye: yeah, that would have been a huge problem, potentially....since "deformers" work by triggering special animations
[17:08] Sindy Tsure: prospero listed that one as the reason to back out 1.25
[17:08] Jahar Aabye: you could have walked into a sim and deformed every av in there with that bug
[17:08] Andrew Linden: Uh... it is a permissions bug in LSL.
[17:08] Sindy Tsure: yep
[17:09] Andrew Linden: So some things other than hugs might be affected.
[17:09] Jahar Aabye: hopefully not debit perms
[17:09] Sindy Tsure: SVC-3436
[17:09] Simon Linden: I saw that one, or something similar with permissions, on our list this morning. I think someone in the UK office is taking it
[17:09] Arawn Spitteler figures the servers would revert, faster than he could hand out "I refuse to give thousands to that damned beggar," Buttons
[17:09] Sindy Tsure: oh.. more than just animate permissions??
[17:10] Sindy Tsure eeps!
[17:10] Jahar Aabye: well, fortunately any transactions are logged, so even in worst case scenarios, things could be remedied
[17:11] Sindy Tsure: the jira just says animations..
[17:11] Sindy Tsure: probably would have moved it to sec if it was also debit
[17:11] Arawn Spitteler: I don't think we tested llGiveMoney
[17:11] Andrew Linden: Easier said than done I'm sue, Jahar.
[17:12] Sindy Tsure: sued!
[17:12] Sindy Tsure: hi ella
[17:12] Andrew Linden: My big headache in server-1.25 is SVC-3408
[17:12] Arawn Spitteler: I don't understand, or see any documentation for, the objection to accepting the Misfeature
[17:12] Jahar Aabye: hehehe, I really think that one's going to be a headache no matter what you do, best to just keep things simple with llSetLinkPrimitiveParams() and make a new function
[17:13] Sindy Tsure: mentioned you in the description.. ouch..
[17:13] Arawn Spitteler: Is Darling on line?
[17:13] Andrew Linden: unfortunately the very long MONO release has allowed the large linkability distnces of avatars durng llSetPrimParams() into a misfeature
[17:13] Sindy Tsure: yep
[17:14] Rex Cronon: u could do that before mono
[17:14] Andrew Linden: arg... either my wireless keyboard needs baterries, or I've got bad reception to the bluetooth transmitter
[17:14] Jahar Aabye: the thing is, and correct me if I'm wrong, the only two misfeatures that have ever actually been grandfathered in were megaprims and invisiprims....and the former are still headache-inducing
[17:14] Andrew Linden: no Jahar, there have been many misfeatures
[17:14] Andrew Linden: some of them just look like features now
[17:14] Jahar Aabye: ah
[17:14] Jahar Aabye: ok
[17:15] Sindy Tsure: i think invisiprims are an actual feature.. no?
[17:15] Arawn Spitteler: I don't see any problems with Megaprims, and llSetLinkPrimitiveParams for Avies is a notorious misfeature.
[17:15] Andrew Linden: currently megaprims and linkability of avatars are two that are only partially supported
[17:15] Jahar Aabye: the thing is, some of the things proposed for llMoveSeatedAvatar() sound like they could lead to some really cool content
[17:15] Andrew Linden: er... partially broken
[17:15] Jahar Aabye: some of which goes above and beyond what would be possible with llSetLinkPrimitiveParams()
[17:15] Andrew Linden: and supported as far as they are at LL chagrin
[17:17] Sindy Tsure looks at the minimap.. i think sidewinder has a megaprim encroaching onto this region..
[17:17] Jahar Aabye: llSetLinkPrimitiveParams() just strikes me as a rather ungainly way to do it....I use it fairly frequently for changing properties of linked prims, for instance in attachments, but since it's really not intended for moving avatars around, a new feature would have the ability to fine tune it to that function
[17:17] Sindy Tsure: AR him, simon!!
