Chat log from the meeting on 2011-09-27
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(Difference between revisions)
(New page: <pre> [10:17] Richardus Raymaker: still flexigravity error [10:18] Justin Clark-Casey: on old items? [10:18] Richardus Raymaker: hard to say , i see the errors now on consoel. and the view...) |
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Latest revision as of 15:24, 24 October 2015
[10:17] Richardus Raymaker: still flexigravity error [10:18] Justin Clark-Casey: on old items? [10:18] Richardus Raymaker: hard to say , i see the errors now on consoel. and the viewer dont have uuid search funtion [10:18] Justin Clark-Casey: anything old will stay corrupted. There's nothing to do except delete those items [10:18] Sarah Kline: Hi Dave [10:18] Richardus Raymaker: yes, the are older. and i where in mind it where fixt. [10:19] Nebadon Izumi: does the backup fail Richardus? [10:19] Nebadon Izumi: or just complain [10:19] Nebadon Izumi: ? [10:19] Richardus Raymaker: aha, did you not made code that change comma to a dot ? [10:19] Richardus Raymaker: backup still running [10:19] Dave.Coyle @onefish.coyled.com: 8002: hi sarah [10:19] Dahlia Trimble: hi [10:19] Richardus Raymaker: only spew errors [10:19] Richardus Raymaker: hi sarsah [10:19] Nebadon Izumi: as long as it doesnt crash the backup your fine [10:19] Sarah Kline: hi rich [10:19] Richardus Raymaker: ok. its just old error i see again. NP [10:19] Justin Clark-Casey: yes of course, but that doesn't change old data [10:19] Justin Clark-Casey: your old data is lost. delet eit [10:20] Justin Clark-Casey: or just put up with the errors. sorry. [10:20] Richardus Raymaker: NP, justin. you already see more errors then you want last time [10:20] Gennifer Eros: Ok that worked thanks neb but the website does not say you need to clear cache [10:21] Justin Clark-Casey: hi dahlia [10:21] Richardus Raymaker: hi dahlia [10:21] Nebadon Izumi: ok i can add that [10:21] Richardus Raymaker: hi dave [10:21] Nebadon Izumi: normally just a relog fixes it [10:21] Spike Miles: hiya dahlia :) [10:23] Nebadon IzumiNebadon Izumiheh [10:24] Dahlia Trimble: must mean no bugs left :) [10:24] Nebadon Izumi: anyone have any other issues they have seen in the lastest releases? [10:24] Justin Clark-Casey: viewer crashed. I really nee dto remember not to switch screens [10:24] Nebadon Izumi: heh [10:24] Dahlia Trimble: wb [10:24] Dutchy Daredevil: nope [10:24] Richardus Raymaker: i just run it since yesterday. sofar so good [10:24] Nebadon Izumi: cool [10:24] Dutchy Daredevil: only it let me no make a iar [10:25] Dutchy Daredevil: it say [10:25] Gennifer Eros: It seems to have fixed the problem with tp'ing between sims on the same server neb [10:25] Dutchy Daredevil: wrong pasword [10:25] Richardus Raymaker: strange. it works fine here the iar [10:25] Nebadon Izumi: that is strange Dutchy [10:25] Nebadon Izumi: you sure you have the order of things correct? [10:25] Richardus Raymaker: sure you did not made some type ? [10:25] Dutchy Daredevil: yeap [10:25] Dutchy Daredevil: i had help from tinted by that [10:25] Dave.Coyle @onefish.coyled.com:8002: oh, cross-HG friends works. cool. i hadn't noticed. [10:26] Dutchy Daredevil: it ended by pasword [10:26] Tainted Heathen666: dont blame me :P [10:26] Nebadon Izumi: ya thats been working for a bit Dave [10:26] Dave.Coyle @onefish.coyled.com:8002: i've been in hibernation [10:26] Dutchy Daredevil: no laydy [10:26] Justin Clark-Casey: any idea why some people are complaining about hg issues? [10:26] Nebadon Izumi: you should be able to IM and send HG Tps too [10:26] Dutchy Daredevil: you did help[ a lot with that [10:26] Dutchy Daredevil: ty [10:26] Dahlia Trimble: hg groups? [10:26] Tainted Heathen666: yw [10:26] Richardus Raymaker: Dahlia, thats a scary word. HG groups :O [10:26] Dahlia Trimble: lol [10:26] Sarah Kline: people like to complain? [10:27] Mimetic.Core @odosys.dyndns.org:8002: yeah, the HG messaging and friends works great [10:27] Nebadon Izumi: heh ya no HG groups [10:27] Sarah Kline: lol [10:27] Nebadon Izumi: i imagine that would get pretty messy [10:27] Nebadon Izumi: groups really needs to be redone [10:27] Dahlia Trimble: ooou I need to try it, I havent used HG for ages [10:27] Richardus Raymaker: hehe, yup [10:27] Justin Clark-Casey: normal groups don't even work properly yet [10:27] Dahlia Trimble: lol [10:27] Richardus Raymaker: can groups not made on nntp bases ? [10:28] Richardus Raymaker: or simple newsserver protocol [10:28] Nalates Urriah: Neb, did you see Twitter released their new real time data procssing to open source? [10:28] Dahlia Trimble: usenet? lol [10:28] Richardus Raymaker: yes [10:29] Richardus Raymaker: long time ago i used it [10:29] Dahlia Trimble: I used to use it [10:29] Dahlia Trimble: was a great productivity killer ;) [10:29] Richardus Raymaker: yes, all the thread to dig in [10:29] Dave.Coyle @onefish.coyled.com:8002: we should use fingerd for presence status [10:29] Justin Clark-Casey: nebadon: have you seen any ode physics issues recently [10:30] Justin Clark-Casey: any crashes in the collision area? Seems to be a problem for some people but never occurs for others [10:30] Dahlia Trimble: collision crashes? [10:30] Dahlia TrimbleDahlia Trimble hides... [10:30] Justin Clark-Casey: that's what's commonly in the ode stack traces [10:30] Dutchy Daredevil: i only has a old error [10:31] Dutchy Daredevil: it keeps coming back in al versions off servers [10:31] Dutchy Daredevil: may i copie it in here ??? [10:31] Justin Clark-Casey: depends [10:31] Justin Clark-Casey: what is it related to? [10:32] Dutchy Daredevil: its the one i gave you justin [10:32] Tainted Heathen666: the socket error ? [10:32] Justin Clark-Casey: I don't have the time to deal with private IMs [10:32] Andrew Hellershanks: Howdy, folks. So, what have I missed? [10:32] Allen Kerensky: there seems to be an ODE collision error between the point of a cone and terrain, or many types of prims [10:32] Justin Clark-Casey: andrew: not a lost :) [10:32] Andrew Hellershanks: Justin, :-) [10:32] Justin Clark-Casey: er, a lot [10:32] Spike Miles: hiya Andrew :) [10:32] Justin Clark-Casey: allen: you've sen this? [10:33] Allen Kerensky: any time my daughter puts on her squid avatar using cones for feet [10:33] Justin Clark-Casey: allen: a hard opensim crash due to an ode error? [10:33] Allen Kerensky: yeah - stack trace or native exception in ODE [10:33] Nebadon Izumi: attachments are not physical [10:33] Nebadon Izumi: they should not really effect physics [10:34] Justin Clark-Casey: non-phantom stuff is still represented in ode [10:34] Allen Kerensky: ODE 11.1 and whatever comes standard in Fedora 15 X86_64 [10:34] Nebadon Izumi: we do not use that ODE [10:34] Nebadon Izumi: ODE is included with OpenSimulator [10:34] Justin Clark-Casey: allen: any chance you could send me the avatar? I'd love to be able to reproduce (and fix) that bug [10:34] Nebadon Izumi: it could be infact that installing ODE could create issues for OpenSimulator [10:34] Richardus Raymaker: hi ruben [10:34] Allen Kerensky: i can try, JCC, sure [10:34] Nebadon Izumi: i suggest uninstalling ODE [10:35] Allen Kerensky: not sure I did install