User:Babbage Linden/Office Hours/2008 09 03
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[8:01] | Babbage Linden: | hi nick |
[8:01] | Babbage Linden: | hi becky |
[8:01] | Nock Forager: | Hi Babbaage |
[8:01] | Babbage Linden: | nock, sorry |
[8:01] | Nock Forager: | NP, everybody misspelled at first. :) |
[8:02] | Babbage Linden: | thanks for coming |
[8:02] | Nock Forager: | hmm, acctually I'm not a good scripter. Here to listen some update infor about Mono... |
[8:03] | Babbage Linden: | that's fine |
[8:03] | Nock Forager: | Bugs differences bitween LSL2 and Mono. |
[8:03] | Babbage Linden: | i'll wait a few minutes for people to turn up, then give an overview of where we are |
[8:04] | Fake Fitzgerald: | hi |
[8:04] | Babbage Linden: | hi fake |
[8:04] | Nock Forager: | lol everybody fall |
[8:04] | Becky Pippen: | wheeee |
[8:04] | Babbage Linden: | it's possible to make it across if you're lucky |
[8:04] | Fake Fitzgerald: | I didn't fall |
[8:05] | Babbage Linden: | hi miya |
[8:05] | Creem Pye: | thanks |
[8:05] | Miya Watanabe: | hello |
[8:05] | Creem Pye: | howdy |
[8:06] | Babbage Linden: | hi creem |
[8:06] | Nock Forager: | Hi |
[8:06] | Fake Fitzgerald: | hi |
[8:06] | Babbage Linden: | let's give people a couple more minutes, then i'll start |
[8:06] | Babbage Linden: | i'll ping the Mono groups too |
[8:08] | Babbage Linden: | so, here's where we are with 1.24 |
[8:09] | Babbage Linden: | we had some problems initially with a debug server build, which was causing problems with 1.24.1 |
[8:09] | Babbage Linden: | then 1.24.2 fixed a number of crash bugs with features other than mono |
[8:09] | Babbage Linden: | and 1.24.3 |
[8:10] | Babbage Linden: | after looking at the crash bugs, the next priority was issues that affect both LSL and Mono scripts |
[8:10] | Babbage Linden: | as these affect existing content |
[8:11] | Babbage Linden: | 1.24.4 which we're rolling out now fixed a problem with LSL script scheduling that was causing state_exit events to run slowly |
[8:11] | Babbage Linden: | as well as state changes |
[8:11] | Babbage Linden: | with scripting running on the original scripting engine |
[8:11] | Creem Pye: | ah, so there will no longer be a 22ms delay for state changes? |
[8:11] | Babbage Linden: | as well as in some cases the order of timer events vs state_exit and state_entry events |
[8:11] | Babbage Linden: | correct creem |
[8:12] | Babbage Linden: | what was happening in 1.24.1-3 is that scripts were yielding when a state change was pending |
[8:12] | Babbage Linden: | so, you could only do 1 state change per time slice and so per frame |
[8:13] | Babbage Linden: | also, because scripts were yielding all the time when state changes were pending, that slowed down state entry a lot |
[8:13] | Babbage Linden: | as a sim running at 45 hz has a frame time of 22ms, that made it look like state changes were taking longer |
[8:13] | Babbage Linden: | they weren't, they were just being gated by the frame rate |
[8:14] | Babbage Linden: | also, the event ordering was changing as previously state_exit and state_entry events were being run immediately |
[8:14] | Babbage Linden: | in 1.23 and before |
[8:14] | Babbage Linden: | when the script was yielding on state change pending, it gave a timer event the chance to sneak in before the state_entry/exit event |
[8:15] | Babbage Linden: | 1.24.4 also fixes a problem with llEmail |
[8:15] | Babbage Linden: | that caused email to not be delivered to a script under some circumstances |
[8:16] | Babbage Linden: | and fixed a problem with prepending to a list having side effects |
[8:16] | Babbage Linden: | we're now moving on to looking at problems which only affect Mono scripts |
[8:16] | Creem Pye: | will scripts need to be reset to take advantage of these fixes? |
[8:17] | Babbage Linden: | we'd really like to be able to get a good repro for http://jira.secondlife.com/browse/SVC-2908 |
[8:17] | Babbage Linden: | which i think is actually a number of separate issues |
