(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
[11:02 AM] Andrew Hellershanks: Hello, everyone.
[11:03 AM] Ubit Umarov: hi
[11:03 AM] Ubit Umarov: Well this last week we had the sad news about the Death of Mal Burns
[11:04 AM] Andrew Hellershanks: I was about to ask about the statue on the other side of the bar. It took me a moment but I take it that it is a memorial for Mal Burns who recently passed.
[11:04 AM] Ubit Umarov: yes
[11:04 AM] Lyr.Lobo @cc.opensimulator.org:8002: We are very sad at his loss.
[11:04 AM] Lyr.Lobo @cc.opensimulator.org:8002: Here is a link to his facebook memories page
[11:04 AM] Lyr.Lobo @cc.opensimulator.org:8002: https://www.facebook.com/groups/friendsofmal/
[11:05 AM] Lyr.Lobo @cc.opensimulator.org:8002: everyone is welcome
[11:05 AM] Ubit Umarov: it is a nice work by Cherry Manga that does ilustrate soem of Mal's activities
[11:05 AM] Lyr.Lobo @cc.opensimulator.org:8002: Thirza said in Sunday's Inworld Review that they will plan a party celebrating his life this Fall
[11:06 AM] Lyr.Lobo @cc.opensimulator.org:8002: He thought the world of you and your hard work here in the Core Developer group
[11:06 AM] Andrew Hellershanks: Very nice work by Cherry Manga indeed. Nice memorial for Mal.
[11:06 AM] Joe Magarac: Good.
[11:06 AM] Andrew Hellershanks: ty, Lyr for the link.
[11:06 AM] Lyr.Lobo @cc.opensimulator.org:8002: Yes
[11:06 AM] Lyr.Lobo @cc.opensimulator.org:8002: Adam Frisby reached out
[11:06 AM] Lyr.Lobo @cc.opensimulator.org:8002: and sent his condolences as did Philip Rosedale and others who Mal worked with over the years
[11:07 AM] Lyr.Lobo @cc.opensimulator.org:8002: He will be missed
[11:07 AM] Lyr.Lobo @cc.opensimulator.org:8002: Back to you - and thank you for inspiring us.
[11:10 AM] Ubit Umarov: well he leave a void hard to fill
[11:10 AM] Andrew Hellershanks: I ran across Mal over in SL many years ago. Didn't talk much with him over those years. I remember him from when I first properly met him. He needed a door script that would need a code to operate it.
[11:10 AM] Andrew Hellershanks: He will be missed at the OSCC event later this year.
[11:11 AM] Lyr.Lobo @cc.opensimulator.org:8002: They toured his home in Craft and the things he loved. He loved Opensim best
[11:12 AM] Lyr.Lobo @cc.opensimulator.org:8002: I met him at the old Dr. Dobbs JOurnal meetings in SL as part of Second Life 2.0 with the Sun microsystems meetings and developer events
[11:12 AM] Lyr.Lobo @cc.opensimulator.org:8002: he was trying to live stream and I was insisting on talking *laughs*
[11:12 AM] Lyr.Lobo @cc.opensimulator.org:8002: it was 2007
[11:13 AM] Lyr.Lobo @cc.opensimulator.org:8002: and I knew no strangers. Since then, everywhere I went for events or conferences, there was Mal
[11:13 AM] Andrew Hellershanks: :)
[11:13 AM] Lyr.Lobo @cc.opensimulator.org:8002: Thank you for sharing, Andrew
[11:13 AM] Andrew Hellershanks: yw
[11:13 AM] Andrew Hellershanks: Those DDJ meetings would have been interesting to me ifI had known about them then.
[11:14 AM] Lyr.Lobo @cc.opensimulator.org:8002: they were wonderful
[11:14 AM] Lyr.Lobo @cc.opensimulator.org:8002: inspired me to bring my computer science classes into world...62 of them between SL and Opensim
[11:14 AM] Lyr.Lobo @cc.opensimulator.org:8002: learned so much from them
[11:14 AM] Lyr.Lobo @cc.opensimulator.org:8002: we're all connected
[11:15 AM] Lyr.Lobo @cc.opensimulator.org:8002: did you see a new version of firestorm beta was released?
