Chat log from the meeting on 2024-04-09

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[11:21] Vincent.Sylvester Welcome everyone
[11:21] Vincent.Sylvester On last weeks commits we had a few changes to remove unnecessary code as well as some changes to caching behavior and garbage collection
[11:22] Vincent.Sylvester Those were based on some tests conducted on how gc behaves between dotnet versions, with some rather annoying results showing later versions consuming more memory
[11:22] Vincent.Sylvester gc is, as it has always been, a problem
[11:23] Vincent.Sylvester Also had some missing textures added for the library which setup for pbr if I read that correctly
[11:23] Vincent.Sylvester Updates to libomv to dotnet6 as well, unfortunately resulting in a bunch of errors and warnings
[11:24] Vincent.Sylvester For now some stuff is disabled on that and will need to be fixed at some point
[11:24] Vincent.Sylvester MS continues to remove stuff from dotnet runtime so various things will need to be replaced. Most annoying of which is the removal of System.Drawing
[11:25] Vincent.Sylvester Go ahead Cuga
[11:25] Cuga.Rajal dotnet 6 updates remove stuff?
[11:25] Cuga.Rajal or more recent versions of dotnet?
[11:26] Vincent.Sylvester Both. System.Drawing is already partially gone if you notice that dll is being shipped with source now, but even more is gutted in dotnet8
[11:26] Cuga.Rajal and the stuff disabled bc of libomv  updates.. is that stuff people care about?
[11:27] Vincent.Sylvester At some point they might. It's setup to build various things, but the core libs seem to build despite warnings at least
[11:27] Cuga.Rajal Wow so you have been playing catch-up all week, thanks MS
[11:27] Cuga.Rajal *thanks Vinvent
[11:27] Vincent.Sylvester Ubit has been pulling his hair out yeah, not fun
[11:28] Cuga.Rajal I can imagine
[11:28] Cuga.Rajal thanks for keeping it working
[11:28] Cuga.Rajal :)
[11:28] Cuga.Rajal I had a question about a viewer debug feature
[11:29] Cuga.Rajal Is it possible to view the bounding boxes of physics objects? I'm not talking about Developer -> Render metadata -> Bounding Boxes
[11:29] Cuga.Rajal I want to view actual physics bounding edges
[11:29] Cuga.Rajal possible?
[11:29] Gavin.Hird you mean the bounding box or the physics model?
[11:30] Gavin.Hird which may noit necessarily be the same
[11:30] animatsalt resident left chat range.
[11:30] animatsalt resident left draw distance.
[11:30] animatsalt resident left the region.
[11:30] Cuga.Rajal The surface which has blocking effect
[11:30] Cuga.Rajal not sure what you call that
[11:30] Gavin.Hird I have it in my viewer as do FS
[11:30] Cuga.Rajal where in FS?
[11:31] Cuga.Rajal Developer -> Render metadata -> Bounding Boxes is not showing what I am describing
[11:31] Gavin.Hird edit an object and on the Features tab there is a little eye to toggle the physics on and off
[11:31] Gavin.Hird believe same place for FS
[11:31] Vincent.Sylvester Physics Shapes gives you the shapes physics actually sees, but those are not the bounding boxes between physics states, Octree might give you an idea on that
[11:32] Cuga.Rajal so that will visually show physics blocking area?
[11:32] Vincent.Sylvester If you are trying to find some invisible barrier than that's the first thing to try yeah
[11:32] Cuga.Rajal and not show boundaries of prims that are physics type None?
[11:33] Cuga.Rajal OK thankjs, did not know about that feature.. will try
[11:33] Gavin.Hird Develop->Render Metadata->Physics shapes
[11:33] Cuga.Rajal ahhh thank you
[11:34] Cuga.Rajal I will try those out this week
[11:34] Gavin.Hird have fun
[11:34] Cuga.Rajal as you know I do crazy physics stuff
[11:34] Gavin.Hird did you defy gravity?
