[11:04 AM PT] Andrew Hellershanks: Hello, everyone.
[11:04 AM PT] Arielle Popstar: -
[11:04 AM PT] Arielle Popstar: v66-
[11:04 AM PT] Gavin.Hird @grid.xmir.org:8002: Hi Andrew
[11:05 AM PT] Cuga.Rajal @rajal.org:9000: is that god color work on standalones or just grids configs?
[11:05 AM PT] Andrew Hellershanks: I had a service call to deal with and also trying to have my lunch.
[11:05 AM PT] Vincent.Sylvester @hg.zetaworlds.com: Region configs
[11:06 AM PT] Andrew Hellershanks: Arielle is speaking in tongues. ;)
[11:06 AM PT] Arielle Popstar: ^^
[11:06 AM PT] Arielle Popstar: dropped my keyboard
[11:06 AM PT] Cuga.Rajal @rajal.org:9000: So should work on standalone HG regions?
[11:06 AM PT] Ubit Umarov: so as i told, fs did release beta 6.6.13 that does have the working fix for the non power of 2 regions sizes
[11:06 AM PT] Ubit Umarov: we can even see the textures on minimpa
[11:06 AM PT] Arielle Popstar: works for me
[11:06 AM PT] Ubit Umarov: and minimap
[11:07 AM PT] Arielle Popstar: why did it work before though?
[11:07 AM PT] Ubit Umarov: thind dayturn as same simple fix also
[11:07 AM PT] Vincent.Sylvester @hg.zetaworlds.com: So long as it is in the OpenSim.ini and not overwritten it should work, you can check the running config with show config on the console that might give you a hint if you set it correctly
[11:07 AM PT] Ubit Umarov: well on 6.6.12 there was a simple typo that just made it crash
[11:07 AM PT] Vincent.Sylvester @hg.zetaworlds.com: The module that has that along with the display names etc. retrieves that data either directly from robust or through user level I am not sure what it did, been some years
[11:07 AM PT] Arielle Popstar: yes but it has always worked in past before those bad beta releases
[11:08 AM PT] Arielle Popstar: what changed?
[11:08 AM PT] Cuga.Rajal @rajal.org:9000: "show config" Invalid command
[11:08 AM PT] Vincent.Sylvester @hg.zetaworlds.com: Try config show
[11:08 AM PT] Ubit Umarov: well older versions did ignre the warning, somewhere in code.. recent ones lost that ignore.. never found where..
[11:09 AM PT] Cuga.Rajal @rajal.org:9000: that worked
[11:09 AM PT] Ubit Umarov: instead made a fix, that Beq and Gavin did apply
[11:09 AM PT] Arielle Popstar: so its fixed but we dont know why?
[11:09 AM PT] Andrew Hellershanks: Hello, Kayaker.
[11:09 AM PT] Ubit Umarov: i di dfix the real issue
[11:09 AM PT] Andrew Hellershanks: Hello, Motoko.
[11:09 AM PT] Kayaker Magic: Hi all, did I miss much?
[11:09 AM PT] Motoko.Karu @login.digiworldz.com:8002: Hihi.. sorry for the lateness
[11:09 AM PT] Motoko.Karu @login.digiworldz.com:8002: Hello Andrew
[11:10 AM PT] Cuga.Rajal @rajal.org:9000: console needs a pipe and grep option lol
[11:10 AM PT] Ubit Umarov: tthe issue is on textures the viewer draws.. so we can just tell it to use a power of 2 size
[11:10 AM PT] Andrew Hellershanks: Kayaker, no you haven't missed much.
[11:10 AM PT] Ubit Umarov: simple fix..
[11:10 AM PT] Vincent.Sylvester @hg.zetaworlds.com: I think it can write to file if you pipe it, well at least the yengine commands can I know that
[11:11 AM PT] Cuga.Rajal @rajal.org:9000: its ok, I coopy/paste it into a text editor
[11:11 AM PT] Ubit Umarov: isnta that god color a viewer side thing?
[11:11 AM PT] Cuga.Rajal @rajal.org:9000: so GodNames is active and lists my name in the config, but it never changes color
[11:11 AM PT] Gavin.Hird @grid.xmir.org:8002: there are some god colors in color.xml for the viewer
[11:11 AM PT] Arielle Popstar: can change it viewer side
[11:12 AM PT] Cuga.Rajal @rajal.org:9000: Is there somethign I'm missing? Heres the config:
[11:12 AM PT] Cuga.Rajal @rajal.org:9000: [GodNames]
Enabled = true
FullNames = Cuga Rajal
Surnames = Rajal
[11:12 AM PT] Ubit Umarov: well something totally outside my priorities :)
[11:12 AM PT] Arielle Popstar: i had to in s/l for the Lindens
[11:12 AM PT] Ubit Umarov: ( god text color.. i mean )
[11:12 AM PT] Arielle Popstar: yes
[11:12 AM PT] Vincent.Sylvester @hg.zetaworlds.com: You might need an underscore in there for the full name or wrapped in "", tried that?