[8:17] | Babbage Linden: | but we haven't been able to repro any of them yet |
[8:18] | Babbage Linden: | we're currentlly looking at http://jira.secondlife.com/browse/SVC-2751 |
[8:18] | Babbage Linden: | which has a good repro |
[8:18] | Babbage Linden: | and then will probably tackle the other Mono specific bugs in http://jira.secondlife.com/browse/SVC-1276 |
[8:18] | Babbage Linden: | if nothing else comes up in the meantime |
[8:18] | Babbage Linden: | creem, no you don't need to reset scripts to see the fixes to the scheduler |
[8:19] | Babbage Linden: | the changes are in the simulator code |
[8:19] | Babbage Linden: | and will take effect on running scripts |
[8:19] | Creem Pye: | hm the svc-2751 repro could use some llSleeop functions I think |
[8:20] | Creem Pye: | sometimes chat arrives out of order, even within the same event |
[8:20] | Babbage Linden: | yes, agreed |
[8:20] | Creem Pye: | (but I guess if you had another object in the same sim listening, it should always receive messages in the correct order) |
[8:20] | Babbage Linden: | moon metty tried it with llSleep(3) calls and still saw the problem |
[8:21] | Babbage Linden: | and http://jira.secondlife.com/browse/SVC-2365 suggests there are other problems with scripts being reset |
[8:21] | Babbage Linden: | so that's where we are now |
[8:22] | Babbage Linden: | new crash bugs seem to have been fixed |
[8:22] | Babbage Linden: | LSL2 is mostly working as it was |
[8:22] | Babbage Linden: | and we're going to look at the Mono only issues next |
[8:22] | Babbage Linden: | sound reasonable? |
[8:22] | Creem Pye: | sure |
[8:23] | Creem Pye: | I have a question - will the state change fixes in 1.24 affect the execution speed of on_rez at all? |
[8:23] | Creem Pye: | oops 1.24.4 |
[8:23] | Babbage Linden: | no |
[8:23] | Becky Pippen: | sounds like you've accomplished a lot of fixes already! Those reset issues are nasty.... hope they are easy to find and fix. |
[8:23] | Babbage Linden: | are you seeing rez behave more slowly for scripts running on the original scripting engine creem? |
[8:24] | Babbage Linden: | (Mono scripts rez more slowly as they do more work) |
[8:24] | Creem Pye: | yeah, running slightly more slowly (~1 frame), and also using up slightly more script time than LSL2 |
[8:25] | Babbage Linden: | hi zena |
[8:25] | Creem Pye: | the application I was looking at was scripted bullets, and they "initialize" on rez to become enabled. And with their speed, the execution speed of on_rez affects the minimum range |
[8:25] | Zena Juran: | hiyas everyone :-) |
[8:25] | Babbage Linden: | the on_rez handler should run fine |
[8:26] | Creem Pye: | I'm using llSetName() in that function, so maybe the UTF16 being used in Mon ois causing the slight slowdown |
[8:26] | Babbage Linden: | but Mono has to check a digital signature when it first rezes an assembly which takes longer |
[8:26] | Creem Pye: | er llSetObjectName |
[8:26] | Babbage Linden: | but with bullets you are probably rezzing the same script repeatedly, so should only see that hit the first time |
[8:26] | Babbage Linden: | Mono also has to do more set up of objects than LSL |
[8:27] | Creem Pye: | ah I see |
[8:27] | Babbage Linden: | so rezzing can take slightly longer |
[8:27] | Becky Pippen: | are there any tricks to minimize that setup time? |
[8:27] | Babbage Linden: | make sure you do as much script sharing as possible |
[8:28] | Babbage Linden: | it minimises the time the simulator spends checking signatures |
[8:28] | Babbage Linden: | and saves memory too |
[8:28] | Babbage Linden: | so, if you have a display with lots of XYText scripts for example |
[8:28] | Babbage Linden: | copy the same compiled script in to the object many times |
[8:29] | Babbage Linden: | instead of using recompile scripts in selection |
[8:29] | Creem Pye: | in terestsing |
[8:29] | Babbage Linden: | which will create a new XYText assembly for each script |
[8:29] | Nock Forager: | hmhm |
[8:29] | Babbage Linden: | if everyone takes copies of the same script when they use popular scripts |
