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= Contrôle de l'inventaire =  
= Contrôle de l'inventaire =  
== Problème est réglé côté viewers ==
== Problème réglé côté viewers ==
[11:18] Ubit Umarov : l'autre problème qui est apparu et qui a fait couler beaucoup d'encre chez FS, jira est le nouveau contrôle d'inventaire, les viewers ont décidé de l'ajouter, et Vicent l'a mentionné...
[11:18] Ubit Umarov : l'autre problème qui est apparu et qui a fait couler beaucoup d'encre chez FS, jira est le nouveau contrôle d'inventaire, les viewers ont décidé de l'ajouter, et Vicent l'a mentionné...


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[11:32] Vincent.Sylvester @hg.zetaworlds.com:8002 : La plupart des problèmes sont liés à d'anciennes données datant d'avant les changements et les corrections de bogues, résoudre cela n'est pas quelque chose qui peut être fait comme une simple migration ou avec un script, cela doit probablement se faire sur une base individuelle pour s'assurer que vous ne bousillez pas complètement l'inventaire des gens.
[11:32] Vincent.Sylvester @hg.zetaworlds.com:8002 : La plupart des problèmes sont liés à d'anciennes données datant d'avant les changements et les corrections de bogues, résoudre cela n'est pas quelque chose qui peut être fait comme une simple migration ou avec un script, cela doit probablement se faire sur une base individuelle pour s'assurer que vous ne bousillez pas complètement l'inventaire des gens.
== Portons notre attention sur 3 dossiers ==
== Portons notre attention sur 3 dossiers ==
[11:31] Ubit Umarov : seulement 3 dossiers demandent un peu d'attention.
[11:31] Ubit Umarov : seulement 3 dossiers demandent un peu d'attention.

Version du 18 mai 2022 à 12:10

Source : http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2022-05-17

Résumé de l'activité de la semaine

[11:04] Andrew Hellershanks : Bonjour, tout le monde.

[11:06] Vincent.Sylvester @hg.zetaworlds.com:8002 : Voyons voir, cette semaine nous avons eu peu de commits, principalement des petites corrections et le nettoyage du travail qui était déjà en cours. Nous avons fini par trouver un petit problème dans libomv concernant l'analyse des données qui avait des conséquences malheureuses pour les choses qui en dépendaient, mais tout est résolu maintenant, espérons-le.

[11:07] Vincent.Sylvester @hg.zetaworlds.com:8002 : Le masquage des titres et les permissions d'exportation sont en cours d'élaboration, il faut encore les tester et vérifier avec le support des viewers, etc.

[11:08] Vincent.Sylvester @hg.zetaworlds.com:8002 : Il semble que Firestorm ait défini la marche à suivre concernant le code de vérification de l'inventaire et la façon de gérer les choses, donc c'est bien.

[11:08] Vincent.Sylvester @hg.zetaworlds.com:8002 : Il est logique de ne pas aller complètement sur la trajectoire de LL et de laisser un peu de moyens à OpenSim pour être plus souple.

[11:09] Vincent.Sylvester @hg.zetaworlds.com:8002 : Le Wiki comporte maintenant des articles sur ces changements et ce qu'ils pourraient causer aux utilisateurs ainsi que la façon dont les administrateurs de grille peuvent tenter de résoudre les questions les plus problématiques.

[11:09] Kayaker Magic : Peux-tu coller un lien vers cela Vincent ?

[11:10] Vincent.Sylvester @hg.zetaworlds.com:8002: http://opensimulator.org/wiki/Inventory

[11:10] Kayaker Magic : Merci  !

[11:10] Andrew Hellershanks : Merci pour ce résumé de l'activité des dernières semaines, Vincent.

[11:11] Ubit Umarov : Et bien à propos de ça...

[11:12] Ubit Umarov : Le masquage du titre est une option que les viewers ont, que nous n'avons pas soutenue. Cela ne devrait pas fonctionner

Ne pas jouer les sons de collision

[11:13] Ubit Umarov : Les viewers ont aussi une option pour ne pas jouer les sons de collision.