[11:13 AM PT] Cuga.Rajal @rajal.org:9000: havent tried
[11:13 AM PT] Cuga.Rajal @rajal.org:9000: I'll try that
[11:13 AM PT] Ubit Umarov: so.. abotu code changes..
[11:13 AM PT] Gavin.Hird @grid.xmir.org:8002: MenuBarGodBgColir, SyntaxLSLGodMode, MenuNonProductionGodBgColor
[11:14 AM PT] Ubit Umarov: again not many.. well some.. let me see
[11:14 AM PT] Cuga.Rajal @rajal.org:9000: I have my name in quotes in OpenSim.ini, output of config show doesnt have quotes
[11:14 AM PT] Cuga.Rajal @rajal.org:9000: I'll try the underscore
[11:15 AM PT] Ubit Umarov: by request i of the person that did original patch, i changes osDie to only work on prims rezzed by a script on that linkset
[11:15 AM PT] Ubit Umarov: code was allowing osdie to kill that linkset..
[11:16 AM PT] Ubit Umarov: that was on mantis 9080
[11:17 AM PT] Ubit Umarov: There was a somewhat big code contribution to add linksetdata, - as sl
[11:17 AM PT] Ubit Umarov: sadly i did refuse it, bc the problems sl idea has, and a few on that particular implementation
[11:18 AM PT] Ubit Umarov: i did howver commit some constants, etc comaptible with that code, so to reserve for future
[11:18 AM PT] Ubit Umarov: that was on mantis 9081, btw
[11:19 AM PT] Cuga.Rajal @rajal.org:9000: I'll be right back
[11:19 AM PT] Andrew Hellershanks: hb
[11:20 AM PT] Ubit Umarov: well and a few more "cosmetic changes" here and there
[11:20 AM PT] Andrew Hellershanks: Hello, Jagga
[11:20 AM PT] Ubit Umarov: like on sensor repeat code
[11:20 AM PT] Gavin.Hird @grid.xmir.org:8002: I have all the changes up and running
[11:20 AM PT] Ubit Umarov: :)
[11:20 AM PT] Gavin.Hird @grid.xmir.org:8002: no problems, but problably have not tested specifics
[11:21 AM PT] Vincent.Sylvester @hg.zetaworlds.com: Also the lllinkplaysound thing and some typos
[11:21 AM PT] Ubit Umarov: i actually did not update this region
[11:21 AM PT] Ubit Umarov: ahg yes
[11:21 AM PT] Ubit Umarov: lllinkplaysound was not as spec
[11:22 AM PT] Gavin.Hird @grid.xmir.org:8002: grid.xmir.org:8002:Dayturn is pretty much running the latest. There is a rez zone there
[11:22 AM PT] Ubit Umarov: sl as a extra parameter that makes it also do loop sound etc
[11:22 AM PT] Ubit Umarov: so i added that
[11:23 AM PT] Ubit Umarov: they are also suicidal
[11:23 AM PT] Ubit Umarov: allowing LINK_SET , to a sound can play on every prim of a linkset
[11:23 AM PT] Ubit Umarov: well i allowed that also..
[11:24 AM PT] Ubit Umarov: not sure that is a good idea.. but well it is spec
[11:24 AM PT] Ubit Umarov: https://wiki.secondlife.com/wiki/LlLinkPlaySound
[11:25 AM PT] Ubit Umarov: i left llLinkPlaySound(LSL_Integer linknumber, string sound, double volume) as a alias to
[11:25 AM PT] Ubit Umarov: llLinkPlaySound(LSL_Integer linknumber, string sound, double volume, 0)
[11:25 AM PT] Andrew Hellershanks: brb
[11:26 AM PT] Ubit Umarov: ( double there means lsl float )
[11:26 AM PT] Vincent.Sylvester @hg.zetaworlds.com: I did not see a caveat there saying it only worked for specific links and link_set was listed, suppose when it was implemented someone did think maybe not to go crazy with it
[11:26 AM PT] Cuga.Rajal @rajal.org:9000: you can get some cool sound phasing effects when you have the same sound from multiple prims
[11:27 AM PT] Ubit Umarov: well i changed to work closer to that spec ( if not exactly as it )
[11:27 AM PT] Vincent.Sylvester @hg.zetaworlds.com: Viewers with fmod should modulate sound accordingly as well yeah
[11:27 AM PT] Cuga.Rajal @rajal.org:9000: is llLinkPlaySound something relatively new?
