Réunion du 09-11-2021

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Introduction

[11:01] Andrew Hellershanks : Bonjour à tous.
[11:01] Gavin.Hird @grid.xmir.org:8002 : Bonjour Andrew.
[11:02] Andrew Hellershanks : Je vois qu'Ubit est à l'une des autres tables en train de déguster une boisson savoureuse aujourd'hui.
[11:02] Andrew Hellershanks : :)
[11:03] Gavin.Hird @grid.xmir.org:8002 : Salut Kayaker
[11:03] Andrew Hellershanks : Bonjour, Kayaker.
[11:04] Kayaker Magic : Salut Gavin, Andrew.
[11:04] Kayaker Magic chuchote : Et Shelby !
[11:04] Gavin.Hird @grid.xmir.org:8002 : Salut Selby
[11:04] Andrew Hellershanks : Bonjour, Selby.
[11:04] Selby.Evans @grid.kitely.com:8002 : bonjour à tous.
[11:04] Ubit Umarov : Bonjour.
[11:05] Andrew Hellershanks : Bonjour, Ubit.
[11:05] Gavin.Hird @grid.xmir.org:8002 : Bonsoir
[11:05] Ubit Umarov : est-ce que l'heure a changé aux Etats-Unis aussi ?
[11:05] Gavin.Hird @grid.xmir.org:8002 : bien sûr.
[11:05] Kayaker Magic : Oui, suppression de l'heure d'été.
[11:05] Ubit Umarov : Bien, nous sommes de nouveau en phase.
[11:06] Ubit Umarov : bien pour une terre non plate.
[11:06] Andrew Hellershanks : oui. Les heures ont changé le week-end dernier en Amérique du Nord.
[11:06] Andrew Hellershanks : Vous êtes tous sur la piste cette fois. Nous n'avons perdu personne ou quelqu'un s'est présenté en avance. Habituellement, quelqu'un se fait surprendre par le changement d'heure.

OpenSim s'oppose à Meta sur CNN

Michael Smerconish

[11:06] Ubit Umarov : alors quoi de neuf sur opensim ?
[11:07] Jagga Meredith : J'ai mentionné opensimulator dans l'émission de Michael Smerconish ce matin.
[11:07] Ubit Umarov : michael qui"
[11:07] Ubit Umarov : ?
[11:07] Gavin.Hird @grid.xmir.org:8002 : qui est-ce ?
[11:07] Jagga Meredith : Le journaliste de CNN, il a un programme sur SiriusXM.
[11:07] Andrew Hellershanks : Rien à signaler concernant les changements dans la base de code d'OpenSim. Juste un couple de commits mentionnant qu'il s'agit de sauvegardes.
[11:08] Gavin.Hird @grid.xmir.org:8002 : Ne regardez pas CNN...
[11:08] Ubit Umarov : Michael A. Smerconish est un animateur de radio et de télévision, commentateur politique, chroniqueur de presse, auteur et avocat américain. Wikipedia
[11:08] Andrew Hellershanks : oui, je ne regarde pas CNN et je ne reçois pas SiriusXM.
[11:08] Ubit Umarov : celui-là ?
[11:08] Jagga Meredith : yep
[11:08] Ubit Umarov : ok
[11:08] Kayaker Magic : Comment OpenSim se retrouve dans une émission de nouvelles en RL ?
[11:09] Andrew Hellershanks : Jagga, était-ce un programme d'appel ? Comment en es-tu arrivé à mentionner OpenSim ?
[11:09] Gavin.Hird @grid.xmir.org:8002 : Meta
[11:09] Ubit Umarov : dit que nous sommes meilleurs que zuck meta ?
[11:09] Jagga Meredith : oui, appelé dans le programme.  J'étais en train de contester Zukerbucks.
[11:09] Jagga Meredith : exactement.
[11:09] Gavin.Hird @grid.xmir.org:8002 : super
[11:09] Gavin.Hird @grid.xmir.org:8002 : Les commentaires sur l'ARS n'ont pas vraiment été favorables.
[11:10] Gavin.Hird @grid.xmir.org:8002 : pour Meta 
[11:10] Andrew Hellershanks : excellent, Jagga.
[11:10] Ubit Umarov : bien peur que Zuck touche un public qui n'a peut-être jamais rien su de SL, opensim, sansar, space, etc...
[11:10] Ubit Umarov : donc on pourrait penser que c'est une nouvelle création courageuse de Zuck.