[17:18] Arawn Spitteler: First, invite him over, so you can see his face, at the AR
[17:18] Sindy Tsure: lol
[17:18] Andrew Linden: I'm somewhat sad to report that I probably know of a way to make the retirement of the excessive llSetLinkPrimitiveParams() misfeature much more gently...
[17:18] Andrew Linden: but it means more work for me
[17:18] Simon Linden: good point, although he might be doing that in an attempt to get us to work on megaprims
[17:19] Andrew Linden: one moment... going to replace the batteries in my keyboard to see if it helps...
[17:19] Jahar Aabye: I'll remain silent on the subject of megaprims to avoid using expletives
[17:19] Arawn Spitteler: One problem I run into, is that we can no longer set our teleporters by touch. I think it interferes with seating, as well
[17:20] Andrew Linden: ok, it's working so far.
[17:20] Simon Linden: That's due to the AV link distance?
[17:20] Arawn Spitteler: Different issue, but I think it was borked in H4. Is there still an H1 sim, in Beta Grid?
[17:21] Jahar Aabye: well, I think there's more here than just teleporters....llSetLinkPrimitiveParams() offered the ability to move the avatar around, to move the seated av more than once, and while I think llSetLinkPrimitiveParams() is not the best way to do it, it's an ability that is definitely needed, albeit in a fully supported and fully documented function that can be fine-tuned to that use
[17:21] Andrew Linden: I'm thinking I should reintroduce the misfeature, implement llMoveSittingAvatar(), then make overreaching llSetLinkPrimitiveParams() calls actually call llMoveSittingAvatar() under the hood
[17:21] Andrew Linden: this would break some content, but not all
[17:21] Simon Linden: I don't think so ... there were a few security issues that have cropped up since H4 where we don't want to leave old regions running
[17:22] Jahar Aabye: hmmmm, could be an interesting solution
[17:23] Jahar Aabye: llMoveSittingAvatar() can have some really cool uses....I was thinking about your proposed ability to move an av from one object to another, that could be really cool for having a plane rez an ejection seat, and then move the av over to it, for instance
[17:23] Andrew Linden: yeah sorta... but the way it was proposed it would have to actually move the avatar to a spot outside of linkability
[17:23] Arawn Spitteler: I recall something, that force our viewers to upgrade, resulting in many failed smoke tests of Windlight, but Security can be lighter, on the Aditi, can't it?
[17:24] Andrew Linden: perhaps the call should take an integer that can unlink the avatar without causing it to stop sitting.
[17:24] Andrew Linden: so it woudl be sitting in the air
[17:24] Andrew Linden: hrm...
[17:24] Sindy Tsure: sortofa move-then-unsit?
[17:24] Andrew Linden: actually it would be better if the ejection seat could take the avatar with it
[17:24] Jahar Aabye: ah, I had thought you meant like being able to transfer an avatar from sitting on one object to sitting on the other
[17:25] Andrew Linden: that is, the ejection seat could make the call that pulls the avatar off
[17:25] Andrew Linden: yes jahar, however I think the example you describe would be difficult to do under the current design
[17:25] Arawn Spitteler: I wanted to link the avatar to my ivory soap, then unlink the soap from the rezzer, but had to settle, for making the agent reach for the soap
[17:26] Andrew Linden: the unlink/relink is automatic, and requires the avatar to move into an unlinkable position
[17:26] Jahar Aabye: ok
[17:26] Andrew Linden: hrm...
[17:27] Jahar Aabye: actually, that'd probably be doable too, move the avatar up high enough and have the plan dive to the ground, or something like that
[17:27] Jahar Aabye: they'd just have to move the avatar far away
[17:27] Jahar Aabye: dunno
[17:27] Jahar Aabye: it was just one application I'd thought of
[17:27] Andrew Linden: I haven't thought the implementation all the way through.