[8:30] | Babbage Linden: | sharing will happen between objects too |
[8:30] | Creem Pye: | btw since it seems that scripts in an avatar's inventory remember if they were compiled as LSL2 or Mono, it might be nice to have a UI option in the script editor, when the script is in avatar inventory |
[8:30] | Creem Pye: | (the same "Mono" checkbox, I guess) |
[8:31] | Babbage Linden: | that's tricky, as the simulator populates the checkbox by examining the bytecode |
[8:31] | Babbage Linden: | the dataserver doesn't know if a script in your inventory is mono or lsl |
[8:32] | Babbage Linden: | we could extend the database to store that information |
[8:32] | Creem Pye: | but the script in your inventory has its bytecode attached? |
[8:32] | Babbage Linden: | but it would be considerably more work |
[8:33] | Babbage Linden: | also, knowing whether nested objects contain mono scripts is even harder |
[8:33] | Babbage Linden: | so showing a mono checkbox for objects is really hard |
[8:33] | Babbage Linden: | you would have to recurse through the object checking the information for all scripts |
[8:34] | Becky Pippen: | makes sense |
[8:34] | Babbage Linden: | so, it would be nice to have |
[8:34] | Creem Pye: | hm yeah, nested objects also often don't reflect the true permissions |
[8:34] | Babbage Linden: | but a lot of work |
[8:34] | Babbage Linden: | hi tegg |
[8:34] | Tegg Bode: | Hi All |
[8:35] | Creem Pye: | hello |
[8:35] | Babbage Linden: | any other questions? |
[8:35] | Nock Forager: | Hi Tegg, Imaze, Keimar |
[8:35] | Babbage Linden: | how have peoples experiences with mono been? |
[8:35] | Babbage Linden: | hi imaze |
[8:35] | Keimar Kuhn: | Hi |
[8:35] | Imaze Rhiano: | hi |
[8:35] | Creem Pye: | very smooth sailing so far. my only annoyance was that batch-converting scripts would enable scripts that were disabled |
[8:36] | Babbage Linden: | ah, interesting |
[8:36] | Babbage Linden: | could you file that as a bug please? |
[8:36] | Creem Pye: | sure |
[8:36] | Babbage Linden: | if it's not already in jira |
[8:36] | Babbage Linden: | i haven't seen that yet |
[8:37] | Creem Pye: | sure thing |
[8:37] | Babbage Linden: | hi gabriel |
[8:37] | Gabriel Linden: | hiya |
[8:37] | Gabriel Linden: | hows it going? |
[8:38] | Imaze Rhiano: | there has been also some negetive noise about Mono in scripter groups |
[8:38] | Imaze Rhiano: | saying that mono is crashing sim, consuming more processor time, etc... |
[8:39] | Babbage Linden: | i'm not aware of any mono crash bugs at this point |
[8:39] | Babbage Linden: | i'd be interested in seeing mono using more processor time too |
[8:39] | Gabriel Linden: | yeah |
[8:39] | Babbage Linden: | it may use slightly more when scripts are doing nothing |
[8:39] | Babbage Linden: | as mono scripts check whether they need to migrate when they're run |
[8:40] | Imaze Rhiano: | I tried to ask from them what they are talking about - but no one didn't provide list of crash bugs or examples |
[8:40] | Tegg Bode: | I am getting a lot more crashing this week on both RC and 1.20, and not using mono scripts yet :) |
[8:40] | Babbage Linden: | there have been problems with the web services this week |
[8:40] | Babbage Linden: | that have caused concurrency drops |
[8:40] | Creem Pye: | heavy text processing could be slower with mono, right? |
[8:41] | Babbage Linden: | but we're seeing a pretty low crash rate with 1.24.4.95600 |
[8:41] | Creem Pye: | like llList2CSV(llCSV2List()) of something really long |
[8:41] | Gabriel Linden: | so these might be coincidence, as many people are thinking about mono atm |
[8:41] | Babbage Linden: | mono has to convert strings to utf-8 when passing them to library calls implemented in C++ |
[8:42] | Babbage Linden: | that could take longer |
[8:42] | Babbage Linden: | which is the common case |
[8:42] | Babbage Linden: | but in generally Marshalling data from Mono to C++ is very fast |
