Beta Server Office Hours/Minutes/2011-06-30

Category:Beta Server Office Hours - Minutes
This meeting was held on June 23rd, 2011
== Agenda ==
* What happened with the homestead performance bug?
** https://jira.secondlife.com/browse/SVC-7064
=== Updates ===
* Second Life Server (main channel)
** This received Kelly's "mono2-performance" branch.
** Script performance and robustness
**: This release includes many features that improve the performance and robustness of scripts compiled to Mono. This includes a lot of back end infrastructure work with unit tests and script life cycle to make it easier and safer to work with the script system in the future.
** New Script Profiling LSL Functions
*** llScriptProfiler can enable or disable memory profiling with PROFILE_SCRIPT_MEMORY and PROFILE_SCRIPT_NONE. While profiling the scripts performance will be severely impacted.
*** llGetSPMaxMemory will report the highest level of used memory during the most recent, or current, profiling run.
*** llGetUsedMemory will report the current used memory of the script and does not require profiling to be enabled.
** Bug Fixes
*** Rezzing Mono scripted object cripples sim FPS
*** Improved 'Top Scripts' report
***: Each object now reports an average script time per frame since the object was created or the last 30 minutes, whichever is shorter. This fixes a lot of odd behavior and misinformation in the previous results as well as makes it easier to determine recent lag sources instead of only immediate lag sources.
***: It is still not expected for this result to exactly match the 'Script ms' reported in the simulator stats summary as these measure different things on different time scales.
*** (Fixed a) Sim crash in mono memory monitor.
*** Includes the fix that caused the zero day rollback.
*** Improved simulator performance when removing objects with scripts from a region.
*** Fixed a bug that could cause scripts to crash with NullReferenceException errors.
**** https://jira.secondlife.com/browse/SVC-6926
*** Fix for "Periods of very low (or nonexistent) script performance"
**** https://jira.secondlife.com/browse/SCR-88
*** Fix for SCR-55 "script reset"
**** https://jira.secondlife.com/browse/SCR-55
*** Fix for SCR-76 "llRegionSayTo() silently fails in LSL2 scripts"
**** https://jira.secondlife.com/browse/SCR-76
*** Fix for SCR-66 "llRegionSayTo() Fails to send messages to attachments on sitting avatars"
**** https://jira.secondlife.com/browse/SCR-66
*** Fix for SCR-61 "llOwnersay Truncates multibyte characters at the end of it's range"
**** https://jira.secondlife.com/browse/SCR-61
*** Fix for SVC-6573 "Execution of script is not blocked on parcel for single user if scripts are not blocked for groups on parcel"
**** https://jira.secondlife.com/browse/SVC-6573
*** Fix for regions that would fail to start.
*** Fixed an issue that would create long pauses when avatars logged out or TP'd to other regions.
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.06.17.233176
* BlueSteel RC Channel
** "maint-server" project in this slot. 
** Same as last week with a merge from server trunk.
** Features
*** Added new parameter to llHTTPRequest - HTTP_VERBOSE_THROTTLE. Value is 4, type is integer. If specified in the parameters list as a non-zero value (true), the script will emit errors when the throttle for outgoing requests is hit. If zero (false), the script will remain silent on errors. The default value is true.
The list has the signature [vector axis, float spinrate, float gain] like the parameters for llTargetOmega
**Bug Fixes
*** Fixed issue with "Buy" option remaining set on purchased child prims of no-mod objects (Originally )
*** Addressed issue with teleport and other service failures affecting simulator hosts.
*** Server-side support for - send message IDs on login failure to allow localization
*** : Fixed issue with objects resisting return, delete, take and autoreturn
*** : Fix unsubscribe link in IM-to-Email messages"
*** : Fixed issue where region restart notification appears to be from the avatar being notified.
*** : More specific error message when deeding land to group fails because transfers are blocked on the region
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/11#11.06.28.234196
* LeTigre RC Channel
** This is a shared channel with Magnum and contains the "mesh-prep 2" project.
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/11#11.06.28.234198
* Magnum RC Channel
** This is a shared channel with LeTigre and contains the "mesh-prep 2" project.
* We have taken the latest development changes from the mesh development branch and merged them in with this code. This gets us closer to releasing mesh.