[11:28 AM PT] Cuga.Rajal @rajal.org:9000: just curious, for some reason I never heard of it till recently
[11:28 AM PT] Ubit Umarov: think i did add it a few months ago.. but a simpler one
[11:28 AM PT] Ubit Umarov: only did play, and only one prim
[11:28 AM PT] Cuga.Rajal @rajal.org:9000: ok, so maybe in the last year
[11:29 AM PT] Cuga.Rajal @rajal.org:9000: thx
[11:29 AM PT] Andrew Hellershanks: I'm back
[11:29 AM PT] Vincent.Sylvester @hg.zetaworlds.com: phil poked me about link sounds stuff on irc like two three years ago about some missing parts on that
[11:29 AM PT] Vincent.Sylvester @hg.zetaworlds.com: Don't remember exactly what that was, something about stopping sounds I think
[11:30 AM PT] Ubit Umarov: HA-1: 44b4fe523b2b2f0d1a84bbe1ddc44b2f89d1291e
* add llLinkAdjustSoundVolume, llLinkPlaySound and llLinkStopSound
[11:30 AM PT] Ubit Umarov: 6 feb 2023
[11:30 AM PT] Cuga.Rajal @rajal.org:9000: ah so it is relatively new.. thanks
[11:31 AM PT] Cuga.Rajal @rajal.org:9000: I have content that could use that
[11:31 AM PT] Ubit Umarov: i should limit it again to a simple prim...
[11:31 AM PT] Ubit Umarov: well.. lets see :)
[11:31 AM PT] Tess JL: llLinkPlaySound() seems to be an attempt mto consolidate nearly all sound related lsl functions. It has a flag parameter that covers msot everything
[11:32 AM PT] Ubit Umarov: so does ours now
[11:32 AM PT] Ubit Umarov: ( the one in feb did not had last parameter )
[11:32 AM PT] Cuga.Rajal @rajal.org:9000: Its just llLinkPlaySound() with different parameters for trigger, play, loop and stop
[11:32 AM PT] Tess JL: Does that mean it's recommended to use it instead of the old ones?
[11:33 AM PT] Ubit Umarov: no
[11:33 AM PT] Cuga.Rajal @rajal.org:9000: only when you need to trigger sound from a different prim than the script is in
[11:33 AM PT] Ubit Umarov: main thing about it is the *link* part
[11:33 AM PT] Cuga.Rajal @rajal.org:9000: can reduce script count
[11:33 AM PT] Ubit Umarov: to issue a sound on other prim
[11:34 AM PT] Ubit Umarov: to do more things than play, is SL beaking naming loging
[11:34 AM PT] Ubit Umarov: logic
[11:34 AM PT] Ubit Umarov: just lazy code
[11:34 AM PT] Vincent.Sylvester @hg.zetaworlds.com: Now I have a small question about prim updates. I have a script that updates 25 textures on an object, which works fine for the most part, but when I put multiple objects out eventually they only up 24 or even less. Are there differences in how OpenSim and SL send prim updates for textures and color? I know we don't send certain terse or partial updates, could this be the cause? I added small random sleeps to the update function in attempt to break the updates up into their own packets, which seems to help a bit.
[11:35 AM PT] Ubit Umarov: some texture changes can be terse updates now
[11:35 AM PT] Ubit Umarov: other changes are a full update
[11:36 AM PT] Ubit Umarov: and no.. we send far more than 24
[11:36 AM PT] Ubit Umarov: you udp may lose it
[11:36 AM PT] Ubit Umarov: or you viewer get overloaded and lose them
[11:37 AM PT] Vincent.Sylvester @hg.zetaworlds.com: It starts to break at like 200 when I have 8 or more objects out they sometimes miss one or two, but only when they run at the same time after a region restart
[11:37 AM PT] Vincent.Sylvester @hg.zetaworlds.com: I added sleep with frand in state entry and that helped
[11:37 AM PT] Ubit Umarov: i tested that 256 prims transparence change and got no fails
[11:37 AM PT] Ubit Umarov: http://opensimulator.org/mantis/view.php?id=9076
[11:38 AM PT] Vincent.Sylvester @hg.zetaworlds.com: That's the weird part as well, I couldn't reproduce on local machine either, granted local is windows and region is linux
[11:38 AM PT] Lyr Lobo: Thank you for the link
[11:38 AM PT] Ubit Umarov: udp is per user..
[11:39 AM PT] Ubit Umarov: a issue similar to holes on terrain
[11:39 AM PT] Ubit Umarov: viewer just gets overloaded and loses things, but flagging it did them
[11:40 AM PT] Ubit Umarov: i had to slow down lludp more to avoid that terrain things
[11:40 AM PT] Cuga.Rajal @rajal.org:9000: Have you tried using llSetLinkPrimitiveParamsFast (add Fast)? there is less of an internal delay
[11:40 AM PT] Tess JL: Holes on terrain?
