diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 39 |
1 files changed, 27 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index d4545f7..801f690 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -1,22 +1,22 @@ | |||
1 | CURRENT PRIORITIES | 1 | CURRENT PRIORITIES |
2 | ================================================= | 2 | ================================================= |
3 | Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 | 3 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. |
4 | Msg Kayaker on OSGrid when working | 4 | Not sure if it is because standing on it. Done with large prim linksets. |
5 | Child movement in linkset (don't rebuild linkset) | ||
6 | Vehicle angular vertical attraction | ||
7 | vehicle angular banking | ||
8 | Center-of-gravity | ||
9 | Vehicle angular deflection | ||
10 | Preferred orientation angular correction fix | ||
11 | when should angular and linear motor targets be zeroed? when selected? | ||
12 | Need a vehicle.clear()? Or an 'else' in prestep if not physical. | ||
5 | Teravus llMoveToTarget script debug | 13 | Teravus llMoveToTarget script debug |
6 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force | 14 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force |
7 | Boats floating at proper level | ||
8 | Nebadon vehicles turning funny in arena | 15 | Nebadon vehicles turning funny in arena |
9 | limitMotorUp calibration (more down?) | 16 | limitMotorUp calibration (more down?) |
10 | llRotLookAt | 17 | llRotLookAt |
11 | llLookAt | 18 | llLookAt |
12 | Vehicle angular vertical attraction | ||
13 | Vehicle angular deflection | ||
14 | Preferred orientation angular correction fix | ||
15 | vehicle angular banking | ||
16 | Avatars walking up stairs (HALF DONE) | 19 | Avatars walking up stairs (HALF DONE) |
17 | Radius of the capsule affects ability to climb edges. | ||
18 | Vehicle movement on terrain smoothness | ||
19 | Boats float low in the water (DONE) | ||
20 | Avatar movement | 20 | Avatar movement |
21 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) | 21 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) |
22 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) | 22 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) |
@@ -72,8 +72,15 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl | |||
72 | 72 | ||
73 | GENERAL TODO LIST: | 73 | GENERAL TODO LIST: |
74 | ================================================= | 74 | ================================================= |
75 | llMoveToTarget objects are not effected by gravity until target is removed. | ||
76 | Implement llSetPhysicalMaterial. | ||
77 | extend it with Center-of-mass, rolling friction, density | ||
78 | Implement llSetForceAndTorque. | ||
79 | Change BSPrim.moveToTarget to used forces rather than changing position | ||
80 | Changing position allows one to move through walls | ||
75 | Implement an avatar mesh shape. The Bullet capsule is way too limited. | 81 | Implement an avatar mesh shape. The Bullet capsule is way too limited. |
76 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. | 82 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. |
83 | Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain. | ||
77 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | 84 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. |
78 | Duplicating a physical prim causes old prim to jump away | 85 | Duplicating a physical prim causes old prim to jump away |
79 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 86 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
@@ -121,7 +128,7 @@ Physical and phantom will drop through the terrain | |||
121 | LINKSETS | 128 | LINKSETS |
122 | ====================================================== | 129 | ====================================================== |
123 | Editing a child of a linkset causes the child to go phantom | 130 | Editing a child of a linkset causes the child to go phantom |
124 | Move a child prim once when it is physical and can never move it again without it going phantom | 131 | Move a child prim once when it is physical and can never move it again without it going phantom |
125 | Offset the center of the linkset to be the geometric center of all the prims | 132 | Offset the center of the linkset to be the geometric center of all the prims |
126 | Not quite the same as the center-of-gravity | 133 | Not quite the same as the center-of-gravity |
127 | Linksets should allow collisions to individual children | 134 | Linksets should allow collisions to individual children |
@@ -306,4 +313,12 @@ Remove HeightmapInfo from terrain specification (DONE) | |||
306 | Since C++ code does not need terrain height, this structure et al are not needed. | 313 | Since C++ code does not need terrain height, this structure et al are not needed. |
307 | Surfboard go wonky when turning (DONE) | 314 | Surfboard go wonky when turning (DONE) |
308 | Angular motor direction is global coordinates rather than local coordinates? | 315 | Angular motor direction is global coordinates rather than local coordinates? |
309 | (Resolution: made angular motor direction correct coordinate system) \ No newline at end of file | 316 | (Resolution: made angular motor direction correct coordinate system) |
317 | Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 (DONE) | ||
318 | Msg Kayaker on OSGrid when working | ||
319 | (Resolution: LINEAR_DIRECTION is in vehicle coords. Test script does the | ||
320 | same in SL as in OS/BulletSim) | ||
321 | Boats float low in the water (DONE) | ||
322 | Boats floating at proper level (DONE) | ||
323 | When is force introduced by SetForce removed? The prestep action could go forever. (DONE) | ||
324 | (Resolution: setForce registers a prestep action which keeps applying the force) \ No newline at end of file | ||