[11:14] Ubit Umarov : ils le font de manière incorrecte. Ils comparent n'importe quel UUID de son que le serveur leur dit de jouer en se référent à toute la liste des UUID de sons de collision.

[11:14] Ubit Umarov : bien sûr, les UUIDs d'opensim sont différents, donc cela ne fonctionnait pas.

[11:14] Ubit Umarov : Firestorm a ajouté la liste des UUIDs.

[11:14] Ubit Umarov : notre...

[11:15] Ubit Umarov : mais comme je l'ai dit c'est juste MAUVAIS, comparer avec une liste d'UUIDs n'est pas seulement lent mais aussi limité.

[11:15] Ubit Umarov : en fait, cela ne fonctionne déjà pas en utilisant llcollisionSound.

[11:16] Vincent.Sylvester @hg.zetaworlds.com:8002 : J'allais le dire

[11:16] Ubit Umarov : vas-tu te taire et écouter ?

[11:16] Ubit Umarov : Bien, continuons...

[11:16] Andrew Hellershanks : Bonjour, humbletim.

[11:16] humbletim metaverse : Bonjour.

[11:17] Ubit Umarov : j'ai ajouté un flag que les viewers peuvent activer, et s'il est présent, la région n'enverra pas le son de collision.

[11:17] Ubit Umarov : c'est une solution plus complète.

[11:17] Ubit Umarov : maintenant cela dépend des viewers qui vont l'utiliser, et bien sûr la plupart vont l'ignorer.

Contrôle de l'inventaire

Problème réglé côté viewers

[11:18] Ubit Umarov : l'autre problème qui est apparu et qui a fait couler beaucoup d'encre chez FS, jira est le nouveau contrôle d'inventaire, les viewers ont décidé de l'ajouter, et Vicent l'a mentionné...

[11:19] Ubit Umarov : bien c'est très simple... Ces règles ne sont pas pour Opensim. Les viewers devraient tout au plus avertir

[11:19] Ubit Umarov : Je parle de certaines de ces règles.

[11:20] Ubit Umarov : par exemple les viewers ne permettent pas de dupliquer les dossiers système, comme 2 dossiers "objets".

[11:20] Ubit Umarov : mais cela a toujours été la spécification d'opensim.

[11:20] Ubit Umarov : Le chargement de l'IAR fera par défaut de telles duplications.

[11:21] Ubit Umarov : et bien sûr il est trop tard pour aller changer toutes les archives IAR sauvegardées, juste parce que certaines règles ont changé sur les viewers...

[11:21] Ubit Umarov : un autre problème concerne les dossiers qui ont un type numérique, concernant leur utilisation préférentielle.

[11:22] Ubit Umarov : comme My inventory est de type 8... etc...

[11:22] Ubit Umarov : suitcase de type 100...

[11:23] Ubit Umarov : ces nombres servent principalement à sélectionner les jolies icônes, et masquer plus facilement des choses dans le dossier d'inventaire .

[11:23] Ubit Umarov : ils aident aussi le viewer à choisir un dossier pour placer un nouvel élément créé, comme une partie du corps...

[11:24] Ubit Umarov : aussi jusqu'à présent ces choses n'étaient pas si rigides.

[11:24] Ubit Umarov : si les types sont faux, les nouveaux items que nous recevons seront placés au mauvais endroit, etc...

[11:25] Ubit Umarov : pour aggraver les choses, jusqu'en 2015 tous ces types étaient simplement faux...

[11:25] Ubit Umarov : il y a tellement de problèmes dans les fichiers IAR et même dans les bases de données de certaines anciennes grilles.

[11:26] Ubit Umarov : encore une fois les viewers DOIVENT être tolérants à cela, puisqu'il est impossible pour toutes les grilles d'y remédier.

[11:26] Ubit Umarov : Vicent a contribué avec du code php pour nettoyer certaines bases de données.

[11:26] Ubit Umarov : code qui est sur notre Wiki.

[11:27] Ubit Umarov : mais que seul un petit nombre peut réellement utiliser.

[11:27] Vincent.Sylvester @hg.zetaworlds.com:8002 : Le code vous dit juste ce qui ne va pas, il ne fait pas de changement dans la base de données, parce que ce serait de la folie.