[11:40 AM PT] Ubit Umarov: les internaly delay makes it worse lol
[11:40 AM PT] Andrew Hellershanks: How about we table the rest of the talk about the sound issue for the moment. Cuga has some information for us and last week Tess said they had some topics for the meeting. I don't want to have Tess wait another week.
[11:40 AM PT] Ubit Umarov: less
[11:41 AM PT] Andrew Hellershanks: Wait a moment, Tess. I'll let Cuga give a quick update then you can go.
[11:41 AM PT] Kayaker Magic: What holes on terrain issue are you talking about Ubit? Is there a mantis on that?
[11:41 AM PT] Vincent.Sylvester @hg.zetaworlds.com: My main concern is we are operating to spec on that and not disobey max packet sizes?
[11:41 AM PT] Tess JL: It'll have to wait another week, Andrew. I haven't really got around to it yet. It's not urgent though
[11:41 AM PT] Ubit Umarov: yes with high bandwith set on viewer udp, we would get holes
[11:41 AM PT] Cuga.Rajal @rajal.org:9000: I use llSetLinkPrimitiveParamsFast a lot and never had issue
[11:41 AM PT] Ubit Umarov: bc opensim just did sent terrain faster than viewers could handle
[11:41 AM PT] Andrew Hellershanks: Tess, ok. Just wanted to make sure you had an opportunity to ask your questions.
[11:42 AM PT] Tess JL: :-)
[11:42 AM PT] Ubit Umarov: so i added a extra check
[11:42 AM PT] Cuga.Rajal @rajal.org:9000: I have just a short update on Bullet
[11:42 AM PT] Andrew Hellershanks: Go ahead, Cuga.
[11:42 AM PT] Cuga.Rajal @rajal.org:9000: theres neen some work in the background on a new version, an update
[11:42 AM PT] Cuga.Rajal @rajal.org:9000: been*
[11:42 AM PT] Ubit Umarov: region stops sendind udp if it has X entries waiting for AC K
[11:42 AM PT] Kayaker Magic: I have a problem with holes in terrain, but only on a few terrains, trying to make it repeatable to submit as a mantis.
[11:42 AM PT] Ubit Umarov: that way it can wait for viewer to be ready
[11:43 AM PT] Ubit Umarov: reduce udp bandwith
[11:43 AM PT] Ubit Umarov: or get better net :p
[11:43 AM PT] Ubit Umarov: well or gpu
[11:43 AM PT] Andrew Hellershanks: Let's allow Cuga to finish providing the update on physics.
[11:43 AM PT] Ubit Umarov: or cpy
[11:43 AM PT] Ubit Umarov: cpu even
[11:43 AM PT] Cuga.Rajal @rajal.org:9000: MrBlue has effectively squashed the biggest Bullet bug by adding a Extended Physics function to disable it
[11:43 AM PT] Orbert.Tatham @hg.zetaworlds.com: I had something like the same idea - outgoing queue for the viewer requests
[11:44 AM PT] Cuga.Rajal @rajal.org:9000: so with that addition we think the new version is about ready
[11:44 AM PT] Gavin.Hird @grid.xmir.org:8002: what is that bug?
[11:44 AM PT] Ubit Umarov: to disable what ?
[11:44 AM PT] Cuga.Rajal @rajal.org:9000: Bullet 3.25 doesn;t appear any different from 2.86, but there are some bug fixes
[11:45 AM PT] Cuga.Rajal @rajal.org:9000: I mean, the differences are visually obvious
[11:45 AM PT] Cuga.Rajal @rajal.org:9000: but there are
[11:45 AM PT] Cuga.Rajal @rajal.org:9000: sorry, meant to sat differences are not visually obvious
[11:45 AM PT] Cuga.Rajal @rajal.org:9000: has some bug fixes
[11:45 AM PT] Gavin.Hird @grid.xmir.org:8002: what is the biggest bug squashed?
[11:45 AM PT] Cuga.Rajal @rajal.org:9000: MrBlue adapted my build process for other OS's
[11:46 AM PT] Cuga.Rajal @rajal.org:9000: and there is a github actions now for building the new Bullet for multi-platforms
[11:46 AM PT] Cuga.Rajal @rajal.org:9000: the new Bullet will show new Bullet and wrapper version
[11:46 AM PT] Cuga.Rajal @rajal.org:9000: when queried with os scripting command
[11:47 AM PT] Cuga.Rajal @rajal.org:9000: and you can now turn off physics sleep on invividual objects
[11:47 AM PT] Cuga.Rajal @rajal.org:9000: that was the biggest issue
[11:47 AM PT] Ubit Umarov: well that is not a fix
[11:47 AM PT] Cuga.Rajal @rajal.org:9000: correct
[11:47 AM PT] Ubit Umarov: manual turn off is not that nice
[11:47 AM PT] Gavin.Hird @grid.xmir.org:8002: turn off sleep - what does that actually do?