[11:11] Gavin.Hird @grid.xmir.org:8002 : je crois que les gens pensent que c'est plus effrayant que courageux.

Fork FireStorm, Oculus Quest et réalité virtuelle

Blog d'Austin Tate

Firestorm VR Mod 6.4.12

CATIA : Conception Assistée Tridimensionnelle Interactive Appliquée de la coompagnie Dassault Systèmes

[11:11] Ubit Umarov : je me demande si Maria a réussi à faire fonctionner ce fork fs (firestorm) sur l'Oculus Quest de Zuck.
[11:12] Gavin.Hird @grid.xmir.org:8002 : est-ce qu'elle l'a forké ?
[11:12] Ubit Umarov : joker :P
[11:12] Ubit Umarov : quelqu'un a ajouté le support 3D d'Oculus.
[11:12] Kayaker Magic : Ça s'appelait le fork ctrl-alt-del, n'est-ce pas ? Et ça n'a  pas été fait par Maria.
[11:13] Ubit Umarov : ai austin en parle sur son blog.
[11:13] Kayaker Magic : J'ai entendu dire qu'il était dépassé par la FS actuelle.
[11:13] Gavin.Hird @grid.xmir.org:8002 : donc, cela redémarre en permanence ?
[11:13] Selby.Evans @grid.kitely.com:8002 : Zuck touche un public naïf, mais beaucoup d'autres personnes s'adressent également à ce public.
[11:13] Gavin.Hird @grid.xmir.org:8002 : n'est-ce pas à cela que sert ctrl-alt-del ?
[11:14] Andrew Hellershanks : :)
[11:14] Ubit Umarov : j'ai bien peur que ce ne soit pas une chose facile et fiable à utiliser... mais cela montre des choses sur l'univers  google.
[11:15] Ubit Umarov: https://blog.inf.ed.ac.uk/atate/
[11:15] Ubit Umarov : c'est le blog d'ai.
[11:15] Ubit Umarov: https://blog.inf.ed.ac.uk/atate/2020/12/11/firestorm-vr-mod-6-4-12/
[11:15] Ubit Umarov : il semble être à jour par rapport à fs, en quelque sorte.
[11:16] Ubit Umarov : bien entendu, l'ajout d'éléments de RV en 3D est une chose possible du côté du viewer.
[11:17] Ubit Umarov : non pas que je veuille particulièrement utiliser de telles choses :)
[11:18] Gavin.Hird @grid.xmir.org:8002 : LL pense qu'il n'est pas possible pour le moteur de rendu actuel de générer les FPS nécessaires pour éviter le mal de mer.
[11:18] Ubit Umarov : oui, c'est loin d'être le cas.
[11:19] Ubit Umarov : l'industrie veut au moins 90fps.
[11:19] Gavin.Hird @grid.xmir.org:8002: pui
[11:19] Andrew Hellershanks: 90??
[11:19] Ubit Umarov: Oui
[11:19] Ubit Umarov : même avec cela, il y a encore beaucoup de problèmes.
[11:19] Gavin.Hird @grid.xmir.org:8002 : en fait 90x2
[11:19] Ubit Umarov : les gens ne peuvent pas les supporter trop longtemps.
[11:20] Gavin.Hird @grid.xmir.org:8002 : les images par œil sont légèrement différentes.
[11:20] Ubit Umarov : c'est les raisons pour lesquelles Phil a abandonné son projet de haute fidélité.
[11:20] Ubit Umarov : si je me souviens...
[11:20] Gavin.Hird @grid.xmir.org:8002 : ça doit être exact.
[11:20] Ubit Umarov : l'industrie du bâtiment les utilise depuis longtemps.
[11:20] Gavin.Hird @grid.xmir.org:8002 : c'est probablement pour cela que Sansar a aussi disparu.
[11:21] Ubit Umarov : si je me souviens bien, Catia dispose de la visualisation 3D depuis longtemps.
[11:21] Gavin.Hird @grid.xmir.org:8002 : bon sang !
[11:21] Ubit Umarov : ( catia est un CAD industriel etc )
[11:21] Gavin.Hird @grid.xmir.org:8002 : Les stations de travail Catia...
[11:22] Gavin.Hird @grid.xmir.org:8002 : on les vendait pour une fortune...
[11:22] Ubit Umarov : je pense que Catia coûte encore une fortune :)
[11:22] Gavin.Hird @grid.xmir.org:8002 : Je parie
[11:22] Gavin.Hird @grid.xmir.org:8002 : il est probable que la licence soit la plus coûteuse de nos jours.