[8:42] | Imaze Rhiano: | what about those reports about using more cpu time? could it be that all SIM monitor tools are not yet optimized for Mono? |
[8:43] | Babbage Linden: | some of the library calls have been reimplemented in managed code and should run much faster there |
[8:43] | Babbage Linden: | lists are now implemented as ArrayLists for Mono scripts |
[8:43] | Babbage Linden: | so indexing in to them should be constant time instead of requiring a search |
[8:43] | Babbage Linden: | for example |
[8:44] | Babbage Linden: | i'd like to see examples where running Mono scripts use more time than LSL" |
[8:44] | Babbage Linden: | i haven't seen any examples yet |
[8:44] | Gabriel Linden: | its very unlikely you'd see a huge jump in cpu time imho |
[8:44] | Babbage Linden: | just idle scripts using up slightly more time |
[8:45] | Creem Pye: | maybe the performance hit adds up if there are thousands of idle scripts in a sim |
[8:45] | Christos Atlantis: | does that idle time affect the sim, if there are alot of idle scripts , like in a furniture store that has poseballs in almost every piece |
[8:45] | Bartlee Arai: | It would be nice if you had a suite where you could do compartive analysis of mono to lsl and track local maxima |
[8:46] | Babbage Linden: | imaze, most of those are now fixed in 1.24.4 |
[8:46] | Babbage Linden: | see the mono meta issue in jira for the status |
[8:46] | Bartlee Arai: | comparative* |
[8:46] | Imaze Rhiano: | ok - that was list I received last night |
[8:46] | Imaze Rhiano: | so - it was bit outdated info then |
[8:46] | Babbage Linden: | creem, long term, idle scripts shouldn't consume any CPU time |
[8:47] | Jam Meili: | do thousand idle scripts contribute then more to sim lag then before? |
[8:47] | Babbage Linden: | they should be moved to a non-running scripts list |
[8:47] | Babbage Linden: | and only become runnable when they have pending events |
[8:47] | Babbage Linden: | we have plans to address that |
[8:47] | Babbage Linden: | but it may not be for a while |
[8:48] | Babbage Linden: | in the meantime, i doubt the extra work mono scripts do would have a noticable effect |
[8:48] | Babbage Linden: | even with 1000s of them in a sim |
[8:49] | Christos Atlantis: | I heard mono scripts taste like chicken |
[8:49] | Christos Atlantis: | to many rumours |
[8:49] | Babbage Linden: | yes, agreed |
[8:50] | Babbage Linden: | mono was the biggest change in 1.24 |
[8:50] | Nock Forager: | yes, many rumours :) |
[8:50] | Christos Atlantis: | most are saying we should not recomplie |
[8:50] | Babbage Linden: | so is being cited as the cause of many things |
[8:50] | Bartlee Arai: | How long before Mono is where you think it needs to be, ball park? |
[8:50] | Babbage Linden: | but mostly, if you're not running mono scripts, your problem is unlikely to be mono |
[8:50] | Babbage Linden: | and for most people, most of the time, mono scripts will work fine |
[8:51] | Bartlee Arai: | the good old 90 10 |
[8:51] | Jam Meili: | why it seems mono affects also old scripts? is that mono-related or just bugs that happened in modified servercode? |
[8:51] | Christos Atlantis: | one small thing I did notice, is that the speed of the scripts is a bit faster when running a swarm script, it made the pet move faster |
[8:51] | Gabriel Linden: | we need good reproducable cases if issues are found, if everyone avoids recompilation we wont get them |
[8:52] | Babbage Linden: | we left the original scripting engine alone as much as possible |
[8:52] | Babbage Linden: | but we needed to make a few changes to allow mono to run alongside it |
[8:52] | Babbage Linden: | the state change problems are a good example |
[8:52] | Babbage Linden: | the old scripting engine interpretted 1 instruction at a time |
[8:53] | Babbage Linden: | Mono executes small pieces of code at once |
[8:53] | Babbage Linden: | so we had to change the script scheduling code to cope with both engines |
[8:53] | Christos Atlantis: | one more dumb question, if I am the owner of a script and recompile it, will all others using my script have a there items recompiled also? |