[11:47 AM PT] Cuga.Rajal @rajal.org:9000: but the sleep code was so deeply embedded in their code, disabling it wouldf have been a major project
[11:48 AM PT] Ubit Umarov: i have a mess of code on ubode to do proper fix :p
[11:48 AM PT] Gavin.Hird @grid.xmir.org:8002: why would I want to do that?
[11:48 AM PT] Cuga.Rajal @rajal.org:9000: and would have induced other instabilities
[11:48 AM PT] Vincent.Sylvester @hg.zetaworlds.com: Oh great more rogue vibrating prims killing cpu
[11:48 AM PT] Cuga.Rajal @rajal.org:9000: so being able to disable it, doesnt fix problem, but gives option to disable that feature
[11:48 AM PT] Cuga.Rajal @rajal.org:9000: on a per-object basis
[11:48 AM PT] Ubit Umarov: bc you you remove a prim with a physical one or a avatar on top ot it, those will stay iin air
[11:48 AM PT] Ubit Umarov: for example
[11:49 AM PT] Ubit Umarov: sl also had that problem for ages
[11:49 AM PT] Cuga.Rajal @rajal.org:9000: you only need to disable the physics sleep on a one or few use cases it's an issue
[11:49 AM PT] Cuga.Rajal @rajal.org:9000: like my labyrinth example we rezzed here a few weeks ago
[11:49 AM PT] Ubit Umarov: well and that is not related to bullet version.. just our code use of it possible
[11:49 AM PT] Cuga.Rajal @rajal.org:9000: correct
[11:49 AM PT] Ubit Umarov: well old issue
[11:49 AM PT] Cuga.Rajal @rajal.org:9000: new solutioin
[11:50 AM PT] Ubit Umarov: ubode has that fixed since.. ever
[11:50 AM PT] Ubit Umarov: well ever with name ubode
[11:50 AM PT] Cuga.Rajal @rajal.org:9000: bullet sleep issue is worse than ubide
[11:50 AM PT] Ubit Umarov: don't remember if i did that still at aurora
[11:50 AM PT] Cuga.Rajal @rajal.org:9000: but with this option it effectively fixes the few use cases that have the issue, but requires some scripting
[11:50 AM PT] Cuga.Rajal @rajal.org:9000: thats as far as MrBlue is willing to go
[11:51 AM PT] Ubit Umarov: yes but manual disable of sleep is hardly a fix
[11:51 AM PT] Cuga.Rajal @rajal.org:9000: fixing the sleep in Bullet code the right way is too big of effort
[11:51 AM PT] Gavin.Hird @grid.xmir.org:8002: could you describe the use cases, cause I still don't get why it is needed
[11:51 AM PT] Ubit Umarov: wel it is some code
[11:51 AM PT] Cuga.Rajal @rajal.org:9000: remember Bullet is not ours, it is a big project that we extract some code from
[11:51 AM PT] Vincent.Sylvester @hg.zetaworlds.com: Bandaid on a compound fracture
[11:52 AM PT] Andrew Hellershanks: Hello, Joe.
[11:52 AM PT] Cuga.Rajal @rajal.org:9000: just relaying what MrBlue told me
[11:52 AM PT] Gavin.Hird @grid.xmir.org:8002: Hi Joe
[11:52 AM PT] Ubit Umarov: see my 2 boxes gavin=
[11:52 AM PT] Joe Magarac: Hello. Late today, sorry.
[11:52 AM PT] Gavin.Hird @grid.xmir.org:8002: yup
[11:52 AM PT] Ubit Umarov: opt one is physical
[11:52 AM PT] Cuga.Rajal @rajal.org:9000: I did test hid physics-turn-off option and it did solve the issue for me
[11:52 AM PT] Cuga.Rajal @rajal.org:9000: no noticeable CPU change
[11:52 AM PT] Ubit Umarov: this is ubode
[11:52 AM PT] Ubit Umarov: after a little delay it seen that i did remove the bottom prim
[11:52 AM PT] Gavin.Hird @grid.xmir.org:8002: so the physical one falls as it should
[11:53 AM PT] Ubit Umarov: bullet will not do that
[11:53 AM PT] Cuga.Rajal @rajal.org:9000: so anyway, the new version of Bullet is not far off, in its final testing
[11:53 AM PT] Ubit Umarov: until something colides with the box
[11:53 AM PT] Gavin.Hird @grid.xmir.org:8002: right
[11:53 AM PT] Gavin.Hird @grid.xmir.org:8002: I was about to say till you kick it
[11:53 AM PT] Ubit Umarov: old issue.. as i said sl that it for ages also
[11:53 AM PT] Cuga.Rajal @rajal.org:9000: originally we thought there would be a need for sandboxing and thorough testoing, but MrBlue and I dont see much change between versions
[11:54 AM PT] Gavin.Hird @grid.xmir.org:8002: where does the sleep come in
[11:54 AM PT] Ubit Umarov: .. sl had ..