[11:27] Ubit Umarov : et le nombre de " problèmes " est important.

[11:28] Ubit Umarov : Bew de firestorm a compris cela, et a converti ces échecs fatals en avertissements.

[11:28] Ubit Umarov : Beq je voulais dire

[11:28] Ubit Umarov : Rye d'Alchemy a fait en sorte que Alchemy fonctionne.

[11:29] Ubit Umarov : en fait, c'est Rye qui a fourni libopenmetaverse et ensuite opensim a fourni les correctifs pour les types de dossiers d'inventaire, en 2015.

[11:29] Ubit Umarov : donc notre action sur cela est... aucune action :p

[11:30] Ubit Umarov : dans un nouveau code, les dossiers sont généralement du bon type... etc...

[11:30] Ubit Umarov : mais le chargement de l'IAR va continuer à créer des doublons, en fonction des options, comme -merge.

[11:32] Vincent.Sylvester @hg.zetaworlds.com:8002 : La plupart des problèmes sont liés à d'anciennes données datant d'avant les changements et les corrections de bogues, résoudre cela n'est pas quelque chose qui peut être fait comme une simple migration ou avec un script, cela doit probablement se faire sur une base individuelle pour s'assurer que vous ne bousillez pas complètement l'inventaire des gens.

Portons notre attention sur 3 dossiers

[11:31] Ubit Umarov : seulement 3 dossiers demandent un peu d'attention.

[11:31] Ubit Umarov : l'un d'entre eux est Current outfit, qui en fait n'a rien à voir avec l'inventaire.

[11:31] Ubit Umarov : c'est le stockage de l'apparence...

[11:32] Ubit Umarov : nous ne pouvons changer les choses qu'en utilisant l'interface d'apparence.

[11:33] Ubit Umarov : mais LL a décidé de stocker l'application dans ce dossier et de le rendre visible, donnant aux utilisateurs un autre moyen de casser leur propre apparence :p

[11:33] Ubit Umarov : puisque cela fait partie de l'apparence, etc, les viewers peuvent être plus sensibles à ce sujet...

[11:34] Ubit Umarov : c'est aussi important que les viewers n'aient pas de problèmes pour trouver "My inventory".

[11:34] Kayaker Magic : Vincent, on m'a dit que la suppression d'un dossier parent peut laisser les dossiers enfants orphelins, est-ce vrai ?