ODE on this new server [10:35] Justin Clark-Casey: I don't think opensim would touch that ode anyway [10:35] Ruben Haan: hi [10:35] Nebadon Izumi: ya probably not Justin [10:35] Justin Clark-Casey: it always refers to the dlls in its base directory [10:35] Nebadon Izumi: but why risk it [10:35] Justin Clark-Casey: true [10:35] Nebadon Izumi: there is no need to install it [10:35] Allen Kerensky: which is why I said "whatever comes with" will check tho - might want to add that "don't install ODE" note to the wiki tho [10:35] Justin Clark-Casey: hi ruben [10:35] Justin Clark-Casey: if someone wants to add please do [10:36] Justin Clark-Casey: allen: I would love that avatar though, because someone else I know has a physics issue but haven't been able to pin it down [10:36] Justin Clark-Casey: I'm guessing it's somehow avatar related, though [10:36] Allen Kerensky: yeah I will see if I can get her to export the pieces for me [10:36] Justin Clark-Casey: thanks [10:36] Nebadon Izumi: Allen do you get the same error if you just rez these attachments to the ground? [10:36] Nebadon Izumi: you should [10:36] Allen Kerensky: not sure attachment point is preserved [10:37] Allen Kerensky: no, the error is not 100% instant [10:37] Justin Clark-CaseyJustin Clark-Casey nods [10:37] Allen Kerensky: she puts on the av - and starts running around and within a minute - crash [10:37] Allen Kerensky: and I saw it happen when she jumped onto the top of a martian tripod - that was repeatable [10:37] Allen Kerensky: so - my guess was her avatar feet - she removed the avatar - region stays up for hours [10:37] Justin Clark-CaseyJustin Clark-Casey nods [10:38] Justin Clark-Casey: these problems are really hard to pin down [10:38] Nebadon Izumi: that is really odd [10:38] Allen Kerensky: don't ask why a squid was jumping onto a martian tripod war machine [10:38] Justin Clark-CaseyJustin Clark-Casey grins [10:38] Andrew Hellershanks: Allen, what if she kept the avatar on but removed the feet then jumped on the tripod? [10:38] Sarah Kline: lol [10:38] Nebadon Izumi: i just can not really imagine how an attachment would effect physics [10:38] Nebadon Izumi: i could see it happening instantly [10:38] Nebadon Izumi: but not hours later [10:38] Richardus Raymaker: to capture the world offcorse allen:) [10:38] Nebadon Izumi: that doest make much sense [10:38] Dahlia Trimble: a scripted attachment? [10:38] Justin Clark-Casey: it doesn't, but not everything does [10:38] Allen Kerensky: no, it wasn't scripted [10:39] Justin Clark-Casey: It fits the pattern of another error I'm aware of, though [10:39] Allen Kerensky: I don't think - she uses Scratch 4 SL a lot - so she might [10:40] Allen Kerensky: the thing I noticed was - she uses cones down to points for the feet - so I thought the cone point might be getting into some weird mathematical region when it was intersecting with some other geometry in the mesher [10:40] Allen Kerensky: or something completely incomprehensible to me like that [10:40] Allen Kerensky: it disapears when I switch region to basic mesher [10:40] Justin Clark-Casey: yeah, could be really tricky [10:40] Dahlia Trimble: attachments dont collide [10:40] Nebadon Izumi: ya [10:40] Justin Clark-Casey: the attachments are prims though, not meshes? [10:40] Nebadon Izumi: and if it was a bad mesh [10:40] Nebadon Izumi: it would be instant [10:40] Nebadon Izumi: as soon as you attached [10:40] Nebadon Izumi: not hours later [10:41] Unknown UserUnknown User~ hallo ~ [10:41] Justin Clark-Casey: nonetheless, they do get ode physics actors [10:41] Unknown User: ♥ღ¸.•* KnUdDeLkNuTsCh *•.