[11:54 AM PT] Cuga.Rajal @rajal.org:9000: so the concensus is to just generate the new Bullet for all arcvhes
[11:54 AM PT] Gavin.Hird @grid.xmir.org:8002: that you turn off
[11:54 AM PT] Ubit Umarov: but sleep is a big thing to keep cpu under acceptable load
[11:54 AM PT] Cuga.Rajal @rajal.org:9000: Not from my experiencer
[11:54 AM PT] Cuga.Rajal @rajal.org:9000: that was the intention
[11:54 AM PT] Cuga.Rajal @rajal.org:9000: but it was written in a time when CPUs were much slower
[11:55 AM PT] Cuga.Rajal @rajal.org:9000: I hacked the Bullet code and turned sleep off for everything
[11:55 AM PT] Ubit Umarov: does not matter if cpus are faste
[11:55 AM PT] Cuga.Rajal @rajal.org:9000: ran that for a week, and did not see any change
[11:55 AM PT] Cuga.Rajal @rajal.org:9000: that was just a test, not for public :)
[11:55 AM PT] Ubit Umarov: it still impacts your electricity bill
[11:56 AM PT] Ubit Umarov: and number of active prims before you notice the lag
[11:56 AM PT] Cuga.Rajal @rajal.org:9000: so turning off for only the prims/cases that need it should not be signififcant issue
[11:56 AM PT] Ubit Umarov: but you power bill will go up :p
[11:56 AM PT] Cuga.Rajal @rajal.org:9000: and MrBlue is not going to re-do the whole physics code of Bullet
[11:56 AM PT] Cuga.Rajal @rajal.org:9000: I mean sleep code
[11:56 AM PT] Gavin.Hird @grid.xmir.org:8002: so you turn off the sleep for a prim you want to fall like Ubit demonstrated?
[11:56 AM PT] Cuga.Rajal @rajal.org:9000: and I dont see a need
[11:57 AM PT] Ubit Umarov: well those changes are already on master
[11:57 AM PT] Ubit Umarov: i think
[11:57 AM PT] Cuga.Rajal @rajal.org:9000: if you set a prom to have physics sleep turned off, it will fall without delay
[11:57 AM PT] Cuga.Rajal @rajal.org:9000: yes, already omplemented
[11:57 AM PT] Gavin.Hird @grid.xmir.org:8002: ok, thanks
[11:57 AM PT] Gavin.Hird @grid.xmir.org:8002: you spent 100 lines explaining what could be explained in 2 lines
[11:57 AM PT] Cuga.Rajal @rajal.org:9000: So this sleep change is not actually part of the new Bullet
[11:57 AM PT] Gavin.Hird @grid.xmir.org:8002: ;-)
[11:57 AM PT] Cuga.Rajal @rajal.org:9000: but was a bug that he was looking for solution
[11:57 AM PT] Ubit Umarov: no it is not
[11:58 AM PT] Cuga.Rajal @rajal.org:9000: before finishing Bullet
[11:58 AM PT] Vincent.Sylvester @hg.zetaworlds.com: Users gonna set that for everything as standard once they hear its a fix to some problem and then we have regions filled with vibrating prims eating cpu by the byteload
[11:58 AM PT] Cuga.Rajal @rajal.org:9000: lol
[11:58 AM PT] Vincent.Sylvester @hg.zetaworlds.com: Probably should limit for how many prims per scene you can do that or something
[11:58 AM PT] Cuga.Rajal @rajal.org:9000: The new Bullet does not disable sleep!
[11:58 AM PT] Ubit Umarov: actually bullet module is very agressive on sleep
[11:58 AM PT] Cuga.Rajal @rajal.org:9000: and the option to disable is on a per-object basis
[11:59 AM PT] Ubit Umarov: it even stops prims in mid air on a slow fall :)
[11:59 AM PT] Cuga.Rajal @rajal.org:9000: so that was the main hurdle before finishing up Bullet 3.25
[11:59 AM PT] Ubit Umarov: that is a per object flag on engines
[11:59 AM PT] Cuga.Rajal @rajal.org:9000: now that is being worked on
[11:59 AM PT] Ubit Umarov: ( wel there maybe a global one and global settings)
[11:59 AM PT] Cuga.Rajal @rajal.org:9000: so final Bullet update coming soon
[11:59 AM PT] Cuga.Rajal @rajal.org:9000: version 3.25
[12:00 PM PT] Cuga.Rajal @rajal.org:9000: it's not really much different than 2.86 but likely has some bug fixes
[12:00 PM PT] Gavin.Hird @grid.xmir.org:8002: how do you turn off per object sleep? In a script?