[11:34] Ubit Umarov: rest.. well was working fine.. [11:34] Ubit Umarov: the state of the tree is the only valid thing viewers should actually do [11:35] Ubit Umarov: parent/child relations is the realy needed thing to keep in good state [11:35] Vincent.Sylvester @hg.zetaworlds.com:8002: Inventory is a cascading structure starting with My Inventory at the top, everything sorted underneath, if you delete a folder any items or folders in there will have no more parent so will fall out of the inventory [11:35] Ubit Umarov: also if links do point to anything [11:36] Ubit Umarov: a crash, bug, etc can affect that ofc [11:36] Ubit Umarov: and that is what viewers should verifiy [11:37] Ubit Umarov: well things where working without the new "validation" firestorm and others jsut did merge from ll [11:37] Vincent.Sylvester @hg.zetaworlds.com:8002: If that causes issues I'll add it to the check script, but so far I haven't seen that be part of the checks, if parent isn't found the stuff seems to just be not part of inventory [11:38] Ubit Umarov: as i said Beq already converted that into warnings.. so all as it was now [11:38] Ubit Umarov: well on the next beta :) [11:38] Ubit Umarov: as i said, seen no issues with alchemy [11:39] Ubit Umarov: guess rye just did not blind merge that code since it is a area he knows well both on opensim and sl [11:39] Vincent.Sylvester @hg.zetaworlds.com:8002: FS made a floater that tells users the issues and how to get them fixed up with links to the relevant pages so they fix things or have grid operators fix things for them. Most of this is simple SQL queries to fix stuff so just a matter of checking to see what's wrong and running the appropriate query [11:40] Vincent.Sylvester @hg.zetaworlds.com:8002: There is one thing that I been told that might be problematic in different way, viewers matching the folder names to translations rather than doing that by folder type, so if at one point folders were named wrong they might not translate properly [11:40] Vincent.Sylvester @hg.zetaworlds.com:8002: Although I don't know if that's true [11:40] Andrew Hellershanks: I would expect If a parent is deleted it should be moved to the Trash folder and once Trash is emptied the parent and all items and folders under it should be removed from the avatars inventory. That would avoid leaving entries in the database for folders no longer reachable due to a deleted parent. [11:41] Vincent.Sylvester @hg.zetaworlds.com:8002: That requires additional code on our end to check though [11:41] Ubit Umarov: Duhh problem is not normal operations [11:41] Ubit Umarov: it is crashs... data lost etc etc [11:41] Ubit Umarov: bugs.. [11:42] Ubit Umarov: inventories like our disks can get damaged[11:04] Andrew Hellershanks : Bonjour, tout le monde. [11:06] Vincent.Sylvester @hg.zetaworlds.com:8002 : Voyons voir, cette semaine nous avons eu peu de commits, principalement des petites corrections et le nettoyage du travail qui était déjà en cours. Nous avons fini par trouver un petit problème dans libomv concernant l'analyse des données qui a eu des conséquences malheureuses pour les choses qui en dépendaient, mais tout est résolu maintenant, espérons-le. [11:42] Ubit Umarov: seems ll did this because a viwer some did [11:42] Ubit Umarov: that did a mess of inventories [11:43] Vincent.Sylvester @hg.zetaworlds.com:8002: Like when I tried Kirsten viewer and broke my inventory.... [11:43] Ubit Umarov: but no idea.. they just did, and it is all fine.. FOR SL :p [11:44] Vincent.Sylvester @hg.zetaworlds.com:8002: I found the collision sound thing really weird at first, but it does make sense thinking back [11:44] Vincent.Sylvester @hg.zetaworlds.com:8002: The viewer just gets the sound, doesn't know what it is for [11:44] Vincent.Sylvester @hg.zetaworlds.com:8002: Sending that extra data is a lot of bits [11:44] Vincent.Sylvester @hg.zetaworlds.com:8002: So just not there, otherwise viewer could just block the "type" [11:45] Vincent.Sylvester @hg.zetaworlds.com:8002: Now serverside has to do that instead [11:45] Ubit Umarov: well i made the new protocol to mute sounds, told a few viewer devs, even sent emails to our mail lists [11:45] Ubit Umarov: guess 