** Included are infrastructure and framework changes to support the release of mesh.
** This release does not include any mesh functionality.
* Havok physics engine updated.
** 10 cm gap between colliding objects has been removed for some objects
*** For convex prims (with or without physics) and for concave prims (without physics), the 10cm gap has been removed wherever possible.
*** For small prims ( <~0.2m on a side ) it can't be completely removed so those objects may still exhibit a gap, but it will typically be smaller than it was before the change.
** Complete overhaul of physics shape construction and management
* Parcel prim accounting code has been overhauled.
* llCastRay() function included but disabled.
** Scripts will compile but will not generate results.
** Bug Fixes
*** Fix to allow services to start properly after deployment of new code.
*** Fixed some performance issues
*** Fixed some crash modes
*** Tweaked physics collisions to accommodate existing user content
*** Fix for SCR-90 "llGetBoundingBox() returns wrong values on Magnum RC"
**** https://jira.secondlife.com/browse/SCR-90
*** Fix for SVC-7009 "To High Net Time the Physic Times Sometimes over 40ms. The Sim running Not Stabel"
**** https://jira.secondlife.com/browse/SVC-7009
*** Fix for SVC-7007 "Snapshot to email gives error on Magnum RC regions"
**** https://jira.secondlife.com/browse/SVC-7007
*** Fix for SVC-7015 "Vehicle Physics Issues with Magnum 11.05.31.231501"
**** https://jira.secondlife.com/browse/SVC-7015
*** Fix for SVC-7004 "undercounting of parcel prims via viewer "About Land" and LSL llGetParcelPrimCount() & llGetParcelPrimOwners()"
**** https://jira.secondlife.com/browse/SVC-7004
*** Fix for SVC-7025 "Recent change - physical vehicles rebound from non physical prim surfaces"
**** https://jira.secondlife.com/browse/SVC-7025
*** Fix for SCR-99 "vehicle script slaiding again as did on previous update"
**** https://jira.secondlife.com/browse/SCR-99
*** Fixed a crashing bug.
*** Fixed a new crashing bug.
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/11#11.06.28.234198
=== Upcoming Stuff ===
* DRTSIM-65
** Simon's work with Parcel sounds
=== Interesting Stuff ===
* Windlight Estate Settings project viewer
** http://tinyurl.com/Windlight-Region
= Transcript =
Transcript of Oskar Linden's Beta Server Office Hour for June 30th, 2011:
== List of Attendees ==
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== Transcript ==
[14:59]	:	looks like I left out some testing ducks
[14:59]	:	doh
[14:59]	:	Ducks? Can I eat them?
[14:59]	:	hehe, hi Oskar
[15:00]	:	dang i crashed hard
[15:00]	:	what other kind of crash is there wolfpup?
[15:00]	:	go for it kadah
[15:01]	:	Good morning everybody.
[15:01]	:	This reminded me of Oskar for some reason http://chainsawsuit.com/comics/20110623.png
[15:01]	:	now i have to wait again for everything to load :'(
[15:01]	:	hah
[15:01]	:	nice comic kadah
[15:01]	:	Use Radegast Wolfpup :P
[15:02]	 	chuckles
[15:03]	:	Hi Simon
[15:03]	:	So I saw that Simon has some cool stuff in the works :>
[15:03]	:	Hello everyone
[15:03]	:	hi
[15:03]	:	alright how any have we got here
[15:03]	 	use llVolumeDetect.