[12:00 PM PT] Cuga.Rajal @rajal.org:9000: yes
[12:00 PM PT] Andrew Hellershanks: Big jump in version number so one would expect some bug fixes. :)
[12:00 PM PT] Cuga.Rajal @rajal.org:9000: actually a good thing that it isnt much different
[12:00 PM PT] Gavin.Hird @grid.xmir.org:8002: is there new syntax to something to do that?
[12:01 PM PT] Ubit Umarov: cuga is talking abotu unmanaged code version
[12:01 PM PT] Cuga.Rajal @rajal.org:9000: MrBlue updated the wiki with instructions
[12:01 PM PT] Cuga.Rajal @rajal.org:9000: recently
[12:01 PM PT] Cuga.Rajal @rajal.org:9000: the sleep fix uses an API to Bullet that already exusted in 2.86
[12:01 PM PT] Gavin.Hird @grid.xmir.org:8002: ok
[12:01 PM PT] Cuga.Rajal @rajal.org:9000: so you dont have to wait for the new Bullet to use the new sleep disable
[12:02 PM PT] Cuga.Rajal @rajal.org:9000: although the 3.25 effort is what motivated that addition
[12:02 PM PT] Ubit Umarov: unrelated changes :)
[12:02 PM PT] Cuga.Rajal @rajal.org:9000: unrelated in code, related in process
[12:02 PM PT] Cuga.Rajal @rajal.org:9000: so thats all I wanted to announce about Bullet
[12:02 PM PT] Cuga.Rajal @rajal.org:9000: unless tyhere are quesations
[12:03 PM PT] Ubit Umarov: you know that also happens to avatars right?
[12:03 PM PT] Ubit Umarov: :)
[12:03 PM PT] Cuga.Rajal @rajal.org:9000: Does ubODE have a sleep disable option?
[12:04 PM PT] Ubit Umarov: why should it have such a band thing?=
[12:04 PM PT] Ubit Umarov: bad
[12:04 PM PT] Ubit Umarov: ;)
[12:04 PM PT] Cuga.Rajal @rajal.org:9000: difference of opinion
[12:04 PM PT] Cuga.Rajal @rajal.org:9000: then no delay when you pull the block out from under :)
[12:05 PM PT] Ubit Umarov: we do like to not burn cpus for no reaso
[12:05 PM PT] Cuga.Rajal @rajal.org:9000: we should all be Ruths then
[12:05 PM PT] Ubit Umarov: ytou add that and all things will use it
[12:05 PM PT] Cuga.Rajal @rajal.org:9000: ?
[12:05 PM PT] Arielle Popstar: dont give him ideas
[12:05 PM PT] Andrew Hellershanks: hehe
[12:06 PM PT] Cuga.Rajal @rajal.org:9000: There are a few use cases where physucs sleep just doesn;t work
[12:06 PM PT] Gavin.Hird @grid.xmir.org:8002: we are all ruths
[12:06 PM PT] Cuga.Rajal @rajal.org:9000: my labyrinth was one example
[12:06 PM PT] Cuga.Rajal @rajal.org:9000: broke on ubODE here too
[12:06 PM PT] Gavin.Hird @grid.xmir.org:8002: and that is primarily a viewer side CPU/GPU issue
[12:06 PM PT] Cuga.Rajal @rajal.org:9000: disabling physics sleep on just the ball fixes it
[12:07 PM PT] Vincent.Sylvester @hg.zetaworlds.com: People still mixing mesher and physics, give them an option and you can advise all you want, detrimental or catastrophic if it adds even the perception of making something better it will be used relentlessly
[12:07 PM PT] Cuga.Rajal @rajal.org:9000: anyway, details on the Bullet physucs sleep is here: http://opensimulator.org/wiki/ExtendedPhysics
[12:08 PM PT] Cuga.Rajal @rajal.org:9000: scroll down to physDisableDeactivation(TRUE);
[12:08 PM PT] Cuga.Rajal @rajal.org:9000: you have to enable Extended Physics
[12:08 PM PT] Cuga.Rajal @rajal.org:9000: works like a charm
[12:08 PM PT] Cuga.Rajal @rajal.org:9000: the fans on my computer never spun up
[12:08 PM PT] Arielle Popstar: learning curve is steep enough, lets not make it worse
[12:08 PM PT] Cuga.Rajal @rajal.org:9000: :)
[12:09 PM PT] Cuga.Rajal @rajal.org:9000: so thats all I had unless there are questions
[12:09 PM PT] Gavin.Hird @grid.xmir.org:8002: so physDisableDeactivation must be added to viewer script syntax
[12:09 PM PT] Selby.Evans @grid.kitely.com:8002: Bye all
[12:10 PM PT] Tess JL: Bye Selbye
[12:10 PM PT] Cuga.Rajal @rajal.org:9000: I donlt think it's a viewer thing
[12:10 PM PT] Jamie.Jordan @grid.kitely.com:8002: have a great week yall
[12:10 PM PT] Gavin.Hird @grid.xmir.org:8002: if you use it in a script, maybe the viewer should highlight it?