[11:23] Ubit Umarov : créé par dassault pour faire des mirages ? :)
[11:23] Gavin.Hird @grid.Qbit.org:8002 : et les riches commerciaux d'IBM. 
[11:23] Ubit Umarov : les systèmes de soudure et les autres systèmes industriels de CAO et d'intégration ont une vue 3D depuis des années...
[11:24] Gavin.Hird @grid.xmir.org:8002 : Je pense que le Catia original fonctionnait sur les mainframes IBM.
[11:24] Ubit Umarov : je pense que leurs lunettes ne coûtent pas 300$ comme l'oculus quest :p
[11:25] Jamie.Jordan @grid.kitely.com:8002 : J'adore l'Oculus Quest
[11:25] Ubit Umarov : mais pour opensim, les viewers ont besoin de magie pour se rapprocher des 90fps.
[11:25] Ubit Umarov : et les gens qui ont des rtx 3090 :p
[11:26] Ubit Umarov : correctement, il garde un oeil sur le vrai matériel que les gens ont.
[11:27] Ubit Umarov : cela inclut les petits gpus intégrés.
[11:27] Gavin.Hird @grid.xmir.org:8002 : Il a été créé sur l'ordinateur central IBM System/370.
[11:27] Andrew Hellershanks : Le meilleur résultat que j'ai obtenu était d'environ 60 FPS avec une vieille carte Nvidia 8600GT. Dès que vous commencez à vous déplacer et que la vue change beaucoup, le taux de rafraîchissement chute toujours. Je ne sais pas ce qu'il faudrait pour obtenir 90 ou 90x2 pour utiliser un casque.
[11:27] Ubit Umarov : à l'époque, je suppose que ces IBM étaient la meilleure option :)
[11:28] Ubit Umarov : les fps dépendent du contenu de la région.
[11:28] Ubit Umarov : j'obtiens 60 ici.
[11:28] Ubit Umarov : en fait, c'est limité.
[11:28] Ubit Umarov : je limite la fps à 60.
[11:28] Andrew Hellershanks : oh, les bons vieux systèmes IBM 360 et 370.  Ça me rappelle des souvenirs.
[11:29] Andrew Hellershanks : Rien qu'en étant assis ici, j'en ai environ 40.
[11:29] Ubit Umarov : mais ce n'est pas la limite, c'est ce que je peux obtenir ici :)
[11:29] Ubit Umarov : J'ai fixé la limite à 65.
[11:30] Gavin.Hird @grid.xmir.org:8002 : Je n'obtiens que 26 FPS, mais le rendu est à 4x la résolution normale à cause de l'écran Retina.
[11:31] Gavin.Hird @grid.xmir.org:8002 : la résolution est de 3360 x 2088.
[11:31] Jagga Meredith : Le kayakiste avait une question.  J'en ai une aussi.
[11:31] Ubit Umarov : il faut juste mentionner que Google fait des choses, parce que c'est un truc du côté des viewers.

Stockage des meshes

[11:27] Kayaker Magic : Question sur la façon dont les assets sont stockés : J'ai entendu ici que les meshes sont stockés en tant que fichiers LLM. Quand je regarde le format de fichier LLM, il ne permet que 2 poids de bones par vertex, alors que je pensais que les meshes dans OpenSim pouvaient avoir jusqu'à 4 bones par vertex. Si c'est le cas, vous ne pouvez pas utiliser LLM. Comment sont stockés les meshes dans la base de données des assets ?
[11:31] Andrew Hellershanks : Kayaker, je pensais que LLM était juste pour les corps des avatars mais je n'ai pas regardé comment les données sont stockées.

11:30] Gavin.Hird @grid.xmir.org:8002: I am only getting 26 FPS, but it renders at 4x normal resolution because of the Retina display
[11:31] Gavin.Hird @grid.xmir.org:8002: it is rendering at 3360 x 2088 resolution
[11:31] Jagga Meredith: Kayaker had a question.  I've got one too
[11:31] Ubit Umarov: well just mention that goggles things, because it is a viewers side thing
[11:31] Andrew Hellershanks: Kayaker, I thought LLM was just for avatar bodies but I haven't looked at how the data is stored.
[11:31] Ubit Umarov: both SL and opensim servers can service that kinf od viewers
[11:32] Ubit Umarov: ( fun how my f and d got so appart )
[11:32] Ubit Umarov: (kinf od == kind of)
[11:32] Andrew Hellershanks: Kayaker, are you working on something to do with a mesh based avatar or on some other mesh based object?