[17:28] Andrew Linden: it might be possible to allow a second object to pull the avatar off the first
[17:28] Andrew Linden: rather than have the first push the avatar out of reach
[17:28] Jahar Aabye: ok
[17:28] Andrew Linden: however, that violates one of the design criteria
[17:28] Jahar Aabye: yeah, and causes some issues in terms of abuse, don't want anyone to be able to pull you off an object
[17:29] Andrew Linden: and could allow for two sloppily written scripts to fight over the avatar
[17:29] Andrew Linden: each one pulling the avatar back and forthe
[17:29] Jahar Aabye: hehehe
[17:29] Jahar Aabye: oh, Darling would probably script it to do that on purpose, I'd guess
[17:29] Sindy Tsure: lol
[17:29] Andrew Linden: well... the design would require that the second object have the same owner as the first
[17:29] Jahar Aabye: makes sense
[17:29] Andrew Linden: and you'd have to manually decide to sit in the first place
[17:29] Jahar Aabye: well, there's the rub
[17:30] Andrew Linden: and you could stand up anytime
[17:30] Arawn Spitteler: For an ejector seat, you'd simply place the avatar out of the plane, and attach the seat.
[17:30] Jahar Aabye: there are devices that rez transparent prims with left-click sit around an avatar
[17:30] Jahar Aabye: so I don't know that it's safe to assume that sitting is always voluntary
[17:30] Jahar Aabye: that's how llSetLinkPrimitiveParams() came to be abused in the first place
[17:31] Andrew Linden: oh I see, it would let you sit and then deposit you somewhere very far away?
[17:31] Jahar Aabye: yeah
[17:31] Arawn Spitteler: I don't know that llSLPP hass ever been abused. Is there a Jira on that?
[17:31] Jahar Aabye: when llSetLinkPrimitiveParams() had no limit at all, that "somewhere" was at max integer altitude
[17:32] Jahar Aabye: yeah, I can look it up if you want
[17:32] Jahar Aabye: that was actually what led to it being set back to the link distance
[17:32] Jahar Aabye: there were a large number of "H4 orbiters" out there that used it
[17:33] Arawn Spitteler: That just made them more powerful than Sit Target Orbitters.
[17:33] Sindy Tsure: set to transparent and touch-to-sit.. seen people drop those at my place.. :(
[17:33] Andrew Linden: perhaps the first object must flag itself to allow a second object to pull the avatar off
[17:33] Andrew Linden: after which it could no longer call llMoveSittingAvatar()
[17:34] Jahar Aabye: now, obviously one option is to limit what could be done with the new function....but if instead we had something like a permissions request, then there would be less need to limit what the new function can do
[17:34] Andrew Linden: meh... I'm just thinking out loud
[17:34] Sindy Tsure: wouldn't llAttachToAvatar help with some of this? that already exists..
[17:34] Andrew Linden: Permissions request just seems like a pain.
[17:34] Sindy Tsure: rather than passing avatars from one object to another
[17:34] Andrew Linden: A pain for the server-side implementation
[17:34] Jahar Aabye: ah, ok
[17:34] Andrew Linden: and also a pain for the scripter
[17:34] Andrew Linden: and the user
[17:35] Jahar Aabye: well, from a scripting standpoint, it just means moving what you want to do over to the run_time_permissions() event
[17:35] Arawn Spitteler: Blue Boxes show up over the minimaps, which is often a serious nuisance.
[17:35] Jahar Aabye: I guess I"m just used to it since most of my scripts involve control() events
[17:35] Jahar Aabye: but then again, I deal a lot with attachments that don't have to ask for permission
[17:36] Andrew Linden: I wonder if the script engine is ready for new script calls...
[17:36] Jahar Aabye: oh right, you guys haven't really tried adding new functions under Mono.....
[17:36] Sindy Tsure starts chanting 'llParcelSay'
[17:36] Andrew Linden: I thought we were going to wait for MONO to be fully entrenched before we added more.
[17:37] Sindy Tsure: i thought the new touch functions came after mono arrived..
[17:37] Sindy Tsure: no?
[17:37] Jahar Aabye: same time
[17:37] Andrew Linden: what would llParcelSay() do? not propagate outside the parcel?