¸ღ♥ [10:41] Allen Kerensky: this has gone on for a long time [10:41] Allen Kerensky: its not new with mesh [10:41] Dahlia Trimble: only the avatar capsule sollides [10:41] Nebadon Izumi: the only thing i can think [10:41] Nebadon Izumi: is perhaps they have something attached to them [10:41] Unknown User: huhu [10:41] Allen Kerensky: only recently figured out the zeromesher/meshmerizer link tho [10:41] Nebadon Izumi: that is 100's if not 1000's meters away from her [10:41] Nebadon Izumi: like a prim got moved 100's of meters from her [10:41] Nebadon Izumi: and its way off the sim [10:41] Allen Kerensky: yeah might be [10:41] Allen Kerensky: I know my son did that [10:41] Allen Kerensky: was a pain to find and cleanup [10:42] Unknown User: good evening Ladys and Gentlemen [10:42] Nebadon Izumi: ya [10:42] Nebadon Izumi: i suggest try creating new ones if you can [10:42] Nebadon Izumi: and see if the new ones react the same way [10:42] Allen Kerensky: haven't tried to see if snoopy's (?) new code for out-of-bounds detects it [10:42] Justin Clark-Casey: hello basil [10:42] Allen Kerensky: yeah might do that too [10:42] Richardus Raymaker: or unlink and relink [10:42] Nebadon Izumi: it would not [10:42] Nebadon Izumi: with an attachment [10:42] Nebadon Izumi: it only would if it wasnt attached to an avatar [10:42] Allen Kerensky: anyway - has been occasional oddness for me on kids regions - mention of ODE here reminded me [10:43] Allen Kerensky: so, a couple of things to try [10:43] Nebadon Izumi: if you could pass me a copy of the shoes [10:43] Nebadon Izumi: i could take a look [10:43] Allen Kerensky: might get to that this weekend when she has time [10:43] Allen Kerensky: and yeah will try to get her to send them to me tonight [10:43] Nebadon Izumi: cool [10:43] Justin Clark-Casey: allen: what is the effect if you go to zeromesher. All collisions are just bounding boxes? [10:43] Allen Kerensky: yeah [10:44] Nebadon Izumi: i had someone else pass me objects once while back [10:44] Nebadon Izumi: it was hair [10:44] Allen Kerensky: so - cut cubes can't be walked into [10:44] Nebadon Izumi: they attach it it was fine [10:44] Nebadon Izumi: but they rez it to the ground it never showed up [10:44] Nebadon Izumi: they sent me a copy [10:44] Justin Clark-Casey: and spheres just have collision boxes too? [10:44] Nebadon Izumi: i tried rezzing same thing happened [10:44] Nebadon Izumi: i didnt see them [10:44] Allen Kerensky: nod JCC [10:44] Nebadon Izumi: weeks later i was flying around my sim [10:44] Nebadon Izumi: and up at like 250m [10:44] Allen Kerensky: I think everything is a basic cube [10:44] Justin Clark-CaseyJustin Clark-Casey nods [10:44] Nebadon Izumi: i found 4 copies of the hair they sent me [10:44] Justin Clark-Casey: nebadon: does that happen with latest code? [10:44] Nebadon Izumi: apparantly one of the prims was 250m from the center of the item [10:45] Nebadon Izumi: sure [10:45] Justin Clark-Casey: ha ha [10:45] Nebadon Izumi: what happens justin [10:45] Mimetic.Core @odosys.dyndns.org:8002: wow [10:45] Nebadon Izumi: is people try to adjust their hair or attachment [10:45] Nebadon Izumi: not realizing they have select prim [10:45] Nebadon Izumi: and they select a child prim [10:45] Nebadon Izumi: and move it [10:45] Allen Kerensky: yeah - usually I find when they do that because the kids complain they can't find the center move arrows [10:45] Nebadon Izumi: and it shots off 100+m [10:45] Nebadon Izumi: then next time they try to detach and rez that hair it rezzes funky [10:45] Nebadon Izumi: ya exactly [10:45] Sarah Kline: yes seen