[15:03]	:	took me 20 min to fully load a while ago
[15:03]	:	hi everybody
[15:04]	:	give it a minute more for some stragglers
[15:04]	:	here is the agenda: https://wiki.secondlife.com/wiki/Server_Beta_User_Group
[15:04]	:	Hi again to everybody. „ã°
[15:04]	:	hi
[15:04]	:	Mono2-performance has been impressive so far on agni
[15:05]	:	not for everyone kadah
[15:05]	:	but we'll talk about that
[15:05]	:	ok that better now im rezed
[15:05]	:	alright let's get this party started
[15:05]	:	https://wiki.secondlife.com/wiki/Server_Beta_User_Group
[15:05]	:	so mono2-performance went to the grid tuesday morning
[15:06]	:	within a few hours it was apparent that there were issues with homestead regions
[15:06]	:	we kept an eye on it, but by noon we knew it was a bigger issue
[15:06]	:	Non homesteads were working very well though
[15:06]	:	kelly and maestro started working on the fix right away
[15:07]	:	it wasn't til Wednesday that we knew the scope of the problem
[15:07]	:	we created a deploy plan, tested the fixes and rolled them out this morning
[15:08]	:	I'm impressed.
[15:08]	:	we've realzied that our RC pool of regions did not have a large enough sampling of homestead regions to catch this issue in the RC stage
[15:08]	:	I apologize for that
[15:08]	:	we're working to flesh out the RC pools
[15:09]	:	we had the mono2 code in and out of RC for many many weeks. we knew we didn't want performance hits to make it into trunk
[15:09]	:	Give me a free homestead and you can put it in your RC pool? :>
[15:09]	:	heh
[15:09]	:	good idea :P
[15:09]	:	there have been reports of full sims displaying wonkiness when looking at performance metrics that previously were more reliable
[15:10]	:	I asked Kelly by today to talk about what to expect from these metrics under his new code
[15:10]	:	my understanding of top scripts in the old code is that the numbers were garbage
[15:10]	:	well, kelly's here, so I'll defer to him
[15:11]	:	there has been a lot of confusion in the forums about why previously stable metrics have changed and whether that means the region really is performing worse or if there are bugs
[15:11]	 	wouldn't mind the same a Kadah >:)
[15:11]	:	Hi.
[15:11]	:	good day mr kelly
[15:11]	:	hi
[15:11]	:	hey kelly
[15:11]	:	The bit that I don't understand about homesteads, I have one that has 16ms of spare time out of total 23ms frame time. Yet it's not running at full FPS but is hovering about 38-42 FPS
[15:11]	 	sets up his repeater to send this conversation to all of agni
[15:12]	:	Latif: yeah, that is going to relate some and I'm looking at how to iron that out.
[15:12]	:	llGodSay()
[15:12]	 	snickers
[15:12]	:	Homesteads actually get 1/4 the time per frame as a regular region, and spend the rest idling.
[15:13]	:	Is that because there are 4 times as many on a sim host?
[15:13]	:	The bug introduced on Tuesday used the wrong of two closely named variables and let homesteads run like normal regions. Which doesn't work well when you put 4 per cpu on a host
[15:13]	:	Yes, exactly Jonathan.
[15:14]	:	Oh thats lovely
[15:14]	:	That will break things
[15:14]	:	So, thats what we fixed today.
[15:14]	:	I kept telling Kelly to phrase this as a feature, where we gave homesteads 4x the time they used to have :/
[15:14]	:	hah
[15:15]	:	:P
[15:15]	:	we juiced them for a day
[15:15]	:	Homesteads now use the right amount of time. However I think there is some kink in how it is using and tracking that spare time that is letting it go over.
[15:15]	:	That will totally work.
[15:15]	:	which is why you might see a lot of spare time and still a bit of a rough frame rate in the 40-45fps range
[15:15]	:	have we talked about the fix for juiced scripts here before kelly?
[15:15]	:	We did at least once.
[15:16]	 	remembers the time he and a friend set their hosting company's ruby-on-rails blade cluster on fire from load.
[15:16]	:	juiced scripts?
[15:16]	:	I'm not sure that was called out specifically in the release notes
[15:16]	:	There was a "bug" in the old scheduler for mono scripts that is most analagous to a flywheel.