[11:33] Ubit Umarov: llm?
[11:33] Ubit Umarov: the system avatar files?
[11:33] Kayaker Magic: I wrote some code to dump LLM files of the system avatars, wrote some code to create new ones. Yeah, OK for the default avatars it should not work on  mesh avatars or animesh. So the question stands: How are mesh avatars and animesh stored in the assets?
[11:34] Ubit Umarov: we had partial dump code on libopenmetaverse
[11:34] Ubit Umarov: just no suport for the morphs
[11:34] Gavin.Hird @grid.xmir.org:8002: it is stored liek any other mesh
[11:34] Andrew Hellershanks: Ubit, are Collada mesh stored as is on upload or they converted to some other format?
[11:34] Ubit Umarov: hmmm it is ll format
[11:35] Ubit Umarov: no
[11:35] Ubit Umarov: in fact seems collada does not support all the needed things
[11:35] Kayaker Magic: OK, how is any otheer mesh stored? What format? I was told they are converted to LLM. That cannot be true for animesh.
[11:35] Ubit Umarov whispers: what the relation to animesh?
[11:35] Gavin.Hird @grid.xmir.org:8002: why can it not be true?
[11:35] Ubit Umarov: viewers know how to read and use those files
[11:36] Gavin.Hird @grid.xmir.org:8002: animehs is just a flag on the mesh when read back from the server
[11:36] Ubit Umarov: that where made exclusively as local viewer things
[11:36] Kayaker Magic: Animesh is a mesh that has an armature and weights. Before animesh only mesh avatars had those.
[11:37] Kayaker Magic: So answer this question: How is the Ruth/Roth mesh avatars stored in the assets?
[11:37] Ubit Umarov: well it is kinda the oposite logic: only mesh avatars can be animesh
[11:37] Gavin.Hird @grid.xmir.org:8002: flag that tells the viewer to start treating the mesh different
[11:37] Ubit Umarov: system avatars ARE not stored on assets
[11:37] Ubit Umarov: they are local to viewers
[11:37] Gavin.Hird @grid.xmir.org:8002: you set the flag yourself after uploading a rigged mesh
[11:37] Kayaker Magic whispers: Ruth is not a system avatar. Answer the question: How is is stored in the assets?
[11:37] Ubit Umarov: what ruth?
[11:38] Kayaker Magic: Ruth is a mesh avatar available for free.
[11:38] Gavin.Hird @grid.xmir.org:8002: Ruth IS the system avatar
[11:38] Ubit Umarov: some do call ruth to system avatar
[11:38] Kayaker Magic: Ruth2.0 is an open-source mesh avatar.
[11:38] Gavin.Hird @grid.xmir.org:8002: that someone has called a mesh avatar the same is misleading
[11:38] Andrew Hellershanks: There are new mesh based Ruth and Roth avatars.
[11:38] Ubit Umarov: that is a MESH like other mesh avatars
[11:38] Kayaker Magic: Sort of like Athena but with about 300,000 fewer vertexes.
[11:38] Ubit Umarov: no relation to system avatar
[11:39] Kayaker Magic: I know.
[11:39] Ubit Umarov: just another model of mesh avatar
[11:39] Kayaker Magic: How are non-system mesh avatars stored?????
[11:39] Kayaker Magic: As XML?
[11:39] Gavin.Hird @grid.xmir.org:8002: as any mesh you upload
[11:39] Kayaker Magic: As LLM?
[11:39] Ubit Umarov: no
[11:39] Ubit Umarov: as mesh assets
[11:39] Kayaker Magic: As DAE
[11:39] Ubit Umarov whispers: NO
[11:39] Kayaker Magic: Ok, how are mesh assets stored?
[11:39] Ubit Umarov: DAE is only the format viewers understand to import anc covert
[11:40] Kayaker Magic: Why is this so hard to get an answer?
[11:40] Ubit Umarov: mesh are stored in another ll asset format
[11:40] Gavin.Hird @grid.xmir.org:8002: as a binary compressed ll format
[11:40] Ubit Umarov: not hard, i told that several times
[11:40] Kayaker Magic: It is an LL specific binary or text format?
[11:40] Gavin.Hird @grid.xmir.org:8002: binary
[11:40] Kayaker Magic: where is the documentation on how to read it?