[17:37] Arawn Spitteler: llTouch... has expanded
[17:37] Sindy Tsure: exactly, andrew
[17:37] Arawn Spitteler'd like llDetectedTarget and llFollowObject
[17:37] Sindy Tsure: http://jira.secondlife.com/browse/SVC-1224 is the llparcelsay jira
[17:38] Arawn Spitteler: Welcome back, Ellla
[17:38] Andrew Linden: Hrm... I could probably add a low-level script warning whenever llSLPP() is used to send the avatar outside of linkability
[17:39] Jahar Aabye: hmmm, not a bad idea
[17:39] Andrew Linden: "This misfeature will be removed someday. Try not to rely on it."
[17:39] Jahar Aabye: maybe even add in a short delay after the warning, like a half-second, so they could stand if they didn't want to be moved
[17:39] Arawn Spitteler: What's a low level Script Warning?
[17:39] Sindy Tsure: like a script error?
[17:39] Jahar Aabye: oh, I thought you meant a warning that the avatar was about to be moved
[17:39] Andrew Linden: well, there is a script error that pops up a little sprite above the affected script
[17:40] Andrew Linden: if you click on it you can see the error log of the script
[17:40] Andrew Linden: so it would go in there
[17:40] Sindy Tsure: hi sajanai
[17:40] Saijanai Kuhn: hey all
[17:40] Rex Cronon: hi
[17:41] Arawn Spitteler: I don't see a problem, with expanding linkability to a kilometer. Beyond that, I tended to lose control of sitting, but it's not an overwhelming distance, unless being used to grief.
[17:41] Sindy Tsure: not sure that would have the effect you want andrew.. most people who see it would be the object owner, not the creator..
[17:41] Arawn Spitteler: Hi, Saijanai
[17:41] Simon Linden: Hi Saijanai
[17:41] Sindy Tsure gets script errors all the time from things she owns - i ignore most of them
[17:41] Arawn Spitteler: Script warnings show up, regardless of who the owner is.
[17:42] Andrew Linden: right Sindy, but new scriptors would see it when testing their products
[17:42] Sindy Tsure: true
[17:42] Jahar Aabye: well, it could be: "Please IM the creator of this object and tell them not to rely on misfeatures when scripting"
[17:42] Andrew Linden: it might be a way to reduce the reliance on a misfeature
[17:42] Sindy Tsure: too bad you couldn't do it at compile time..
[17:42] Arawn Spitteler: It's already a misfeature.
[17:42] Andrew Linden: and it might also convince a few people to not use, update, or discard affectd objects
[17:43] Sindy Tsure would be fine with that :)
[17:43] Andrew Linden: Yes arawn, but if no one relied on it we could call it a bug and squash it... no one would care.
[17:43] Jahar Aabye: I know....but if I had a dime for every time I've seen a Stack/Heap error and wanted it to also say "please IM the scripter of this and refer them to the scripting wiki"
[17:43] Sindy Tsure: can you also add warnings to my neighbors spy crap scripts???
[17:43] Sindy Tsure: lol
[17:44] Arawn Spitteler: It took me a long time, to identify the b.places hud, as the culprit, but that's a UI issue
[17:45] Andrew Linden: Ok so Simon, is server-1.25 really blocked by a script give-permissions problem?
[17:45] Arawn Spitteler: It's doing good, if that's the only problem. I noticed that siton click's been fixed.
[17:45] Simon Linden: There's a variety of blockers
[17:46] Simon Linden: Let me check the email...
[17:47] Sindy Tsure: thought i read the central server sadness was due to 1.25..
[17:47] Sindy Tsure: that sounds like more than a permission bug
[17:47] Andrew Linden: yes, I think it was
[17:47] Andrew Linden: some of the blockers are not "simulator" issues, but problems in other servers in the system
[17:48] Andrew Linden: a lot of changes piled up behind MONO in the server-1.25 branch
[17:48] Sindy Tsure: 4 months worth?
[17:48] Jahar Aabye: do the sims and backbone servers all have to be updated at the same time?