[12:10 PM PT] Cuga.Rajal @rajal.org:9000: when you enable extended physics, the script compiles with that comand
[12:10 PM PT] Gavin.Hird @grid.xmir.org:8002: or is it a setting
[12:11 PM PT] Cuga.Rajal @rajal.org:9000: if you donlt enable extended physics the script will not compile
[12:11 PM PT] Ubit Umarov: extended physics does not show up on script syntaxe
[12:11 PM PT] Cuga.Rajal @rajal.org:9000: that adds some scripting functions like phys*
[12:12 PM PT] Cuga.Rajal @rajal.org:9000: that start with phys
[12:12 PM PT] Vincent.Sylvester @hg.zetaworlds.com: He is talking about the ScriptSyntax.xml which defines OpenSim specific functions and constants so the viewer can properly syntax highlight them in the script text box
[12:12 PM PT] Gavin.Hird @grid.xmir.org:8002: exactly
[12:12 PM PT] Vincent.Sylvester @hg.zetaworlds.com: When you add anything you want to add it there as well to make sure it is highlighted, don't think you can have a module intercept and add to that though
[12:12 PM PT] Ubit Umarov: yes.. " extended physics" are not included
[12:12 PM PT] Cuga.Rajal @rajal.org:9000: I dont think the viewers support coloring/help/etc
[12:12 PM PT] Gavin.Hird @grid.xmir.org:8002: physDisableDeactivation(TRUE); seems like something the viewer script editor should highlight
[12:12 PM PT] Cuga.Rajal @rajal.org:9000: for the phys* scripting functions
[12:12 PM PT] Cuga.Rajal @rajal.org:9000: but they still work
[12:13 PM PT] Gavin.Hird @grid.xmir.org:8002: whaddoyomean does not support
[12:13 PM PT] Ubit Umarov: they are even on a module disabled by default
[12:13 PM PT] Cuga.Rajal @rajal.org:9000: Extended physics functions have been around for many years
[12:13 PM PT] Cuga.Rajal @rajal.org:9000: physDisableDeactivation is just a new addition
[12:13 PM PT] Gavin.Hird @grid.xmir.org:8002: it is a fuction of the viewer script editor, where it does a lookup on known syntax and highlights it accordingly
[12:13 PM PT] Ubit Umarov: and that is a bullet only module also
[12:14 PM PT] Cuga.Rajal @rajal.org:9000: correct
[12:14 PM PT] Ubit Umarov: i did disabled it if bullet was not present..
[12:14 PM PT] Ubit Umarov: but did allow it again, bc no big issues on being there
[12:14 PM PT] Cuga.Rajal @rajal.org:9000: right
[12:14 PM PT] Gavin.Hird @grid.xmir.org:8002: so if there exist such scripting additions related to bullet the viewer does not highlight, let's get the into the that file ?
[12:15 PM PT] Vincent.Sylvester @hg.zetaworlds.com: ExtendedPhysics would need to re-implement the function that sends the XML file and add it's parts to it when enabled, which would require making that function overridable in the first place
[12:15 PM PT] Vincent.Sylvester @hg.zetaworlds.com: Adding highlighting for modules that may not be enabled will just confuse users Ubit is right
[12:15 PM PT] Ubit Umarov: ok need go rl
[12:15 PM PT] Gavin.Hird @grid.xmir.org:8002: not any more than non-impletelmted LSL
[12:15 PM PT] Ubit Umarov: cya later
[12:16 PM PT] Cuga.Rajal @rajal.org:9000: If people are using these functions, they are probably advanced enough they dont need viewer support
[12:16 PM PT] Gavin.Hird @grid.xmir.org:8002: cheers Ubit
[12:16 PM PT] Cuga.Rajal @rajal.org:9000: tc Ubit
[12:16 PM PT] Vincent.Sylvester @hg.zetaworlds.com hands Cuga a blast shield
[12:16 PM PT] Vincent.Sylvester @hg.zetaworlds.com: You'll need that when the users find it
[12:16 PM PT] Andrew Hellershanks: ok, Ubit. See you next week.
[12:16 PM PT] Cuga.Rajal @rajal.org:9000: MrBlue added it before I knew!
[12:17 PM PT] Cuga.Rajal @rajal.org:9000: sends blast shield to MrBlue
[12:17 PM PT] Andrew Hellershanks: :)
[12:17 PM PT] Andrew Hellershanks: On that note, I'll wrap up todays meeting.
[12:17 PM PT] Andrew Hellershanks: Thank you all for coming. See you again next week.