diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 15 |
1 files changed, 13 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 9a7e965..0f27d67 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -1,11 +1,17 @@ | |||
1 | CURRENT PRIORITIES | 1 | CURRENT PRIORITIES |
2 | ================================================= | 2 | ================================================= |
3 | Smooth avatar movement with motor | 3 | Smooth avatar movement with motor (DONE) |
4 | Should motor update be all at taint-time? | 4 | Should motor update be all at taint-time? (Yes, DONE) |
5 | Fix avatar slowly sliding when standing (zero motion when stopped) | ||
6 | llApplyImpulse() | ||
7 | Compare mass/movement in OS and SL. Calibrate actions. | ||
8 | llSetBuoyancy() | ||
9 | Boats float low in the water | ||
5 | Enable vehicle border crossings (at least as poorly as ODE) | 10 | Enable vehicle border crossings (at least as poorly as ODE) |
6 | Terrain skirts | 11 | Terrain skirts |
7 | Avatar created in previous region and not new region when crossing border | 12 | Avatar created in previous region and not new region when crossing border |
8 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) | 13 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) |
14 | Add material densities to the material types. | ||
9 | Vehicle movement on terrain smoothness | 15 | Vehicle movement on terrain smoothness |
10 | Vehicle script tuning/debugging | 16 | Vehicle script tuning/debugging |
11 | Avanti speed script | 17 | Avanti speed script |
@@ -52,6 +58,8 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl | |||
52 | 58 | ||
53 | BULLETSIM TODO LIST: | 59 | BULLETSIM TODO LIST: |
54 | ================================================= | 60 | ================================================= |
61 | In SL, perfect spheres don't seem to have rolling friction. Add special case. | ||
62 | Avatar density is WAY off. Compare and calibrate with what's in SL. | ||
55 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | 63 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. |
56 | Duplicating a physical prim causes old prim to jump away | 64 | Duplicating a physical prim causes old prim to jump away |
57 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 65 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
@@ -82,6 +90,9 @@ Linkset.Position and Linkset.Orientation requre rewrite to properly return | |||
82 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) | 90 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) |
83 | Should the different PID factors have non-equal contributions for different | 91 | Should the different PID factors have non-equal contributions for different |
84 | values of Efficiency? | 92 | values of Efficiency? |
93 | Selecting and deselecting physical objects causes CPU processing time to jump | ||
94 | http://www.youtube.com/watch?v=Hjg57fWg8yI&hd=1 | ||
95 | put thousand physical objects, select and deselect same. CPU time will be large. | ||
85 | 96 | ||
86 | LINKSETS | 97 | LINKSETS |
87 | ====================================================== | 98 | ====================================================== |