On Wed, Aug 31, 2011 at 10:16 AM, Robert Martin wrote:
> Does anybody know of some sort of documentation on the ins and outs of
> mesh??
> And before you say the SL wiki everything there is one or more of 1
> Outdated 2 FICTIONAL 3 without any actual details
> (unless of course its been massively
On Tue, Oct 19, 2010 at 5:07 PM, Dave Booth wrote:
> On 10/19/2010 13:58, malachi wrote:
> > I would also like to see (since there are so many new changes to the
> > server.)
> >
> > issues like
> >
> > VWR-11683
> >
> >
> > or any other new scripting functions that will reduce lag and speed
nges, wow, a whole lot of work. But thank you for
> answering, can't wait to see it deployed.
>
> Miss
>
>
>
> --
> *From:* Kelly Linden
> *To:* Rob Nelson
> *Cc:* opensource-dev@lists.secondlife.com
> *Sent:* Sun, October 17, 2010 3:17:40 PM
>
> *Subj
Thank you for looking into it Miss C. We are indeed aware of mono's
bugzilla, and even this specific bug report. Unfortunately, unlike the
reporter, there is no clear enumeration of a dictionary happening where we
see the crash. This is also a bug we saw well before the reporter saw it -
while he r
Currently we use Mono 1.2.6.
Moving to Mono 2.6.7 is in testing right now. It requires a two stage
process to deploy so there will be a 'mono2 aware' version that has to be
deployed before we get all the new version stuff. We are currently working
on tracking down hopefully one of the last issues,
It is true - the server could use improvements and they could both do with
working better together. And this is something we want to do, eventually.
However these specific changes are about addressing some of the worst
offenders - the blatently horrible cases where you fly off into the sunset
beca
If anyone is interested his code is here:
http://bitbucket.org/simon_linden/viewer-dev
cc'ing the opensource-dev list as this seems appropriate for that list at
this point.
- Kelly
On Tue, Oct 12, 2010 at 8:27 AM, Kelly Linden wrote:
> Actually one of my coworkers has been working
I'm confused on this. While the term 'capability' is a bit vague, in SL
development / programming it is very specific. It is not a flag that
indicates the availability of a feature - it is an access point to access
features. It has the great side benefit of being able to indicate the
availability o
On Mon, Oct 4, 2010 at 1:05 PM, Aidan Thornton wrote:
> On Sun, Oct 3, 2010 at 2:47 AM, Kelly Linden wrote:
> > Unfortunately no. LSL scripts take up 16k of memory no matter how much
> they
> > actually use.
>
> Is there any technical reason why this can't be made
On Sat, Oct 2, 2010 at 4:40 PM, Argent Stonecutter
wrote:
> On 2010-09-29, at 18:06, Kelly Linden wrote:
> > * In the end the number of scripts shouldn't be important. I have lofty
> desires to remove the arbitrary limit on script size so that we can stop the
> silly games
On Wed, Sep 29, 2010 at 4:47 PM, Brian McGroarty wrote:
> On Wed, Sep 29, 2010 at 4:06 PM, Kelly Linden wrote:
>
>>
>> * In my mind the biggest issue is that mono scripts will appear 4x worse
>> than LSL scripts. This is really the reason I am hesitant to push a funct
> But I want to thank you so much with everything in my soul that your
> attempting to find a solution to this problem, just for your attempt I
> completely adore you, please don't stop!
>
> :p
>
> Miss
>
> --
> *From:* Bryon Ruxton
> *To:*
So I was playing with the following LSL function in a sandbox yesterday and
I like it, but I'm gonna guess not everyone will.
integer llGetScriptMemoryTotal(key id) returns the total script memory used
by all scripts in the object or for agents the total script memory used by
all attachments combin
There are multiple issues at play here:
What I understand is that the viewer is flogging our servers to brute force
build the data being requested. Yes, you get the results, yes it can take a
bit of time for complex avatars or objects - and a lot more work is being
done than is necessary both by t
On Sun, Sep 19, 2010 at 3:13 PM, Aidan Thornton wrote:
> On 9/19/10, Argent Stonecutter wrote:
> > Perhaps Tateru was referring to the prim data changing (eg, geometry)
> while
> > the prim UUID stays the same. I don't think the viewer makes any
> assumptions
> > about prims being unchanged from
On Sun, Sep 19, 2010 at 3:27 PM, Altair Sythos wrote:
> On Sun, 19 Sep 2010 13:16:25 -0700
> Kelly Linden wrote:
>
>
> > * Rezed objects are given a new UUID (though they will still
> > reference the 'original asset id' for some internal tracking server
>
On Sun, Sep 19, 2010 at 12:53 PM, Tateru Nino wrote:
>
>
> On 20/09/2010 3:49 AM, Oz Linden (Scott Lawrence) wrote:
> >On 2010-09-19 10:21, Tateru Nino wrote:
> >> I believe he was referring to the fact that a UUID does not always refer
> >> to the same inworld object. There are instances whe
Strictly speaking I think you have the stories and tasks reversed here.