[15:16]	:	Yes, I believe we missed it in the release notes.
[15:17]	:	a flywheel is the large cylindrical weight attached to a motor that keeps momentum
[15:17]	:	So is there a possibility that we'll see a fix to allow homesteads that are not overloaded to run at full FPS?
[15:17]	:	perhaps we should add that to the notes now. Better late then never..
[15:17]	:	than
[15:17]	:	agreed
[15:17]	:	We would see how many ops you could get in a frame, the next frame we would let you do that many ops and if you run over decrement by one, repeat. It was very slow to correct for exagerations.
[15:17]	:	kelly, write up a releas-y sounding blurb and I'll add it
[15:17]	:	ok Oskar, will do.
[15:18]	:	The fix is simply that we correct much faster now if you go over the allotted time for your script. It is much better but not perfect.
[15:18]	:	scripts could make use of it to do a lot of calculations at once
[15:19]	:	like steroids or juicing
[15:19]	:	:-)
[15:19]	:	well that's not how steroids work
[15:19]	:	The end result is that some scripts that worked really fast at doing hard things, because they did easy things first, might get their work spread over more frames than previously and run slower.
[15:19]	:	but you get the idea
[15:19]	:	so, if script did 0 ops first time, and the second time did 1, it was allowed to do 0 the next:)
[15:19]	:	Were there actually people that realized that and used it?
[15:20]	:	oh yeah
[15:20]	:	welll 1000, 1001, 1000
[15:20]	:	It was even used in some griefer scripts
[15:20]	:	Rex in practice the numbers would be several hundred ops for doing next to nothing, then we let you do several hundred list ops that you should only be able to do a few of. It would hurt sim FPS
[15:20]	:	llNop();
[15:21]	:	yeah, it was possible to make a simple script that would peg script time over 50ms solid.
[15:21]	:	long story short, sim performance on regions that were running juiced scripts should improve. however scripts using the juicing won't get their benefits and will appear slower
[15:21]	:	or worse
[15:21]	:	so you do a for loop that adds integers 1000 times, then do expensive list reshuffling ;)
[15:21]	:	exactly latif.
[15:21]	:	how many ops is a script doing while waiting for a touch?
[15:22]	:	And, unfortunately something very similar to that is sometimes what you actually want to do.
[15:22]	:	Rex 0
[15:22]	:	Rex: while waiting? none.
[15:22]	:	ok
[15:23]	:	perhaps the 'weight' of list ops, and other expensive ops, should be increased.
[15:23]	:	kelly, should region owners expect to see anything different with regard to scripting performance? What indicators should they be looking for to accuratelty determine performance?
[15:24]	:	I'd be curious to hear if the homestead FPS jitter is going to get some attention.
[15:25]	:	I'm looking at it now Latif, but it doesn't seem to warrant emergency deploys.
[15:25]	 	whispers: sorry for beiing too late
[15:25]	:	I agree. But it would be nice if it could get fixed in one of the maintanence releases.
[15:25]	:	it will be
[15:25]	:	and not stay forgotten
[15:25]	 	piles it onto kelly's plate
[15:26]	:	Oskar: The numbers are probably going to be a little different than before the update because the order we do things has shifted. The numbers in Top Scripts for region owners is drastically different (and better), and many benchmarking scripts are probably just broken.
[15:26]	:	I'm afraid that it doesn't slip into "not broken in this release" basket, and doesn't get attention :)
[15:26]	:	we've done pretty good getting things fixed in maint-server branches the last half year or so
[15:26]	:	I rezed 3k mono scripts before the start of Andrew's OH tuesday, the effects of that were barely noticeable. Detach wasn't even that bad
[15:27]	:	anything else worth mentioning kelly?
[15:27]	:	kadah, yeah, sim freezes due to expensive avatars teleporting in are gone.
[15:27]	:	or maestro in regards to the main channel?
[15:27]	:	I think that covers it.