100% ignored.. but lets see :) [11:45] Vincent.Sylvester @hg.zetaworlds.com:8002: It's the best option and frankly more reasonable than using a uuid list when you can set custom sounds [11:45] Vincent.Sylvester @hg.zetaworlds.com:8002: Surprised that is how LL did it, like did they forget about llcollisionsound? [11:46] Andrew Hellershanks: :) [11:46] Ubit Umarov: who made that based on uuid list forgot llcollisionsound() [11:46] Vincent.Sylvester @hg.zetaworlds.com:8002: What's next regions exchanging uuid lists of collision sounds with the viewer to make sure they can be blocked [11:46] Ubit Umarov: you do know 99% of viewer devs just never used or will use SL right? [11:47] Ubit Umarov: ll devs i mean [11:47] Ubit Umarov: tpvs devs are other race.. they love it [11:47] Ubit Umarov: love and use sl i mean [11:47] Vincent.Sylvester @hg.zetaworlds.com:8002: I get the same feeling with the mutelist thing in general as to why that is a serverside thing, seems counterintuitive, but eh [11:47] Ubit Umarov: ll devs are hired ppl [11:48] Vincent.Sylvester @hg.zetaworlds.com:8002: Well after the viewer object cache bug I have lost all faith there [11:48] Ubit Umarov: fear some just consider it like a cheap game, adding game ideas [11:48] Ubit Umarov: like right inventory with fixed roles [11:48] Ubit Umarov: right?? i meant rigid :) [11:49] Ubit Umarov: ah hand black moons that so light ocean also :p [11:49] Vincent.Sylvester @hg.zetaworlds.com:8002: I'm with you on that, modularity isn't a bad thing [11:49] Ubit Umarov: seems some ll devs never did comeout at night and looked to the moon [11:50] Ubit Umarov: and think it if black near horizon [11:50] Ubit Umarov: but well that is another issue :) [11:51] Vincent.Sylvester @hg.zetaworlds.com:8002: Just odd choices, but that's the norm [11:51] Ubit Umarov: you do know we may jsut be on borrowed time with sl based viewers [11:51] Ubit Umarov: they wll stop working on opensim soon or later [11:52] Ubit Umarov: with the help of ppl like Beq i was able to extend it, adding BOM; EEP; etc.. [11:52] Ubit Umarov: but this will end one day.. [11:52] Ubit Umarov: and rye... and a few others.. [11:53] Vincent.Sylvester @hg.zetaworlds.com:8002: Suppose most of it being open source one can always find ways though [11:53] Andrew Hellershanks: Let's hope that at least one of the OpenSim specific viewers becomes available before that happens, Ubit. [11:53] Ubit Umarov: who cares it is opensource when takes years to read the code [11:53] Ubit Umarov: a lot more to actually understand [11:53] Ubit Umarov: and open source does not mean free to use [11:54] Andrew Hellershanks: That is one of the big problems with the size of the code base. [11:54] Vincent.Sylvester @hg.zetaworlds.com:8002: Removing the bloat from viewers is going to be the biggest task going forward, because there will be no way around that eventually if there is any hope to get performance out of them [11:55] Ubit Umarov: originaly LS was created with the ilusion of a open standards etc [11:55] Ubit Umarov: in fact it was, and to some extent still is [11:55] Ubit Umarov: what bloat? [11:55] Ubit Umarov: viewers just have normal software aging [11:55] Ubit Umarov: opensim code is a LOT worse than viewers code [11:56] Ubit Umarov: and a lot smaller [11:56] Ubit Umarov: even so.. [11:56] Vincent.Sylvester @hg.zetaworlds.com:8002: I tried setting up a compile of FS before and eventually just had enough from all the stuff it needs to even attempt a compile [11:56] Vincent.Sylvester @hg.zetaworlds.com:8002: Layers add failure points [11:57] Vincent.Sylvester @hg.zetaworlds.com:8002: Like you said, KISS, keeping things simple often means performance and reliability [11:57] Ubit Umarov: c++ was never a easy thing to do :) [11:57] Vincent.Sylvester @hg.zetaworlds.com:8002: True [11:57] Ubit Umarov: and a lot worse then like viewer it is cross platform [11:58] Vincent.Sylvester @hg.zetaworlds.com:8002: Between cmake, boost and outdated python I just cringe, perhaps being used to the simplicity of OpenSim compiles [11:58] Ubit Umarov: but well here we are.. things kinda working.. today :p [11:59] Vincent.Sylvester @hg.zetaworlds.com:8002: Like driving a car that's on fire