[17:48] Andrew Linden: no jahar, and backbone also runs on some other servers (not just simulator hosts)
[17:48] Simon Linden: There are a few of them : SVC-3436, SVC-3408, SVC-3379
[17:49] Andrew Linden: we call them "the centrals", but there is a small army of those
[17:49] Andrew Linden: we can roll the centrals independently
[17:49] Sindy Tsure mumbles something about SVC-22 , since we're talking JIRA
[17:49] Andrew Linden: and it was after some of the central rolls that problems cropped up
[17:50] Jahar Aabye: heh, SVC-1038 would be nice too, but I'd rather get 1.25 up and running first
[17:50] Sindy Tsure: SVC-3379 is strange.. i'd expect a state change to always fire state_entry, even if it's the same state
[17:51] Andrew Linden: no, I'd expect that trying to change to current state would just fail
[17:51] Sindy Tsure: that would be ok, too
[17:51] Andrew Linden: there is already a call for resetting the script right?
[17:51] Simon Linden: I think the main criteria on a new version roll is any signficant regression. These, plus some of the back-end issues, made it fail
[17:52] Sindy Tsure: though there's no return code from a state change.. hard to feedback that to the script
[17:52] Andrew Linden: but that resets the whole thing, not the current state...
[17:53] Sindy Tsure just wants the wobbly camera fixed.. i seem to notice it more and more lately, probably because i know a fix is coming soon
[17:53] Arawn Spitteler: Is it the corner of Oslar and Vine, where SVC-22 really kicks up?
[17:53] Sindy Tsure: oslar & vine?
[17:54] Sindy Tsure: it's anywhere where there's a full parcel on the edge of a sim
[17:54] Sindy Tsure: vehicles should be able to cross into the sim over that parcel but can't
[17:55] Arawn Spitteler: I think I've gotten a few vehicles returned to lost and found, by that.
[17:55] Andrew Linden: Sindy, I did briefly talk about the SVC-22 issues with Doug Linden when discussing what projects we'd work on in 2009Q1
[17:55] Sindy Tsure: oh?
[17:55] Sindy Tsure mostly just brings it up to torture you.. :)
[17:55] Andrew Linden: he brought up the notion that parcel prim accounting might be due for an overhaul
[17:56] Andrew Linden: but we weren't actually listing projects... but listing the types of projects that we wanted to try to prioritize
[17:56] Andrew Linden: that is, projects that would fix a pile of related bugs that have been bugging us all for a while
[17:57] Sindy Tsure: so.. a bucket for 'sim crossing stuff'
[17:57] Jahar Aabye: I'd think parcel prim accounting is something you'd want to handle very carefully from a political perspective, after the whole kerfluffle with the OpenSpace sims
[17:57] Arawn Spitteler: Open Space might be a good excuse to redo the accounting.
[17:57] Andrew Linden: Parcel prim accounting works pretty good, but there are the border crossing problems, and others.
[17:58] Andrew Linden: I'm talking about whether the parcel accouting is _correct_ or not.
[17:58] Jahar Aabye: ah
[17:58] Jahar Aabye: ok
[17:58] Andrew Linden: Not what the count limits should be.
[17:58] Jahar Aabye: thought you meant changing how it's accounted for
[17:58] Sindy Tsure: only if things are being counted wrong!
[17:58] Jahar Aabye: I could just see the blog post: "Today we're happy to announce that we're changing how the prims on your parcel will be counted"
[17:58] Sindy Tsure: which may (or may not) be what svc-22 is about
[17:58] Arawn Spitteler: SVC seems a problem, that Prims wait for their riders, before being flagged as vehicles
[17:59] Andrew Linden: actually, some LL devs have kicked around the idea of having some prims count for more than 1...
[17:59] Sindy Tsure carefully says nothing
[18:00] Jahar Aabye: hehehe, like those with an EPS in the 5,000 range
[18:00] Sindy Tsure: eps?