[15:28]	:	cool
[15:28]	:	My full sim with 8000 active scripts runs at td 1.0, it hasn't doen that since 2007 or so lol
[15:28]	:	sorry about the disturbance with the homestead regions this week guys
[15:28]	:	nothing much new with BlueSteel.
[15:28]	:	oh right, next week is a Holiday
[15:28]	:	excellent
[15:29]	:	4th of July
[15:29]	:	Happy Birthday to America
[15:29]	:	we will be off that day
[15:29]	:	god save the queen
[15:29]	:	and Tuesday is a NCW day
[15:29]	:	No rolls next week then?
[15:29]	:	so we will not have releases next week
[15:29]	:	enjoy that increased uptime lag!
[15:29]	:	I mean enjoy not having a roll
[15:30]	:	they might do "rolls" on the BBQ:)
[15:30]	:	mmmm
[15:30]	:	will be a good test for mono2 leaks :)
[15:30]	:	I will be releasing BBQ from the grill into my mouth
[15:30]	:	no rollback ?
[15:30]	:	and I thought it was Maestro's arse I could smell burning
[15:30]	:	BlueSteel will probably get promoted the week after that
[15:30]	:	word ?
[15:30]	:	no rollbacks
[15:30]	:	if u do that u might need to visit the emergency room:)
[15:31]	:	don't forget about the beer, it gets promoted from can or bottle into the mouth
[15:31]	:	so the mesh-prep 2 branch we talked about last week is on both LeTigre and Magnum
[15:31]	:	till no llCastRay()
[15:31]	:	this is what mesh-prep was plus an update from the latest mesh trunk
[15:31]	:	nope. no llCastRay() yet
[15:31]	:	till*
[15:31]	:	any word yet on when next month we'll start seeing meshy bits on agni?
[15:31]	:	still*
[15:31]	:	probably that might make an RC by mid-late August
[15:32]	:	I'm hoping
[15:32]	:	we put mesh-prep 2 on double channels to increase the exposure
[15:32]	:	might not be even a better idea to see first how 64m prims work?
[15:32]	:	we really need to shake out any issues we can these first few weeks
[15:33]	:	the sooner mesh-prep 2 passes the RC process the sooner we can start enabling mesh on the main grid
[15:33]	:	Andrew was still working on the cross sim enroachment thingie which is a prerequisite for 64m prims the last time that was discussed
[15:33]	:	there is a known issue for failed uploads sometimes on the mesh-prep 2 branch
[15:34]	:	anything we can do to help that shakeout?
[15:34]	:	as far as we can tell the only thing that changed is that the error for the failed upload gets passed along and it wasn't before
[15:34]	:	it will give a shell-init error about not finding the current working directory
[15:34]	:	go to letigre or magnum sandboxes and shake them like a {{insert shaky thing here}}
[15:35]	:	we can't test anything actually mesh-related though, can we? even with a mesh project viewer we can't upload anything, and there's nothing rezzed anywhere to see
[15:35]	:	correct
[15:35]	 	places an order for shaky things from a dodgy internet company
[15:35]	:	please try trilobyte
[15:36]	:	it should exhibit correct behaviour when accessing those regions on agni with a mesh capable vwr
[15:36]	:	the viewer is looking into SimulatorFeatures cap to see if to enable mesh upload. I wonder what would happend if one were to "convice" the viewer that it works
[15:36]	:	correct behaviour being no mesh behaviour is exhibitied
[15:36]	:	intriguing
[15:36]	:	meshses should not upload or rez
[15:37]	:	try it Latif
[15:37]	:	would running around on vheicles help with testing the physics on mangnumRC servers?