[8:53] | Babbage Linden: | and managed to subtly change script execution behaviour in the process |
[8:54] | Babbage Linden: | christos, no |
[8:54] | Babbage Linden: | only the copy you recompile |
[8:54] | Jam Meili: | ok, so that "eps" in the statistics is referred to that pieces of code that run at once? or how should we interpret that? |
[8:54] | Babbage Linden: | it's like saving a script to produce a new script |
[8:54] | Jam Meili: | are that library calls in c# or something? |
[8:54] | Christos Atlantis: | so we have to recompile every single script in our stores? |
[8:54] | Babbage Linden: | other objects still reference the old bytecode asset and so don't change |
[8:55] | Babbage Linden: | christos, if you want to create new versions of all of them yes |
[8:55] | Babbage Linden: | if they share scripts, the better way is to recompile 1 |
[8:55] | Babbage Linden: | then copy the new scripts in to the others |
[8:55] | Babbage Linden: | to get more bytecode sharing |
[8:55] | Babbage Linden: | you'll also want to test all the objects to make sure they work after conversion too |
[8:56] | Christos Atlantis: | I have 7000 pieces of furniture in 5 stores, that is a very big task |
[8:56] | Babbage Linden: | christos, agreed |
[8:56] | Creem Pye: | ko Babbage, I've created a Jira item for the batch script conversion bug: SVC-2987 |
[8:56] | Babbage Linden: | you need to decide whether converting the scripts inside makes sense |
[8:56] | Babbage Linden: | thanks creem |
[8:57] | Babbage Linden: | jam, the eps change was due to Mono running small pieces of code at once |
[8:57] | Babbage Linden: | we have no way of counting instructions with Mono easily |
[8:57] | Christos Atlantis: | ok, so if I do not convert, will the furniture ie (pose balls) stop working |
[8:57] | Jam Meili: | each recompile creates a new c# assembly, so i guess it uses also more memory if we compile same scripts in each prims over and over, is that right? |
[8:57] | Babbage Linden: | so, instead we count how many events the script it executing |
[8:58] | Babbage Linden: | which can be compared between Mono scripts and scripts running on the original scripting engine (OSE from now on) |
[8:58] | Babbage Linden: | christos, if you don't convert your scripts they will continue to run as before |
[8:59] | Christos Atlantis: | ok, ty those where my main concerns, I can now make logical choices |
[8:59] | Babbage Linden: | jam, if you keep compiling scripts over and over |
[8:59] | Babbage Linden: | eventually Mono unloads them if they're not being referenced by a script |
[9:00] | Babbage Linden: | so, you don't need to worry about that |
[9:00] | Babbage Linden: | but, you should try to have as many objects reference each assembly as possible |
[9:00] | Babbage Linden: | to minimise the numbers of assemblies that mono needs to keep around |
[9:00] | Jam Meili: | hum i said it maybe wrong. i mean if i use the same script like in hudred prims and isntead of copying one compiled in all, if i would create a script in each and recompile the source, it would use like hundred times more memory? |
[9:00] | Babbage Linden: | it doesn't know that scripts are the same just because they have the same source |
[9:01] | Babbage Linden: | but if you drag compiled scripts in to objects, it knows that they are sharing |
[9:01] | Jam Meili: | so we could tune our scripts in that way, what wasnt possible in the old engine? |
[9:01] | Babbage Linden: | and only needs to keep 1 assembly in memory |
[9:01] | Creem Pye: | it would be nice if the scripts had a checksum on the bytecode to check if they're identical |
[9:01] | Babbage Linden: | the OSE didn't do any sharing |
[9:01] | Becky Pippen: | Is OSE the new term for the LSL VM back end? It's the term that replaces awkward names like LS2VM, or LSL-LSO, or LSL2LSOVM... ? |
[9:01] | Babbage Linden: | so, if you had 1000 bullets flying around |
[9:01] | Babbage Linden: | each would use 16K |