[11:16 AM] Vincent.Sylvester @hg.zetaworlds.com: I was told the other day that supposedly LL had a brainfart again and decided to add something that forcefully reduces view distance if the viewer starts dropping framerate to the point it got a lot of testers mad... business as usual I guess
[11:16 AM] Ubit Umarov: yeah seems 78558 is out
[11:17 AM] Ubit Umarov: im on 78266 still
[11:17 AM] Vincent.Sylvester @hg.zetaworlds.com: Unfortunately still no sign of a timezone fix or remedy for the script syntax issue in sight
[11:19 AM] Andrew Hellershanks: Reducing draw distance if the viewer is dropping frames sounds reasonable.
[11:19 AM] Vincent.Sylvester @hg.zetaworlds.com: Yeah maybe, but not by 300%
[11:20 AM] Lyr.Lobo @cc.opensimulator.org:8002: Hello Cuga
[11:20 AM] Andrew Hellershanks: That does seem a bit extreme if someones draw distance wasn't that high to start with. Makes more sense for someone using a high value for draw distance.
[11:20 AM] Cuga.Rajal @rajal.org:9000: Hi Lyr, Hi all
[11:20 AM] Andrew Hellershanks: Hey, Cuga.
[11:21 AM] Vincent.Sylvester @hg.zetaworlds.com: I have been running with a locked framerate for a while now, because the number itself isn't the problem as long as you can maintain more than 30fps, but the jitter can get so bad that it jumps all over the place which creates fatigue on the eyes
[11:22 AM] Vincent.Sylvester @hg.zetaworlds.com: I did propose a dynamic framerate lock based on frame jitter in order to lock it to a framerate the viewer can maintain consistently
[11:22 AM] Vincent.Sylvester @hg.zetaworlds.com: Thing is with how bad it has gotten even getting to 30fps in the first place can be a struggle depending on the region contents or even the avatars
[11:25 AM] Andrew Hellershanks: !'m at only 29.4 fps while just sitting here. My fps would probably drop in a busier area or if I was walking around some busy area.
[11:26 AM] Ubit Umarov: yeah pbr viewers got a bit better, but still heavier than older generation
[11:26 AM] Ubit Umarov: sadly a trend in all games
[11:27 AM] Ubit Umarov: you now need at least 16GB of gpu ram, and a recent core to play unreal etc new titles
[11:27 AM] Ubit Umarov: and a nice power bill at end of month..
[11:28 AM] Vincent.Sylvester @hg.zetaworlds.com: Optimization is so poor even with top of the line hardware it might not even use half of it and still struggle
[11:28 AM] Lyr.Lobo @cc.opensimulator.org:8002: Dune: Awakening looks fantastic on 10GB GPUs
[11:28 AM] Vincent.Sylvester @hg.zetaworlds.com: The viewer is no different in that respect. Getting full hardware use out of it almost never happens
[11:28 AM] Ubit Umarov: only optimization you have is on nvidia profits :p
[11:30 AM] Vincent.Sylvester @hg.zetaworlds.com: An m4 mac basically getting the same framerate as a gtx 1080 these days
[11:30 AM] Cuga.Rajal @rajal.org:9000: with Mac running in x86 emulation
[11:31 AM] Joe Magarac: It's getting there. Look at system usage while Firestorm 7.1.13 is running. More CPUs and GPU resources are being used than in older versions.
[11:31 AM] Andrew Hellershanks: I complain about what I feel is system bloat in terms of lots of library dependencies and get told "just get a bigger HD because they are cheap". Seems some people don't feel the need to optimize code because you can always get a faster CPU/system. :P
[11:31 AM] Vincent.Sylvester @hg.zetaworlds.com: Higher memory consumption equals more cpu load, something has to manage all that memory in the end
[11:32 AM] Andrew Hellershanks: /me nods
[11:32 AM] Vincent.Sylvester @hg.zetaworlds.com: In some cases adding more system resources might actually drop performance if you look at benchmarking leaderboards the highest scores don't always use the biggest of the biggest parts
[11:34 AM] Vincent.Sylvester @hg.zetaworlds.com: Something unrelated. There is a new ticket on mantis regarding object parameters and linking. Stating that linking causes some object parameters to be dropped so unlinking them the objects do not return to their original state. I haven't done any testing on that yet, but looked at the code a bit and the parameters should all be on the part not the object so not sure how linking would be causing this
[11:35 AM] Vincent.Sylvester @hg.zetaworlds.com: I suspected the hierarchy of sop and sog would be to blame, but doesn't look like that should be the case
[11:35 AM] Ubit Umarov: ( more about Mal https://hgsafari.blogspot.com/2025/07/remembering-mal-burns.html )
[11:35 AM] Vincent.Sylvester @hg.zetaworlds.com: Unless some parts are not properly handled in code and I'm just blind, which is possible
[11:36 AM] Andrew Hellershanks: Perhaps it is assigning the parameters of the object to the unlinked parts.