being held together by speed tape and bubble gum [11:59] Ubit Umarov: im with the FS beta with thos full rigid validation rules, and had no issues with my inv [11:59] Andrew Hellershanks: Compiling a viewer has always been a bit of a pain. The first time I tried to do it I gave up. It was a year or more before I tried again and eventually succeeded. [11:59] Ubit Umarov: ofc never did load a IAR for this avatar... [12:00] Ubit Umarov: well guess we did cover most code changes since last meeting [12:00] Ubit Umarov: in fact almost none :) [12:00] Vincent.Sylvester @hg.zetaworlds.com:8002: I probably went at that from the wrong angle trying to automate it into a jenkins node plus trying to figure out how to get it to compile quickly, because waiting half an hour to see if a single change works is just painful [12:00] Andrew Hellershanks: Ubit, :) [12:00] Ubit Umarov: -fixed a bub on json serialization [12:00] Ubit Umarov: also [12:01] Ubit Umarov: -fixed a bug on json serialization [12:02] Ubit Umarov: -changed again the exportsupported option internal storage, on some places it needs to be string, not bool [12:02] Ubit Umarov: -added some try/cacth to try guard agains null ref of mantis 8998 [12:03] Ubit Umarov: - and the already talked collision mutes and title hide [12:03] Ubit Umarov: viewers also have a gestures sounds thing [12:04] Ubit Umarov: that is not done by a list compare, bc there is none :p [12:04] Ubit Umarov: even so, sure sure it is correct.. fear not [12:04] Ubit Umarov: fear it jsut mutes any sounds with the avatar as origin [12:05] Ubit Umarov: but thats 100% viewer side thing.... [12:05] Ubit Umarov: just had not seen it till i seen the collisions one :) [12:05] Vincent.Sylvester @hg.zetaworlds.com:8002: Aren't gesture sounds "dropped" and don't move with the avatar? [12:05] Ubit Umarov: yeah [12:06] Ubit Umarov: think viewers just kill any sounds like that [12:06] Ubit Umarov: bc there is no tag telling "im a gesture sound" [12:06] Ubit Umarov: but well viewer thing [12:07] Vincent.Sylvester @hg.zetaworlds.com:8002: All comes down to not wanting to send a few bits with each sound to specify what type it is, makes sense in 2007, but now... [12:07] Vincent.Sylvester @hg.zetaworlds.com:8002: Precious bandwidth heh [12:07] Ubit Umarov: well question is should there be any mute at all? [12:08] Ubit Umarov: you don't spend time creating a immersion enviroment, then go add options per user to disable parts of it [12:08] Ubit Umarov: that is a BIG mistake ll did since ever [12:09] Ubit Umarov: like the basic always midday setting [12:09] Vincent.Sylvester @hg.zetaworlds.com:8002: I get the point of doing it for people that have disabilities that may cause them issues, but if it was about that the execution is lacking severely [12:09] Ubit Umarov: region creator had all the work making day and night composition [12:09] Andrew Hellershanks: The ability to mute has its uses. [12:10] Ubit Umarov: then users go there with fixed midday [12:10] Ubit Umarov: nonsense [12:10] Vincent.Sylvester @hg.zetaworlds.com:8002: I just turn my volume down [12:10] Ubit Umarov: ofc all has uses [12:10] Ubit Umarov: but are we building a 3d metaverse or what? [12:11] Ubit Umarov: well options to make all ladies naked are cool also [12:11] Ubit Umarov: should we really have them? [12:11] Ubit Umarov: then on the other hand options like display LookAt ??? [12:12] Ubit Umarov: forgetting that lookat IS NEEDED [12:12] Ubit Umarov: lol [12:12] Ubit Umarov: head does not move without [12:13] Ubit Umarov: guns aim go not work [12:13] Vincent.Sylvester @hg.zetaworlds.com:8002: I guess the look at thing was to see who was being weird, but that's pointless as the camera doesn't work that way [12:13] Ubit Umarov: avatar rotation without head is low resolution rotation [12:14] Ubit Umarov: the option to display it was the worng option [12:14] Ubit Umarov: correct action was to just remove showing it [12:14] Ubit Umarov: not not sending it [12:15] Ubit Umarov: but well minor things [12:15] Vincent.Sylvester @hg.zetaworlds.com:8002: A lot of these ideas seem good on paper, but need to be tested to see what consequences they have, QA never been LL strong point [12:15] Ubit