As a user I'd like to be able to use a greater portion of my available disk
to improve the SL experience.
* Task: Improve the cache system to allow larger caches
As a user I'd like the places I visit most often, like my 'home
I'd love to see that syntax highlighting and hover tip code replaced, we
really shouldn't need anything in lscript in the viewer. If the syntax
highlighting / hover tips could be read from an LLSD we could provide a
capability 'lsl-syntax' which could be queried for a version or the whole
map. Then
On Thu, Aug 19, 2010 at 10:03 AM, Kelly Linden wrote:
>
>
> On Thu, Aug 19, 2010 at 9:43 AM, Aidan Thornton wrote:
>
>> On 8/19/10, Kelly Linden wrote:
>> > I just wanted to point out that this theoretical new user's username
>> would
>> > be ba
On Thu, Aug 19, 2010 at 9:43 AM, Aidan Thornton wrote:
> On 8/19/10, Kelly Linden wrote:
> > I just wanted to point out that this theoretical new user's username
> would
> > be baloo198731, it would not be baloo198731.resident. The 'Resident'
> isn't
&
ccount names?
>
> --
> *From:* Kelly Linden
> *To:* Jesse Barnett
> *Cc:* opensource-dev@lists.secondlife.com; Baloo Uriza <
> ba...@ursamundi.org>
> *Sent:* Thu, August 19, 2010 11:27:21 AM
>
> *Subject:* Re: [opensource-dev] display nam
On Thu, Aug 19, 2010 at 4:18 AM, Jesse Barnett wrote:
> baloo198731.residentPlenty of names available.
>
I just wanted to point out that this theoretical new user's username would
be baloo198731, it would not be baloo198731.resident. The 'Resident' isn't
really a part of a new user's ide
I wanted to amend this that I also think 'Full Name' is what is shown in old
viewers as well as for legacy LSL. But I need to triple verify that.
- Kelly
On Tue, Aug 17, 2010 at 7:55 PM, Kelly Linden wrote:
> (lets move this to the scripters list?)
>
> I need to refresh my
(lets move this to the scripters list?)
I need to refresh myself on this. There should be 3 names:
user name: latif.khalifa
full name: Latif Khalifa
display name: The Awesome Latif
Most (all?) the existing LSL functions will return the 'full name'. I also
find it confusing to use Kelly DifferentL
* Scripts will work the same across all viewer versions. Scripts are server
side. It does not matter which viewer you use.
* You will never be Andromeda DisplayName.
* You will never be Andromeda Resident
* You will never be Andromeda.Quonset Resident
* You will always be Andromeda Quonset to a
You will be Andromeda Quonset across all viewers and all scripts. All
existing scripts and new scripts using the existing functions will continue
to get Andromeda Quonset. You will *never* be Andromeda Resident (unless you
make another account after the change takes effect). Andromeda Resident
woul
The linden response is nothing that others couldn't tell you:
* This is not the list for it.
*
http://wiki.secondlife.com/wiki/Linden_Lab_Official:How_to_report_an_underage_Resident_in_Second_Life
- Kelly
On Mon, Apr 26, 2010 at 12:48 PM, Robert Martin wrote:
> If i have run into a person that
I updated that page yesterday because it was wrong. "Full" regions are 1 per
core and always have been. There are no plans I am aware of to change that.
- Kelly
(sent from my phone)
On Apr 26, 2010 6:33 AM, "Tayra Dagostino"
wrote:
On Mon, 26 Apr 2010 09:09:55 -0400
Gigs wrote:
> Tayra Dagost
On Wed, Mar 10, 2010 at 9:53 AM, Maggie Leber (sl: Maggie Darwin) <
mag...@matrisync.com> wrote:
>
>
> If it was easier to do, would you even be lobbying to make them
> automatic under the control of the parcel owner?
>
Absolutely. In fact, being easy to change / fix / revert would be a pre-req
in
On Wed, Mar 10, 2010 at 9:34 AM, Maggie Leber (sl: Maggie Darwin) <
mag...@matrisync.com> wrote:
> On Wed, Mar 10, 2010 at 12:29 PM, Kelly Linden
> wrote:
> > Windlight settings should be a part of the build and not something
> > you have to opt into or be bugged with a
Honestly allowing content creators to set the theme of a place seems like a
pretty awesome idea. It isn't shoving settings down your throat any more
than the textures an estate owner chooses for the ground or a content
creator for the walls of their house. Just like you can choose to force it
to
Hi Joel.
This is an interesting issue. You would think CPU would be the big issue,
but really it isn't.
* We actually do a decent job of time slicing scripts. You add a lot of
scripts and in general just the scripts run slower, sim performance isn't
that impacted.
* WAIT! Before you yell at me
We are not out to write a new malloc for mono. What we have is a system
that throws an exception when the memory used by the script hits a certain
threshold (64k currently). This exception is caught so we can "crash" the
script. The future small scripts and big scripts projects will add new
func
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