[11:35] Cuga.Rajal no, that is on my wish list
[11:35] Cuga.Rajal makes Ubit angry when I bring it up
[11:35] Gavin.Hird hehe
[11:35] Vincent.Sylvester The gravity vector is something you can change in config
[11:35] Vincent.Sylvester If you want moon gravity
[11:35] Cuga.Rajal But thats for everything in the simulator, not by-object basis
[11:36] Cuga.Rajal I actually want negative gravity
[11:36] Cuga.Rajal but real;ly I want regular gravity and llApplyForce() to work as an attachment
[11:36] Cuga.Rajal parschute,
[11:37] Cuga.Rajal etc
[11:37] Vincent.Sylvester I made a parachute that kinda works while back, not very smooth, but it does work
[11:37] Vincent.Sylvester Avatars are fixed in upright position though you can't walk on the ceiling unfortunately
[11:37] Cuga.Rajal you can use llApplyImpulse with a timer, but its not smooth, and a lot of cpu
[11:38] Vincent.Sylvester Slower timer, more while loops
[11:38] Cuga.Rajal Vincent what you do is run an animation thats upside down
[11:38] Cuga.Rajal from a wearable
[11:38] Motoko.Karu you can use an animation to flip your av... I made a ceiling-walker script back in my SL days
[11:38] Vincent.Sylvester Yeah, but that's kinda cheating isn't it xD
[11:39] Motoko.Karu if it works.. :)
[11:39] Gavin.Hird Isn't there already a working parachute?
[11:39] Cuga.Rajal not a smooth one
[11:39] Vincent.Sylvester Probably wouldn't even be that problematic to allow the avatar to flip around based on the gravity vector, but that's such a niche usecase
[11:40] Cuga.Rajal they all use llApplyImpulse and a timer
[11:40] Gavin.Hird ...was in SL. You teleported to some high location and chooted down again
[11:40] Motoko.Karu I miss my super-jump script.. doesn't work here... trying to fix lead to comical results
[11:40] Cuga.Rajal I SL I made a pretty popular upside-down bar,  you wear suction cup shoes and a HUD to make you fall up
[11:41] Cuga.Rajal In*
[11:41] Vincent.Sylvester Smoothing that out you use a while loop to get faster intervals and a timer to check if you are still above ground. Timing isn't easy, but it does help make it a lot smoother
[11:42] Vincent.Sylvester SetForce is something that might happen once somebody has enough willpower to tackle the avatar motors
[11:42] Cuga.Rajal yeah, it's a pretty deep dive
[11:43] Cuga.Rajal thanks, that was the only thing I had for today
[11:44] Cuga.Rajal the physics visualizer
[11:45] Vincent.Sylvester Spent last week still working on migrations tackling the annoying differences between sqlite and mysql syntax and features... sqlite not even having table comments grrr
[11:46] Gavin.Hird I guess lite in the name is there for a reason
[11:47] Vincent.Sylvester I can determine version by schema just fine and was thinking about adding a table just to keep that version info, but that would defeat the point of trying to store things properly
[11:47] Vincent.Sylvester Apparently table comments are a feature request for sqlite that got some attention, but never went anywhere
[11:48] Vincent.Sylvester Postgres probably won't be supported by this and might even be removed entirely given the problems it has
[11:49] Vincent.Sylvester DB stuff in dire need for updates as is
[11:49] Vincent.Sylvester Trying to tackle one problem at a time though heh
[11:56] Vincent.Sylvester Almost at the top of the hour so if anyone has something else to share please do :)
[11:57] Gavin.Hird not really. have barely started looking at the viewer code again after the move, so not upm to speed yet
[11:59] Vincent.Sylvester Curious to see what the webrtc stuff will look like in practice, if that actually provides better quality like it should. I looked at how to setup janus the other day and scrolled...scrolled... through the instructions. o_O fun stuff that'll be
[12:00] Motoko.Karu is janus still active?? haven't heard that name in awhile....
[12:00] Motoko.Karu ah..there it is.. janusxr
[12:01] Lyr Lobo: Thanks@
[12:01] Motoko.Karu sadly never a fan of webvr... :(
[12:01] Vincent.Sylvester Course setting up janus is step one, still need to figure out protocol, a module for OpenSim, spacial audio...
[12:02] Vincent.Sylvester At least it is mostly documented... by LL... oh well
[12:04] Vincent.Sylvester On that bombshell time to end, thanks for coming, see you next week :)
[12:04] Gavin.Hird have a great week all
[12:04] Motoko.Karu Cya everyone
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