[11:40] Gavin.Hird @grid.xmir.org:8002: In the viewer code
[11:41] Ubit Umarov: in fact ll has the format public, unlike others
[11:41] Ubit Umarov: http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format
[11:41] Kayaker Magic: I foundd the documentation for LLM, it is not capable of storing mesh avatars.
[11:41] Ubit Umarov: again llm is a local viewers format only
[11:42] Kayaker Magic: OK, that document looks promicing. Thank you!
[11:42] Ubit Umarov: so called mesh for prims ( that includes a avatar mesh) are imported by viewers from collada and converted to that format on that link above
[11:43] Ubit Umarov: and that format has no use for you
[11:43] Ubit Umarov: unless you plan to make a totally new mesh uploader
[11:43] Kayaker Magic: You cannot know that.
[11:43] Ubit Umarov: kinda can :)
[11:44] Ubit Umarov: but several things on it do help understand some limitations
[11:44] Kayaker Magic: Here is one use: I want to make a mesh reader that calculates a hash of the vertex data in the assets, for comparison against the vertex data in a DAE. For detecting copyright violations.
[11:45] Ubit Umarov: not that clear elsewhere, like the 16bits resolution
[11:45] Andrew Hellershanks: If you know the format of how the mesh data is stored in the asset table then it would be possible to do something with it.
[11:45] Ubit Umarov: that hash is 100% useless
[11:45] Ubit Umarov: but well not going there again
[11:45] Gavin.Hird @grid.xmir.org:8002: Trying to pull an Apple photo scanner on the opensim data?
[11:46] Jagga Meredith: what table is group name stored in?  where is this documented?    It's not here http://opensimulator.org/wiki/Database:Documentation
[11:46] Kayaker Magic: Photos are a different issue.
[11:47] Gavin.Hird @grid.xmir.org:8002: not really Kayaker
[11:47] Ubit Umarov: what group name?
[11:47] Ubit Umarov: and we have like 3 groups modules, 2 usable
[11:47] Gavin.Hird @grid.xmir.org:8002: another thing is that there is not a one to one relation between the dae and what is stored
[11:47] Ubit Umarov: each with own dbs
[11:47] Jagga Meredith: the one with UUID in land table
[11:48] Gavin.Hird @grid.xmir.org:8002: the dae is transformed in  all kinds of ways depending on the upload settings the uploader chose
[11:48] Jagga Meredith: for group owned land
[11:48] Ubit Umarov: land group uuid is stored on parcels data
[11:48] Jagga Meredith: ok, and name?
[11:48] Ubit Umarov: DAE is just a import format
[11:48] Ubit Umarov: could be FBX
[11:49] Gavin.Hird @grid.xmir.org:8002: yes it is
[11:49] Ubit Umarov: and it is nto just because it had rights
[11:49] Ubit Umarov: and no viewer dev did care to do suck importer
[11:49] Ubit Umarov: ( ofc a "fun" project )
[11:49] Ubit Umarov: (suck == such )
[11:50] Andrew Hellershanks: Jagga, There are several tables for groups. If you are using core groups the group names are in os_groups_groups. If you are using the phpxmlrpc based group system it is osgroup.
[11:50] Ubit Umarov: not sure how fbx rights are now.. used to be restricted
[11:51] Gavin.Hird @grid.xmir.org:8002: probably restrictions on the most up to date FBX versions
[11:51] Jagga Meredith: andrew, those are tables?
[11:52] Kayaker Magic: When you write an FBX importer for the viewer Ubit, I will be impressed. Until then, it is of no relevance.
[11:52] Andrew Hellershanks: Jagga, yes.
[11:52] Jagga Meredith: ok
[11:52] Andrew Hellershanks: I use the phpxmlrpc groups system so I have the set of groups tables in a separate database. If you are using core groups the tables will be in with the main opensim tables, AFAIK.
[11:53] Ubit Umarov: wel nothing special
[11:53] Ubit Umarov: DAE was another ll fail
[11:53] Ubit Umarov: like jpeg2000
[11:53] Ubit Umarov: they did bet those would be industrial standards
[11:53] Gavin.Hird @grid.xmir.org:8002: still a relatively successful fail
[11:54] Ubit Umarov: and they failed to bo that... no one uses them
[11:54] Andrew Hellershanks: I would have liked some format other than DAE as my main 3d modelling program doesn't support it. I have to export then import to Blender to convert to DAE.
[11:54] Ubit Umarov: fbx and jpeg did turn out as the standards on those things
[11:54] Gavin.Hird @grid.xmir.org:8002: I can't wait to see what formats Meta will use...
