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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt16
1 files changed, 12 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index a2161c3..1c7b577 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -11,12 +11,14 @@ CRASHES
11 11
12VEHICLES TODO LIST: 12VEHICLES TODO LIST:
13================================================= 13=================================================
14Neb car jiggling left and right 14Neb vehicle taking > 25ms of physics time!!
15 Happens on terrain and any other mesh object. Flat cubes are much smoother.
16Vehicles (Move smoothly) 15Vehicles (Move smoothly)
17Add vehicle collisions so IsColliding is properly reported. 16Add vehicle collisions so IsColliding is properly reported.
18 Needed for banking, limitMotorUp, movementLimiting, ... 17 Needed for banking, limitMotorUp, movementLimiting, ...
19Some vehicles should not be able to turn if no speed or off ground. 18Some vehicles should not be able to turn if no speed or off ground.
19Neb car jiggling left and right
20 Happens on terrain and any other mesh object. Flat cubes are much smoother.
21 This has been reduced but not eliminated.
20For limitMotorUp, use raycast down to find if vehicle is in the air. 22For limitMotorUp, use raycast down to find if vehicle is in the air.
21Implement function efficiency for lineaar and angular motion. 23Implement function efficiency for lineaar and angular motion.
22Should vehicle angular/linear movement friction happen after all the components 24Should vehicle angular/linear movement friction happen after all the components
@@ -30,6 +32,9 @@ Border crossing with linked vehicle causes crash
30 32
31BULLETSIM TODO LIST: 33BULLETSIM TODO LIST:
32================================================= 34=================================================
35Avatar height off after unsitting (float off ground)
36 Editting appearance then moving restores.
37 Must not be initializing height when recreating capsule after unsit.
33Duplicating a physical prim causes old prim to jump away 38Duplicating a physical prim causes old prim to jump away
34 Dup a phys prim and the original become unselected and thus interacts w/ selected prim. 39 Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
35Disable activity of passive linkset children. 40Disable activity of passive linkset children.
@@ -38,7 +43,8 @@ Disable activity of passive linkset children.
38Scenes with hundred of thousands of static objects take a lot of physics CPU time. 43Scenes with hundred of thousands of static objects take a lot of physics CPU time.
39BSPrim.Force should set a continious force on the prim. The force should be 44BSPrim.Force should set a continious force on the prim. The force should be
40 applied each tick. Some limits? 45 applied each tick. Some limits?
41Single prim vehicles don't seem to properly vehiclize. 46Linksets should allow collisions to individual children
47 Add LocalID to children shapes in LinksetCompound and create events for individuals
42Gun sending shooter flying. 48Gun sending shooter flying.
43Collision margin (gap between physical objects lying on each other) 49Collision margin (gap between physical objects lying on each other)
44Boundry checking (crashes related to crossing boundry) 50Boundry checking (crashes related to crossing boundry)
@@ -145,4 +151,6 @@ Linkset implementation using compound shapes. (Resolution: implemented LinksetCo
145Light cycle falling over when driving (Resolution: implemented VerticalAttractor) 151Light cycle falling over when driving (Resolution: implemented VerticalAttractor)
146Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.) 152Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.)
147Package Bullet source mods for Bullet internal stats output 153Package Bullet source mods for Bullet internal stats output
148 (Resolution: move code into WorldData.h rather than relying on patches) \ No newline at end of file 154 (Resolution: move code into WorldData.h rather than relying on patches)
155Single prim vehicles don't seem to properly vehiclize.
156 (Resolution: mass was not getting set properly for single prim linksets)