[15:37]	:	I ran some tests along that line
[15:37]	:	even if you could force a mesh to upload I don't think the simulator would recognize it or let you rez it
[15:37]	:	sure wolfpup
[15:37]	:	I'll give it a whirl, as well as just do as much 'normal' stuff as I can think of, to see if anything good explodes
[15:38]	:	yeah I really want to see mesh-prep cleared to pass RC as soon as possible
[15:38]	:	as does all of the mesh team :-)
[15:38]	:	I appreciate your guys help
[15:38]	:	I cannot compile mesh viewer with the mesh upload functionality due to propriatory libs. Would have to do it the old fashion way with the hex editor
[15:38]	:	kewl looks like im going to have my friend give me a suped up car they have and run all over my home sime on agini
[15:38]	:	nice
[15:38]	:	I made this floor with a hex editor :-p
[15:38]	:	as it is on a magnumRc channel
[15:39]	:	mesh-prep 2 is on magnum and letigre
[15:39]	:	Simon had some news about his new code
[15:39]	:	DRTSIM-65
[15:39]	:	the parcel sounds stuff
[15:39]	:	Latif Robin and me have started work on getting that funbctionality for OS devs
[15:39]	:	Did you drop the forced vertical invisibity yet? :)
[15:40]	:	we're still working on the parcel sound stuff here
[15:40]	:	That has parcel sound controls, plus a switch to control if you can see avatars on other parcels
[15:40]	:	we had some issues that prevented it from reaching RC this week
[15:40]	:	We did drop the vertical limit .... I was going to bump it up to 1000m, but then Maestro did some testing and found that you're limited to 512m anyway. So that's gone, and you're stuck with 512
[15:41]	:	Would be fun to test with object updates and kills getting out of order when crossing into private parcel and out rapidlhy
[15:41]	:	Simong, great! :)
[15:41]	:	Is there going to be a vertical limit or was that idea scrapped?
[15:42]	 	chuckles, see line *-3
[15:42]	:	There already is a 512m limit for AV sized objects, so we scrapped the idea
[15:42]	:	3 lines up Jonathan ^
[15:42]	:	Not clear if "did drop" means it is 512 or no limit
[15:42]	:	what is this "vertical limit" thing?
[15:42]	:	"No new vertical limit imposed"
[15:42]	:	the limit is already 512m in every direction
[15:42]	:	it is 512 due to other code ... I'd be curious to hear about your viewer settings if you can see AVs farther than that
[15:43]	:	maximum cam draw
[15:43]	:	512 is very reasonable, and no change from before, so that's great
[15:43]	:	maestro, simon, kelly anything else to update?
[15:44]	:	is invisi avatars enabled somewhere here?
[15:44]	:	There's some final churn going on about the UI for this new feature, but I have my fingers crossed to get it into RC 2 weeks from now
[15:44]	:	no object rezed by an ave can be over 512m?
[15:44]	:	i think i have but then again i also run a development viewer
[15:44]	:	yes, some of the oatmeal regions have the "see avatars" option
[15:44]	:	no you can't 'see' an Avi beyone 512 M
[15:44]	:	I don't know which parcels are setup that way, though
[15:45]	:	does it require a project vwr?
[15:45]	:	would be fun to make an object that will rapidly move 1m in and out over the parcel boundary and see if the viewer gets confusd with avatars appearaing and disappearing
[15:45]	:	If you point me to those regions, I can go set up some
[15:45]	:	You need a special viewer to view/change a parcel's setting
[15:45]	:	i have invisible avatar worn
[15:45]	:	but any viewer will be affected by the setting, since it's server-enforced
[15:45]	:	Maestro, could you just setup a parcel like that?
[15:45]	:	Objecst are not affected, Latif. AVs, their attachments and ridden vehicles are
[15:46]	:	but you could have fun sitting on something, if that floats your boat
[15:46]	:	is it a setting that is estate controllable as well?
[15:46]	:	I don't have any other updates, except to say that I'm nearly done testing Monty's work against 499 errors
[15:46]	:	Simon, I got that part. I was just wondering about order of object kills and update messages for avatars
[15:46]	:	No, Draconis, it's a parcel setting
[15:46]	:	AFK...............................
[15:46]	:	afk
[15:46]	:	sure, I can set that up, Latif
[15:46]	:	ok we've got 14 minutes left. any questions?