[11:55] Ubit Umarov: but well we can't blame decisions back in 2003 or so
[11:55] Ubit Umarov: guess fbx was not a thing back then.. at least open to use
[11:55] Kayaker Magic: Jagga, did you get your question answered?
[11:55] Jagga Meredith: yep
[11:55] Ubit Umarov: but collada has limitations
[11:56] Ubit Umarov: as you found kayaker
[11:56] Kayaker Magic: Then my next question is: Looking at the OpenSim robust database, I see a table named userdata that looks like a key=value store for avatars. But it looks unused. Is there code anywhere to set that up?
[11:56] Ubit Umarov: ( and insane xml crap )
[11:56] Gavin.Hird @grid.xmir.org:8002: In 1996, Kaydara released a new native file format with Filmbox 1.5 called FBX
[11:57] Gavin.Hird @grid.xmir.org:8002: In 2003, Kaydara launched FBX for Apple's QuickTime Viewer.
[11:57] Ubit Umarov: ok so fbx was around
[11:57] Gavin.Hird @grid.xmir.org:8002: yes
[11:57] Ubit Umarov: but think  you did need to pay rights
[11:57] Gavin.Hird @grid.xmir.org:8002: you bet
[11:57] Ubit Umarov: like jpeg etc
[11:57] Ubit Umarov: not free to use things
[11:58] Andrew Hellershanks: Kayaker, userdata? I don't see a table with that name in my databases.
[11:58] Ubit Umarov: mpeg etc
[11:59] Gavin.Hird @grid.xmir.org:8002: Apple is paying a shitload of licenses for all kinds of formats supported by their SDKs. But obviously not extended to otehr platforms,
[11:59] Kayaker Magic: Last time I created a grid, the Robust database came with a table named 'userdata'  (also userpicks, userprofile, usersettings, etc.)
[11:59] Andrew Hellershanks: Kayaker, checking the migration files that was created in version 5 of the core(?) user profiles system.
[12:00] Ubit Umarov: i see no table called user data
[12:00] Gavin.Hird @grid.xmir.org:8002: a full grid has userdata table
[12:00] Gavin.Hird @grid.xmir.org:8002: a osg connect does not
[12:00] Andrew Hellershanks: I'm not using core profiles so I don't have that table.
[12:00] Ubit Umarov: ohh ok it is there on profiles
[12:00] Gavin.Hird @grid.xmir.org:8002: as osg is hosting that table
[12:01] Kayaker Magic: 'userdata' one word, right before 'usernotes' which does seem to have data from the user profile in-world
[12:01] Kayaker Magic: Yeah, all robust data in OSG is on their servers, but if you create a logal grid, you get your own Robust database.
[12:01] Gavin.Hird @grid.xmir.org:8002: right
[12:02] Gavin.Hird @grid.xmir.org:8002: it does not have any records though on my grid, so
[12:02] Kayaker Magic: Same here
[12:02] Kayaker Magic: I wondered if I could use it to impliment a key-value store for my users.
[12:02] Kayaker Magic: Even add an OSSL function to do that.
[12:03] Gavin.Hird @grid.xmir.org:8002: judging from the filed names, possibly
[12:03] Ubit Umarov: mb a feature imported from avn with no use
[12:03] Kayaker Magic: But since the table is there, I wondered if somebody already did that.
[12:03] Kayaker Magic: Some module for it?
[12:04] Andrew Hellershanks: Kayaker, I see lots of references to that table in Region/CoreModules/Framework/UserManagement/UserManagementModule.cs
[12:04] Ubit Umarov: nopes 0.8.2 already had it
[12:04] Gavin.Hird @grid.xmir.org:8002: it looks like an intention
[12:06] Kayaker Magic: Ick, I guess I'll try to read that module code.
[12:07] Kayaker Magic: (RTFC: Read The Fing Code, instead of RTFM)
[12:07] Andrew Hellershanks: I was just looking at it. I can't really tell if/how it is being used.
[12:08] Andrew Hellershanks: One field is HasGridUserTried. No idea what that is.
[12:08] Gavin.Hird @grid.xmir.org:8002: It probalby was intended to be used in some clever way, but was forgotten
[12:08] Kayaker Magic: Clever!
[12:08] Ubit Umarov: yeah sounds like a "clever" very low performance thing
[12:08] Ubit Umarov: hope we do not really use it
[12:08] Kayaker Magic: I've missed a few meetings, I have lots of questions today! Next one: Is there a way to turn animesh on and off? Like there is for ''phantom' and 'physics', etc. ??