[18:00] Jahar Aabye: script events per second
[18:00] Andrew Linden: for instance... suppose we introduced arbitrary meshes... there is a cost when packing a large pile of such prims in one spot... a higher cost (for rendering, at least) than a similar number of regular extruded prims.
[18:01] Simon Linden: There's a huge range in the cost of prims and scripts
[18:01] Sindy Tsure: so.. sculpties would coust more?
[18:01] Sindy Tsure: *cost
[18:01] Arawn Spitteler: So, if we had prims, where we could hollow at any angle, we might start counting anti prims?
[18:01] Jahar Aabye: yeah, I tend to focus more on the cost from scripts to sim performance than rendering issues, since that's where most of the impact my products have on the sim comes from
[18:01] Andrew Linden: yeah, well the sculpty issue is an argument against that... the complexity of sculpties already counts as one prim
[18:01] Arawn Spitteler: Sculpties should be cheap, since they're viewer side.
[18:01] Sindy Tsure: not when the sim has to pass out more textures..
[18:02] Andrew Linden: and Simon is right.. the complexity of scripted prims have a different meaning on the server...
[18:02] Andrew Linden: a heavily scripted box should perhaps count more than a non-scripted vertex-heavy mesh
[18:02] Andrew Linden: on the server, anyway
[18:02] Andrew Linden: it is a tough system to change/enhance
[18:03] Sindy Tsure: does it need to be changed?
[18:03] Jahar Aabye: yeah, our stuff is as low-lag as we can make it, but I've seen other guns that can bring a sim to its knees in full auto....especially the ones that use multi-prim bullets and undiscriminated linked messages
[18:03] Andrew Linden: the only way we could change it would be to simultaneoulsy expand the overall prim limits
[18:03] Andrew Linden: I suspect
[18:03] Saijanai Kuhn: the guy who did the original prim code way back when has some blog entries about prims
[18:04] Arawn Spitteler: So, 30,000 boxes, to a simulation, or 10,000 interesting objects?
[18:04] Simon Linden: It's pretty similar to AV costs ... this group has a pretty wide range in rendering load :)
[18:04] Jahar Aabye: I can just see the blog post now: "We're happy to announce that prim limits have been raised....but that bling is gonna cost you now"
[18:04] Jahar Aabye: Yeah, I know my ARC score is probably high, even without looking, since I'm holding two alpha-primmed guns
[18:04] Arawn Spitteler: Bling is viewer side
[18:04] Andrew Linden: I think Saijanai is talking about Avi Bar-Zeeve, the developer who wrote the prim extrusion code?
[18:04] Saijanai Kuhn: right
[18:05] Sindy Tsure: unless the particles are being chagned a lot, arawn.. then it's a full object update
[18:05] Simon Linden: Andrew's the all-time winner in the golf-game of rendering costs
[18:05] Jahar Aabye: ah, mine's not as bad as I'd feared, since Falco used sculpties to make these with only 59 prims, as opposed to the usual 150-250
[18:05] Simon Linden: Actually Saijanai is 1 as well
[18:05] Jahar Aabye: one sec, lemme toss on my MP7s
[18:06] Andrew Linden: Well, I've love to talk more but I've got soooooo much work to do. This hour is up and I'm going to have to get back to it.
[18:06] Sindy Tsure: cya, andrew!
[18:06] Simon Linden: I have to run too ... thanks everyone for coming
[18:06] Sindy Tsure: bye, simon!
[18:06] Saijanai Kuhn: http://www.realityprime.com/articles/how-sl-primitives-really-work
[18:06] Sindy Tsure runs off, too.. cyas!
[18:06] Rex Cronon: bey everybody
[18:07] Sindy Tsure ties an empty beer can to arawns tail and goes poof
[18:07] Simon Linden: bye
[18:07] Jahar Aabye: bye everyone, I guess
[18:07] Jahar Aabye: is this the normal time and place for Andrew's office hours?
[18:07] Andrew Linden: yes this is the new location, same time
[18:08] Andrew Linden: also on Tuesdays (11-12)