[9:02] | Babbage Linden: | with Mono, they might use 1K shared between them |
[9:02] | Babbage Linden: | if all the guns contained copies of the same compiled script |
[9:02] | Christos Atlantis: | will mono allow for you to implement use of other scripting and programing choices in SL? |
[9:02] | Creem Pye: | creating the UUID of a script based on its sha-160 checksum would be nice =) |
[9:02] | Babbage Linden: | christos, yest |
[9:02] | Christos Atlantis: | :) |
[9:02] | Jam Meili: | ok, thats great and hopefully will make combat sims and such to work better. is there another mono-related impriovement we could use to tune the usage of resources on a sim? |
[9:02] | Babbage Linden: | it will allow us to enable other languages to script SL in the long term |
[9:03] | Babbage Linden: | we have been careful to keep that option open while working on LSL on Mono |
[9:03] | Babbage Linden: | but there is still more work to be done before we get there |
[9:03] | Christos Atlantis: | well, my dream would be if I could see a game engine running inside SL™ |
[9:04] | Babbage Linden: | jam, bytecode sharing is the big thing that you can do to help Mono work effeciently |
[9:04] | Christos Atlantis: | that would make the possibilities endless, mini games inside SL™ like a WoW |
[9:04] | Babbage Linden: | Christos, SL is like a game engine in many ways |
[9:05] | Babbage Linden: | lots of game engines have scripting engines and physics engines like SL |
[9:05] | Babbage Linden: | games like dark life have been WoW like games in SL for a long time |
[9:05] | Christos Atlantis: | yes, but it lacks the tools to make a good platform for developing game play |
[9:05] | Creem Pye: | one thing you'd need to do is give estate managers much more control over what avatars can do |
[9:05] | Babbage Linden: | there are some missing features, agreed |
[9:06] | Creem Pye: | like forbid external attachments, and maybe force an avatar to have a certain style of appearance |
[9:06] | Babbage Linden: | and many people are building things other than games |
[9:06] | Babbage Linden: | so, we need to be careful to keep the platform neutral |
[9:06] | Christos Atlantis: | like being able to control movement of props in non linear routes |
[9:06] | Babbage Linden: | and make extensions where they are most useful to the most people |
[9:06] | Imaze Rhiano: | if you want game development for SL - then you need also better controls for texture usage and model/prim usage for SIM owners |
[9:06] | Creem Pye: | yep |
[9:07] | Imaze Rhiano: | but that is bit offtopic |
[9:07] | Babbage Linden: | we want to enable the widest array of applications possible in SL |
[9:07] | Babbage Linden: | but we have limited resources |
[9:07] | Babbage Linden: | so have to be smart about prioritizing improvements |
[9:07] | Creem Pye: | megasims would be a nice start :D |
[9:08] | Christos Atlantis: | I think the number 1 with residents is stability, so I will agree with you, you need to keep it stable for a long period and understand it before adding more features |
[9:09] | Babbage Linden: | and most of the effort at linden is working on stability |
[9:09] | Jam Meili: | hehe megasims would require changes in alot of parts of the server- and viewercode as also to expect owners would use server resources wisely, i guess we should not expect that any time soon, it's not very realistically right now |
[9:09] | Babbage Linden: | which is why the scripting improvements are relatively slow in coming |
[9:09] | Christos Atlantis: | and scaleability is also something I would think will help |
[9:09] | Babbage Linden: | Mono was mostly me working on my own until near the end of the project |
[9:09] | Christos Atlantis: | wow |
[9:09] | Christos Atlantis: | great job! |
[9:09] | Bartlee Arai: | Nice |
[9:09] | Nock Forager: | yup! |
[9:09] | Babbage Linden: | help! i'm being beaten with a car |
[9:09] | Creem Pye: | yep, it's working quite smoothly so far =) |
[9:10] | Creem Pye: | Babbage, do you expect the script memory limit wil be raised in teh future? |