[15:46]	:	yeah, things could get interesting if you get packets out of order, but that's nothign new
[15:47]	:	this feature might enhance a problem a bit since crossing parcel boundary is not that expensive
[15:47]	:	and one could do it rapidly over by say walking over a corner
[15:47]	:	it would be nice if estate owners could set whether or not the parcels in the sim could turn that option on or off
[15:48]	:	I hope you gear up support for when this feature comes out :)
[15:48]	:	draconis, i kow estate owners wanted to be able to disable ban lines sim wide for a while too.
[15:48]	:	We'll try to remember to tell Support about it...
[15:48]	:	i was too late so i dont know if somethig is spoken about the immortal prim issue...
[15:49]	:	The fix for the immortal prim issue is on BlueSteel
[15:49]	:	I think that fix is in one of the RC channels
[15:49]	:	in 2 weeks then ?
[15:50]	:	Immoral prims belong on Zendra :(
[15:50]	:	also i want to thank whoever is responsible for HTTP_VERBOSE_THROTTLE. and PRIM_OMEGA
[15:50]	:	o/
[15:50]	:	I hope I haven't been blocking Homeless's view (but maybe I'm de-rendered? ) ;-P
[15:50]	:	Yes, it might go out to the rest of the grid in 2 weeks, depending on the state of bugs
[15:50]	:	cute box
[15:51]	:	should be in 2 weeks
[15:51]	:	Kelly gave us the prim omega ‚ù§ dont know about the http
[15:51]	:	The PRIM_OMEGA jira came with a promise of free beer... which had absolutely nothing to do with us implementing it ;)
[15:51]	:	my chat window is maximized, nothing blobked
[15:51]	:	haha
[15:51]	:	So we got a double roll this week to make up for the one we'll miss the next week? ;)
[15:51]	:	Lol @ Latif
[15:52]	:	hah
[15:52]	:	right
[15:53]	:	that's all I've got for this week
[15:54]	:	Thanks, Oskar, Simon, Maestro and kelly
[15:54]	:	we could play a game with the 6 minutes left
[15:55]	:	what kind of game. me likes games
[15:55]	:	guess the Maestro's age
[15:55]	:	thanks for the meeting, guys
[15:55]	:	Thank you very much and have nice two weeks. „ã°
[15:55]	:	oooo 48
[15:55]	:	Dasvidanya
[15:55]	:	yay
[15:55]	:	Test invisible avatars Oskar?
[15:55]	:	Less than 900
[15:55]	:	omg ur so right
[15:55]	:	whose right?
[15:55]	:	back
[15:55]	:	scratched?
[15:55]	:	ty.... later all
[15:55]	:	tc
[15:55]	:	maestro is exactly 48
[15:55]	:	Thanks everyone
[15:55]	:	X-D
[15:56]	:	meeting ending early?
[15:56]	:	I think so Rex
[15:56]	:	Thanks for the meeting, Lindens
[15:56]	:	where do we do for the invisible avatar parcel?
[15:56]	:	ouch I bet his ass is hot now though
[15:56]	:	alright guys, thanks for coming!
[15:56]	:	then have a nice day all && tc && the whole nice sentences
[15:56]	:	Maestro is also fireproof
[15:56]	:	"and thanks for going" we know
[15:56]	:	Maestro is amazing
[15:56]	:	fireproof
[15:56]	:	i guess it doesn't feel so bad to have no urgent problems:)
[15:56]	:	ageproof
[15:56]	:	You're all amazing in your own way.
[15:56]	:	thanks MGD.
[15:57]	:	you all have a good weekend!
[15:57]	:	Someone must have a LM who has been testing
[15:57]	:	Its all the asbestos in his suit
[15:57]	:	tc everybody
[15:57]	:	have a nice weekend:)
[15:57]	:	It repeals everything
[15:58]	:	I'll setup a 'hidden avatars' parcel in Oatmeal 6
[15:58]	:	in case anybody wants to play with it
 
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