that [10:45] Unknown User: ~ Guten Morgen ~ [10:46] Justin Clark-Casey: clearly there are bugs in that area [10:46] Nebadon Izumi: my guess is if you have an attachment thats shooting 100's of meters off the sign of the sim [10:46] Sarah Kline: ahh [10:46] Nebadon Izumi: side of the sim*, that could be giving ODE grief [10:46] Nebadon Izumi: maybe [10:46] Nebadon Izumi: thats really the only thing i can think [10:46] Nebadon Izumi: maybe you say get near edge of sim [10:46] Nebadon Izumi: and boom [10:46] Ruben Haan: ive had that problem a couple of times wen i exported xml [10:46] Nebadon Izumi: might be why it seems like it takes a while [10:46] Ruben Haan: wen i imported again it had a prim far away [10:46] Justin Clark-Casey: mmm [10:47] Dutchy Daredevil: hello basil [10:47] Richardus Raymaker: its not possible to limit attachment move range ? other words if you move it 50 meters away from avatra it ignores the change [10:47] Dahlia Trimble: hi basil [10:47] Nebadon Izumi: hmm not sure Richardus [10:47] Nebadon Izumi: that would not be easy i dont think [10:47] Nebadon Izumi: may be possible though [10:47] Justin Clark-Casey: yes, that's the kind of limit that should be put in. But really the important fix would be editing attachments [10:47] Master Dubrovna: Hi basil [10:47] Sarah Kline: yes agree [10:47] Richardus Raymaker: hello basil [10:47] Justin Clark-Casey: there are usually limits to these things for a good reason [10:47] Richardus Raymaker: yes justin [10:47] Nebadon Izumi: hehe ya [10:50] Nebadon Izumi: one thing that really is still pretty terrible in OpenSim [10:50] Nebadon Izumi: is edting objects you have attached [10:50] Nebadon Izumi: editing them while its still attached to you [10:50] Nebadon Izumi: its pretty much a recipe for problems [10:50] Nebadon Izumi: I always recommend to people that they use a pose stand [10:50] Allen Kerensky: editing scripts in attachments seems to be much better this year [10:50] Nebadon Izumi: and rez the objects in world and align it up [10:50] Nebadon Izumi: ya [10:50] Nebadon Izumi: that probably should be ok [10:51] Nebadon Izumi: i mean more like moving or resizing prims [10:51] Nebadon Izumi: in a linkset your wearing [10:51] Allen Kerensky: but attachment pos/rot can get wonky [10:51] Nebadon Izumi: ya [10:51] Nebadon Izumi: its probably where issues like your seeing stem from [10:51] Dahlia Trimble: editing scripts in attachments is risky in SL lol [10:51] Allen Kerensky: but its better - used to be that editing scripts would be lost changes [10:51] Spike Miles: thanks for that tip Nebadon.. I have had that problem myself with editing attchments :) [10:51] Nebadon Izumi: ya [10:51] Justin Clark-Casey: ha. this is why we call opensim alpha :) [10:52] Nebadon Izumi: you really need to be careful [10:52] Allen Kerensky: yes, but OS/OSgrid does not compile to inventory - so its harder to do fast script work unless its inworld to begin with [10:52] Dahlia Trimble: if you edit a script in an attachment and then crash, you lose your edits [10:52] Dahlia Trimble: (in sl_ [10:52] Allen Kerensky: yeah save early, save often, save again - still faster [10:52] Andrew Hellershanks: bbiab [10:53] Dahlia Trimble: I usually detach and reattach after editing so it forces it to save the changes in the asset server [10:53] Nebadon Izumi: kk Andrew [10:53] Nebadon Izumi: ya thats probably a good idea Dahia [10:53] Andrew Hellershanks: save to inventory script file and to prims script file [10:53] Nebadon Izumi: Dahlia [10:53] Nebadon Izumi: man ive seen some major disasters in SL like that too though [10:53] Nebadon