Umarov: so. what news do oyu bring about opensim? [12:15] Vincent.Sylvester @hg.zetaworlds.com:8002: lol [12:16] Ubit Umarov: welcome humbletim [12:16] Andrew Hellershanks: Ubit, What else is there other than the summaries that you and Vincent provided? [12:16] Ubit Umarov: well that is what i asked :P [12:17] Andrew Hellershanks: We are quarter past the hour. Does anyone have a question they have been waiting to ask during todays meeting? [12:17] Ubit Umarov: we know kayker is breaking sims with raycast :p [12:18] Andrew Hellershanks: :) [12:18] Andrew Hellershanks: How is that going, Kayaker? [12:18] Ubit Umarov: well terrain raycast are also a reason why ODE needs a huge stack setting on linux [12:19] Ubit Umarov: ( ulimit -s ) [12:19] Kayaker Magic: I was traveling last weekend, camping with my 'bros in RL this weekend. Will have time to narrow it down this week. [12:19] Ubit Umarov: it is very heavy code currently [12:19] Ubit Umarov: wel since there is ODE lib [12:19] Jamie.Jordan @grid.kitely.com:8002: *•.¸'*•.¸ ★ ¸.•*´¸.•* [12:19] Jamie.Jordan @grid.kitely.com:8002: .•*★¨`• Aρρlɑuѕɛ •¨`★*•. [12:19] Jamie.Jordan @grid.kitely.com:8002: ¸.•*`¸.•*´ ★ `*•.¸`*•.¸ [12:19] Jamie.Jordan @grid.kitely.com:8002: SORRY [12:19] Andrew Hellershanks: Kayaker, ok, sounds good. I wouldn't mind getting away but that's not going to happen any time soon. [12:20] Vincent.Sylvester @hg.zetaworlds.com:8002: I did look at that and there is meant to be something that stops checking for things when it encounters terrain [12:20] Vincent.Sylvester @hg.zetaworlds.com:8002: Not sure how but that might be causing problems [12:21] Vincent.Sylvester @hg.zetaworlds.com:8002: Haven't had much more time to read that, probably just have to add tons of debug output and break it [12:21] Ubit Umarov: no it is mostly plain bad code on ODE [12:21] Ubit Umarov: i have on TODO, to change it for years :) [12:22] Ubit Umarov: i may do it.. one day ;) [12:22] Ubit Umarov: terrain on ODE is very very bad [12:22] Ubit Umarov: remember how old ODE module lets us fall from terrain? [12:23] Vincent.Sylvester @hg.zetaworlds.com:8002: You can still do that [12:23] Ubit Umarov: well that shows how bad is that code [12:23] Ubit Umarov: i did improve that for ubode.. [12:23] Vincent.Sylvester @hg.zetaworlds.com:8002: Set prim to phantom via the volume detect then set it physical and sit on it [12:24] Vincent.Sylvester @hg.zetaworlds.com:8002: Results are hilarious [12:24] Ubit Umarov: guess not issue on that [12:24] Ubit Umarov: you just sit like on bullet [12:24] Ubit Umarov: bc the prim stays phanton [12:24] Ubit Umarov: you need to clear the phantom [12:25] Ubit Umarov: thats a thing on volume detect [12:25] Vincent.Sylvester @hg.zetaworlds.com:8002: Yeah but eventually the prim goes out of bounds and gets deleted so you are forced to stand up [12:25] Ubit Umarov: it needs to set the prim globla phanton, but cant take it off, because reasons [12:25] Vincent.Sylvester @hg.zetaworlds.com:8002: OpenSim without some funky bugs just isn't fun [12:25] Ubit Umarov: well physical should collide with terrain [12:26] Ubit Umarov: but who tells you to move from a volume detector into a physical prim? [12:26] Ubit Umarov: duhh :p [12:27] Vincent.Sylvester @hg.zetaworlds.com:8002: You know I attract bugs like that for some reason [12:27] Vincent.Sylvester @hg.zetaworlds.com:8002: Not like I actively look for them either [12:27] Vincent.Sylvester @hg.zetaworlds.com:8002: Never won the lottery either go figure [12:27] Ubit Umarov: :) [12:29] Andrew Hellershanks: :) [12:30] Selby.Evans @grid.kitely.com:8002: must go -- bye all [12:30] Andrew Hellershanks: We have been going for an extra half hour. Time to wrap up the meeting for today. [12:30] humbletim metaverse: hey gotta run to another meeting too -- thanks all and enjoyed listening in today. :) [12:30] Andrew Hellershanks: Thank you all for coming. See you again next week. [12:30] Andrew Hellershanks: Bye, Selby. [12:30] Ubit Umarov: cya selby.Evans [12:30] Motoko.Karu @login.digiworldz.com:8002: thanks everyone... [12:30] Motoko.Karu @login.digiworldz.com:8002: bye [12:30] Andrew Hellershanks: humbletim, np. Nice to meet you. Drop in again some time.