[12:09] Gavin.Hird @grid.xmir.org:8002: there is a switch in the viewer
[12:09] Gavin.Hird @grid.xmir.org:8002: under Features tab in tools floater
[12:09] Kayaker Magic: Is there a way to do it from a script, like 'phantom' and 'phyics' etc.  ?
[12:10] Gavin.Hird @grid.xmir.org:8002: did you check if there is a lsl function that covers that?
[12:10] Ubit Umarov: just do not play any animation on it
[12:11] Kayaker Magic: I thought it should be in llSetStatus or similar functions, but there are no new constants.
[12:11] Andrew Hellershanks: I find no mention of any LSL function with the word "mesh" in it.
[12:11] Ubit Umarov: and why such a thing?
[12:11] Kayaker Magic: I'd like to have a script remember to turn it on for me when I forget, like people do with physics in vehicles.
[12:11] Kayaker Magic: I'd like to see if I can work around some viewer bugs by turning it on andd off.
[12:11] Ubit Umarov: pysics is to safe cpu when not needed
[12:12] Ubit Umarov: physics..
[12:12] Kayaker Magic: Turning it off and on on  region crossing for example.
[12:12] Ubit Umarov: that would not save any cpu
[12:12] Andrew Hellershanks: I didn't see any way to control animation for mesh under primitive param settings.
[12:13] Ubit Umarov: and no idea what impact of changing that flag on viewers all the time
[12:13] Andrew Hellershanks: I only did a quick search so I might have missed it or it is hidden somewhere else in the LSL functions.
[12:13] Kayaker Magic: I can't find it either... :(
[12:13] Ubit Umarov: think just never considered, bc not useful
[12:14] Andrew Hellershanks: Perhaps we need an os function to do that.
[12:14] Andrew Hellershanks looks at Ubit
[12:14] Gavin.Hird @grid.xmir.org:8002: http://wiki.secondlife.com/wiki/LlStartObjectAnimation
[12:14] Kayaker Magic: That requires you set the bit first, only available in the viewer.
[12:15] Kayaker Magic: It does nothing if you forgot.
[12:15] Gavin.Hird @grid.xmir.org:8002: yeah, well, it is part of preparing the animesh
[12:15] Gavin.Hird @grid.xmir.org:8002: so it should not be a massive burden
[12:15] Andrew Hellershanks: Gavin, that looks like it might be what Kayaker wants. Easy to find when you know the name of what you are looking for. ;)
[12:15] Ubit Umarov: if and when you show me how such flag change could be useful, i will add it :p
[12:15] Gavin.Hird @grid.xmir.org:8002: I just duckduckent for it
[12:15] Kayaker Magic: More and more, I'm finding animesh to be yet another big kludge by LL, hacked onto things done before instead of designed.
[12:15] Gavin.Hird @grid.xmir.org:8002: duckduckwent*
[12:16] Andrew Hellershanks: Gavin, ok. I was looking at the list of LSL functions in the wiki.
[12:16] Gavin.Hird @grid.xmir.org:8002: what took you so long to realize Kayaker
[12:16] Kayaker Magic: LOL
[12:16] Gavin.Hird @grid.xmir.org:8002: it was pretty clear as it was developed :-)
[12:17] Andrew Hellershanks: Before everyone starts disappearing I do have one announcement to make.
[12:17] Ubit Umarov: i do not see much relation with start animation and change the animesh object flag, but ok
[12:17] Gavin.Hird @grid.xmir.org:8002: I guess you cannot change it from a script intentionally
[12:17] Andrew Hellershanks: Mark your calendars for the weekend of December 11 and 12. Those are the dates for this years Open Simulator Community Conference. Details can be found at https://conference.opensimulator.org/
[12:17] Ubit Umarov: ahh a big reason ..
[12:18] Ubit Umarov: region has no idea if a mesh can have it on
[12:18] Gavin.Hird @grid.xmir.org:8002: wouldn't that be fun if you could just change any mesh that happened to contain an animation (such as a vendor) into an animesh?
[12:18] Ubit Umarov: and having the region to fetch the asset, decode it and see if it can be a animesh thing, ofc is a NO NO
[12:19] Jamie.Jordan @grid.kitely.com:8002: i'm going to step out, good meeting thanks all
[12:19] Andrew Hellershanks: ok, Jamie. Thanks for coming.