Izumi: my friend Yojne [10:53] Nebadon Izumi: had a dance hud with 50,000L$ of dance animations in it [10:53] Allen Kerensky: yeah I just copy the script out of attachment back to inventory folder to snapshot it [10:54] Dahlia Trimble: ya I was talking SL [10:54] Nebadon Izumi: they did a drop attachment [10:54] Nebadon Izumi: so they could edit it [10:54] Nebadon Izumi: and poof [10:54] Allen Kerensky: ouch [10:54] Nebadon Izumi: it was gone for ever [10:54] Mimetic.Core @odosys.dyndns.org:8002: ow [10:54] Nebadon Izumi: they Quit SL for like 6 months because of that [10:54] Nebadon Izumi: lol [10:54] Mimetic.Core @odosys.dyndns.org:8002: haha [10:54] Dahlia Trimble: lol [10:55] Dahlia Trimble: Ive lost a few attachments I was making in SL due to crashes and forced relogs [10:55] Sarah Kline: i remember a long time after they found stuff to return to people that had been lost [10:55] Dahlia Trimble: they dont get saved unless you relog or go to another region [10:55] Allen Kerensky: well, I've had good luck in OSG developing Myriad Lite - so - since May its been better to develop here scripting right in attachment [10:55] Dahlia Trimble: or detach and reattach [10:56] Nebadon Izumi: ya things are always improving [10:56] Allen Kerensky: I remember attachment scripting was less fun in November 2010 [10:56] Nebadon Izumi: but its still good to make backups often [10:56] Nebadon Izumi: you should see my inventory [10:56] Nebadon Izumi: lol [10:56] Allen Kerensky: yeah [10:56] Sarah Kline: basically it stays in the client until you send it back to inv [10:56] Nebadon Izumi: i have things like Nebs Racer 0.01 to Nebs Racer 29.5 [10:56] Nebadon Izumi: i must have 1000 revisions [10:56] Nebadon Izumi: lol [10:56] Dahlia Trimble: lol [10:56] Spike Miles: XD [10:56] Nebadon Izumi: its like 1 edit [10:56] Nebadon Izumi: take a copy [10:57] Nebadon Izumi: 1 edit take a copy [10:57] Nebadon Izumi: lol [10:57] Richardus Raymaker: now i understand why your inventory is so full neb :)) [10:57] Nebadon Izumi: hehe [10:57] Dahlia Trimble: neb do you have a racetrack still? [10:57] Allen Kerensky: yep - nibbling away at the problem [10:57] Justin Clark-Casey: not considered deleting the old versions? [10:57] Nebadon Izumi: i do Dahlia its not up [10:57] Nebadon Izumi: i should put it up [10:57] Nebadon Izumi: oh i do occasionally Justin [10:57] Dahlia Trimble: I'd like to watch some vehicles racing in my new viewer sometime [10:57] Nebadon Izumi: but i am so paranoid about it thats why i do that [10:57] Justin Clark-Casey: I don't blame you [10:57] Nebadon Izumi: cause if you don't your bound to loose something [10:58] Sarah Kline: I cut and paste to a notepad doc on the desktop [10:58] Nebadon Izumi: OKC Sandbox has a race track Dahlia [10:58] Dahlia Trimble: cool [10:58] Nebadon Izumi: DeathRace2025 is not up at the moment though [10:58] Dahlia Trimble: thats the big megaregion one? [10:59] Marcus Llewellyn: You should redo deathrace with mesh terrain. ;) [10:59] Nebadon Izumi: heh ya i have thought about it [10:59] Nebadon Izumi: but man [10:59] Nebadon Izumi: making a Mesh terrain is hard [10:59] Richardus Raymaker: someone tried a mega. and sayed scipts dont start etc. all weird things. but cant say anything. not used it myself [10:59] Nebadon Izumi: believe it or not [10:59] Nebadon Izumi: i can get much better quality in terrain with Sculpty than Mesh [10:59] Richardus Raymaker: No marcus. better wait until there's a viewer [10:59] Marcus Llewellyn: Nah, Neb. Just made a greyscale heightmap, and use that in blender. [11:00] Nebadon Izumi: thats easy [11:00] Justin