[11:36 AM] Cuga.Rajal @rajal.org:9000: what kind of parameters?
[11:36 AM] Vincent.Sylvester @hg.zetaworlds.com: http://opensimulator.org/mantis/view.php?id=9207
[11:36 AM] Vincent.Sylvester @hg.zetaworlds.com: object sale
[11:37 AM] Ubit Umarov: a reset of such data is kinda expected on link changes
[11:38 AM] Ubit Umarov: when any kind of prim can be promoted to root, it is better those things are on a well defined state
[11:39 AM] Vincent.Sylvester @hg.zetaworlds.com: I think the main issue there is that yes the root part should dictate those things, but it can do so without having to overwrite the settings of the parts themselves
[11:39 AM] Ubit Umarov: no we can not
[11:40 AM] Ubit Umarov: we have no idea whare such parts had been
[11:40 AM] Ubit Umarov: in fact in future some of those things may be removed from prims
[11:41 AM] Ubit Umarov: moved to a linkset container, we already have called SceneObjectGroup
[11:41 AM] Ubit Umarov: that one in fact may have a new parent thing
[11:42 AM] Ubit Umarov: to support linkset hierachy
[11:42 AM] Ubit Umarov: and physics joints etc
[11:43 AM] Ubit Umarov: sd, as i said, linkset properties may not survive a change on link
[11:44 AM] Vincent.Sylvester @hg.zetaworlds.com: I think you misunderstood what I meant. The current way the sale price property is supplied via the scene object group is by pulling from the m_rootpart itself, because sale parameters are stored on the part at the moment, so linking and unlinking should have no effect on them unless something overwrites the parameters for all parts on link or unlink
[11:46 AM] Vincent.Sylvester @hg.zetaworlds.com: So I can follow why the ticket was made as it would seem the current code is designed to already handle this in a way that doesn't change the parameters of individual parts, simply pulling from whatever the root part is so why linking or unlinking changing them is definitely odd
[11:46 AM] Vincent.Sylvester @hg.zetaworlds.com: I'm aware there are changes on the horizon regarding that
[11:48 AM] Ubit Umarov: yes i know where they are current stored..
[11:49 AM] Ubit Umarov: and i say again.. those need to be reset to a safe value on link, becaur the history of the new root part is unknown, such information on that is unreliable
[11:50 AM] Ubit Umarov: ( ofc some part of older code may be not doing that, but should )
[11:52 AM] Ubit Umarov: not even going into implications on permissions etc..
[11:52 AM] Ubit Umarov: what sl does is sl problem
[11:53 AM] Vincent.Sylvester @hg.zetaworlds.com: Linking two objects that are for sale to a new root part that isn't and then unlinking them again, as they say, breaks the sale parameters. Looking at the sog link code I can't see anything that specifically resets those parameters so it must be part of a bigger reset that assumes some defaults and only carries over the safe parts?
[11:54 AM] Ubit Umarov: oh not going to dive on code now
[11:55 AM] Andrew Hellershanks: :)
[11:56 AM] Andrew Hellershanks: Just under five minutes left in todays gathering. Any last minute items for today?
[11:56 AM] Ubit Umarov: just telling that those things may not survive a relink
[11:58 AM] Joe Magarac: Thanks. Gotta go, next meeting.
[11:58 AM] Andrew Hellershanks: ok, Joe. Thanks for dropping by.
[12:00 PM] Andrew Hellershanks: We are at the top of the hour which brings this gathering to a close. Thank you all for coming. See you again next week.