[9:10] | Creem Pye: | it would be nice if objects could consolidate their functions to a single script |
[9:10] | Babbage Linden: | gabriel, si, daveh, vektor and periapse did a lot of work over the last year too |
[9:10] | Christos Atlantis: | I think I have skid marks on my forehead |
[9:10] | Tegg Bode: | I think games would hae a better chance of working if we could reduce our continual downloading of textures by perhaps having a basic default texture set for walls & floors on our hard drives |
[9:10] | Creem Pye: | (I imagine that without link messages etc, efficiency could be greatly improved) |
[9:10] | Babbage Linden: | creem pye, that is also on our wish list |
[9:10] | Babbage Linden: | proper script libraries |
[9:11] | Babbage Linden: | so you can share code between scripts |
[9:11] | Babbage Linden: | and develop general purpose libraries that can be used by other scripts |
[9:11] | Babbage Linden: | instead of having to send them link messages |
[9:11] | Babbage Linden: | or chat messages |
[9:11] | Creem Pye: | even functions like llLinkParticleSystem() to set a particle system centered around a link in the object would be nice |
[9:12] | Creem Pye: | instead of having to have a separate script in a child prim for particles, commanded by the main script through link messages |
[9:12] | Christos Atlantis: | I have tried 5 times in my life to learn programing this is the closest to heaven for me, and for that I would like to thank you guys and the people that help in groups, like Jam and co |
[9:12] | Babbage Linden: | glad to hear it christos! |
[9:12] | Jam Meili: | uuh .. thank you :) |
[9:12] | Babbage Linden: | :-) |
[9:13] | Bartlee Arai: | will the old scripting engine be replaced eventually once transparency has been acheived? |
[9:13] | Gabriel Linden: | teaching the world to code |
[9:13] | Christos Atlantis: | your both welcome, its amazing to see what can be done |
[9:13] | Jam Meili: | and yes, mono is a great improvement even it has some beginning problems (that will sure be fixed) |
[9:13] | Babbage Linden: | ok, we should wrap up there i think |
[9:13] | Babbage Linden: | so gabriel and i can get back to fixing bugs |
[9:14] | Christos Atlantis: | ty for for your time |
[9:14] | Babbage Linden: | if you find any problems, please file them in to jira |
[9:14] | Imaze Rhiano: | ya...and I need to go shopping new clothes... :P |
[9:14] | Babbage Linden: | and we'll get on them as soon as possible |
[9:14] | Nock Forager: | Thanks for very interestin meeting :) |
[9:14] | Babbage Linden: | and if you see a repro for http://jira.secondlife.com/browse/SVC-2908 |
[9:14] | Babbage Linden: | please let us know |
[9:14] | Christos Atlantis: | nice seeing you all here |
[9:14] | Miya Watanabe: | thank you for the meeting |
[9:14] | Babbage Linden: | hopefully i'll see you all here next week |
[9:14] | Babbage Linden: | thanks for coming |
[9:14] | Gabriel Linden: | thanks, and cya'all around |
[9:15] | Tegg Bode: | Thanks both of you for your efforts :) |
[9:15] | Creem Pye: | thanks for your help! |
[9:16] | Imaze Rhiano: | does Mono have metaobject in Jita? |
[9:17] | Babbage Linden: | yes |
[9:17] | Nock Forager: | ah Babbage, Don't you mind if I put this office hour log on your wiki profile page? |
[9:17] | Babbage Linden: | http://jira.secondlife.com/browse/SVC-1276 |
[9:17] | Babbage Linden: | is the beta jira |
[9:17] | Babbage Linden: | nock, that's fine |
[9:17] | Babbage Linden: | it will save me a job :-) |
[9:17] | Babbage Linden: | i'll leave my bear here |
[9:17] | Nock Forager: | :) |
[9:17] | Babbage Linden: | to auto return in 15 minutes |
[9:17] | Christos Atlantis: | :) |
[9:18] | Babbage Linden: | there you go |
[9:18] | Babbage Linden: | should be copyable |
[9:18] | Babbage Linden: | or you can buy it for 0L$ |
[9:18] | Christos Atlantis: | AWSOME |
[9:18] | Christos Atlantis: | ty :) |
[9:18] | Babbage Linden: | ok, see you all next week |
[9:19] | Imaze Rhiano: | bye |
[9:19] | Keimar Kuhn: | bye |