[12:19] Ubit Umarov: thx andrew
[12:20] Ubit Umarov: it is again time for oscc..  jezz time flies
[12:20] Ubit Umarov: got your answer on why not mess with that flag with scripts kayaker ?
[12:21] Gavin.Hird @grid.xmir.org:8002: New viewer version was posted at http://wiki.secondlife.com/wiki/LlStartObjectAnimation a few days back
[12:21] Ubit Umarov: it is a building thing to define after upload
[12:21] Kayaker Magic: No, but I assumed it was hidden in the viewer ayway
[12:21] Kayaker Magic: So is physics
[12:21] Kayaker Magic: So is phantom
[12:21] Kayaker Magic: So are lots of things
[12:21] Ubit Umarov: no it is NOT
[12:21] Ubit Umarov: very diferent things
[12:21] Gavin.Hird @grid.xmir.org:8002: hidden in the viewer?
[12:22] Gavin.Hird @grid.xmir.org:8002: the viewer does not run scripts
[12:22] Kayaker Magic: The viewer has a button for changing animesh on/off.
[12:22] Gavin.Hird @grid.xmir.org:8002: the server does
[12:22] Andrew Hellershanks: Ubit, yea. It soon comes around. Not being able to go any where or do much of anything makes time seem to hide the passage of time. :)
[12:22] Ubit Umarov: and most of those should also stay still predeifned..  but are actually lighter than than flag
[12:22] Kayaker Magic: However the viewer does it might be related to how a scrtipt can o it.
[12:23] Ubit Umarov: kay the mesh needs to have somethings before that flag is allowed
[12:23] Kayaker Magic: I'm resisting asking more questions, given the time.
[12:23] Ubit Umarov: and i say again, regins can't not go check that on the mesh asset
[12:24] Selby.Evans @grid.kitely.com:8002: must go -- bye all
[12:24] Ubit Umarov: physics and phanton should also not be changed all the time
[12:24] Gavin.Hird @grid.xmir.org:8002: Bye Selby
[12:24] Kayaker Magic: Bye Selby!
[12:24] Ubit Umarov: cya selby.Evans
[12:25] Ubit Umarov: they can be very heavy also ofc
[12:25] Kayaker Magic: Poof, he was gone already
[12:25] Ubit Umarov: even so lighter than parse the mesh
[12:26] Ubit Umarov: in future opensim should full parse and validate meshes for several uses
[12:26] Andrew Hellershanks: I will need to be going in about another five minutes or so.
[12:26] Ubit Umarov: the original opensim idea of just trust viewers is ofc BAD
[12:27] Ubit Umarov: just makes life a lot simpler :)
[12:27] Andrew Hellershanks: :)
[12:27] Ubit Umarov: specially when opensim devs have no idea of things details ;)
[12:28] Ubit Umarov: but that is also the kinda of work no one considers.. totally invisible..
[12:29] Gavin.Hird @grid.xmir.org:8002: Did you make your announcement Andrew?
[12:29] Ubit Umarov: he did lol
[12:29] Gavin.Hird @grid.xmir.org:8002: oh
[12:30] Andrew Hellershanks: Gavin, I announced the date for this years OSCC.
[12:31] Gavin.Hird @grid.xmir.org:8002: ok
[12:31] Andrew Hellershanks: December 11 and 12.
[12:31] Gavin.Hird @grid.xmir.org:8002: as I said last year, the timing is not ideal in the middle of Christmas preparations
[12:32] Andrew Hellershanks: What preparations?
[12:32] Andrew Hellershanks: :)
[12:32] Gavin.Hird @grid.xmir.org:8002: all kinds of RL activities going on all od December
[12:32] Gavin.Hird @grid.xmir.org:8002: including pre Christmas parties
[12:33] Andrew Hellershanks: The one thing that is also on (soon?) is Black Friday and Cyber Monday.
[12:33] Gavin.Hird @grid.xmir.org:8002: making food, brewing beer, tasting beer, shopping, planning, decorating....
[12:34] Gavin.Hird @grid.xmir.org:8002: showeling snow
[12:34] Gavin.Hird @grid.xmir.org:8002: I forgot that
[12:34] Andrew Hellershanks: meh. Not much happening at my house. A few eCards to send out and buy/wrap a few presents for family.
[12:34] Gavin.Hird @grid.xmir.org:8002: did I mention shoveling snow?
[12:34] Andrew Hellershanks: I need to get going.
[12:35] Andrew Hellershanks: I'll close the meeting for today. Thank you all for coming. See you again next week.