Clark-Casey: getting a huge amount of this in the viewer 3.0.3 log INFO: put_text: KDU Error: Illegal inclusion tag tree encountered while decoding a packet header. [11:00] Nebadon Izumi: im talking about a real mesh terrain [11:00] Nebadon Izumi: in Collada format [11:00] Justin Clark-Casey: something is pretty wrong somewhere [11:00] Nebadon Izumi: i cant get anywhere near as good a quality as I can with sculpty [11:00] Sarah Kline: hmm strange [11:00] Dahlia Trimble: justin. you have http textures on? [11:00] Marcus Llewellyn: You can also export stuff out of L3DT as an OBJ, neb. That's easy to turn into collada. [11:00] Nebadon Izumi: there is no option in 3.0 Dahlia [11:01] Nebadon Izumi: its HTTP only [11:01] Justin Clark-Casey: yeah [11:01] Dahlia Trimble: I thought there was... [11:01] Nebadon Izumi: hmm there might be a Debug setting [11:01] Andrew Hellershanks: nebadon, you could keep the versions of your script in an off-world version control repository. [11:01] Justin Clark-Casey: mabe in the super advanced [11:01] Nebadon Izumi: heh ya i guess i could Andrew [11:01] Allen Kerensky: offworld script integration is painful [11:01] Justin Clark-Casey: dhalia: you think that's related? [11:01] Nebadon Izumi: problem is its usaully 10 scripts [11:01] Sarah Kline: like a notepad doc lol [11:01] Nebadon Izumi: not just 1 [11:01] Dahlia Trimble: its in develop menu [11:01] Allen Kerensky: would be great to have git and lsleditor embedded [11:01] Nebadon Izumi: and its not always in 1 prim [11:02] Sarah Kline: ah [11:02] Nebadon Izumi: the racer is quite complex [11:02] Allen Kerensky: but if wishes were fishes, we'd all code C++/Mono [11:02] Marcus Llewellyn: +1 [11:02] Justin Clark-Casey: yeah [11:02] Andrew Hellershanks: Allen, naw... Python ;-) [11:02] Allen Kerensky: meh python - fad-a-week scripting [11:02] Dahlia Trimble: <3 python [11:02] Allen Kerensky: there is Bourne Shell, and pretenders. [11:02] Andrew Hellershanks: nebadon: You could track 10 scripts with SVN [11:03] Justin Clark-Casey: turning off http textures doesn't make any immediate difference [11:03] Marcus Llewellyn: Just support the CLR> Then you can do C#, IronPyhton... whatever. [11:03] Richardus Raymaker: C# is pretty nice. sofar i looked at it. not find time to proceed [11:03] Justin Clark-Casey: anyway, I need to go [11:03] Andrew Hellershanks: C# still seems better to me than C with gObject [11:03] Dahlia Trimble: I just got texture decode working and I get a lot of decode failures in wright plaza [11:03] Dahlia Trimble: but it may be something Im doing [11:03] Justin Clark-Casey: I've seen that error evne on a completely empty standalone with a single mesh uploaded [11:04] Dahlia Trimble: lol [11:04] Justin Clark-Casey: but at least that means it might be more easily reproducible [11:04] Dahlia Trimble: maybe its an avatar texture? [11:04] Justin Clark-CaseyJustin Clark-Casey sighs heavily [11:04] Justin Clark-Casey: could be [11:04] Andrew Hellershanks: Dahlia, yeah, I'm more interested in Python for an OOP language than some other options. [11:04] Allen Kerensky: Smalltalk heh [11:04] Justin Clark-Casey: ok, I really need to go. See you folks around. [11:04] Allen Kerensky: take care JCC [11:04] Andrew Hellershanks: Cya, Justin [11:04] Spike Miles: take care Justin :) [11:04] Marcus Llewellyn: B'bye, Jcc [11:04] Sarah Kline: bye Justin [11:04] Dahlia Trimble: avatars have like 20 some texture entries and some of them have bogus data [11:04] Richardus Raymaker: bye justin [11:04] Dave.Coyle @onefish.coyled.com:8002: bye [11:05] Justin Clark-CaseyJustin Clark-Casey waves