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author | BlueWall | 2012-12-12 16:15:32 -0500 |
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committer | BlueWall | 2012-12-12 16:15:32 -0500 |
commit | c5d333c16cddbcbcceb1ed0bc937e5775c99c2bc (patch) | |
tree | 644d21cbd5b7e86d9ba3316979fd9a85bc028f51 /OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |
parent | Replace Mono.Addins libraries (diff) | |
parent | BulletSim: do not return the current velocity for targetVelocity. (diff) | |
download | opensim-SC_OLD-c5d333c16cddbcbcceb1ed0bc937e5775c99c2bc.zip opensim-SC_OLD-c5d333c16cddbcbcceb1ed0bc937e5775c99c2bc.tar.gz opensim-SC_OLD-c5d333c16cddbcbcceb1ed0bc937e5775c99c2bc.tar.bz2 opensim-SC_OLD-c5d333c16cddbcbcceb1ed0bc937e5775c99c2bc.tar.xz |
Merge branch 'master' of /home/opensim/var/repo/opensim
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 16 |
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 | ||
12 | VEHICLES TODO LIST: | 12 | VEHICLES TODO LIST: |
13 | ================================================= | 13 | ================================================= |
14 | Neb car jiggling left and right | 14 | Neb vehicle taking > 25ms of physics time!! |
15 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | ||
16 | Vehicles (Move smoothly) | 15 | Vehicles (Move smoothly) |
17 | Add vehicle collisions so IsColliding is properly reported. | 16 | Add vehicle collisions so IsColliding is properly reported. |
18 | Needed for banking, limitMotorUp, movementLimiting, ... | 17 | Needed for banking, limitMotorUp, movementLimiting, ... |
19 | Some vehicles should not be able to turn if no speed or off ground. | 18 | Some vehicles should not be able to turn if no speed or off ground. |
19 | Neb 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. | ||
20 | For limitMotorUp, use raycast down to find if vehicle is in the air. | 22 | For limitMotorUp, use raycast down to find if vehicle is in the air. |
21 | Implement function efficiency for lineaar and angular motion. | 23 | Implement function efficiency for lineaar and angular motion. |
22 | Should vehicle angular/linear movement friction happen after all the components | 24 | Should vehicle angular/linear movement friction happen after all the components |
@@ -30,6 +32,9 @@ Border crossing with linked vehicle causes crash | |||
30 | 32 | ||
31 | BULLETSIM TODO LIST: | 33 | BULLETSIM TODO LIST: |
32 | ================================================= | 34 | ================================================= |
35 | Avatar height off after unsitting (float off ground) | ||
36 | Editting appearance then moving restores. | ||
37 | Must not be initializing height when recreating capsule after unsit. | ||
33 | Duplicating a physical prim causes old prim to jump away | 38 | Duplicating 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. |
35 | Disable activity of passive linkset children. | 40 | Disable activity of passive linkset children. |
@@ -38,7 +43,8 @@ Disable activity of passive linkset children. | |||
38 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. | 43 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. |
39 | BSPrim.Force should set a continious force on the prim. The force should be | 44 | BSPrim.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? |
41 | Single prim vehicles don't seem to properly vehiclize. | 46 | Linksets should allow collisions to individual children |
47 | Add LocalID to children shapes in LinksetCompound and create events for individuals | ||
42 | Gun sending shooter flying. | 48 | Gun sending shooter flying. |
43 | Collision margin (gap between physical objects lying on each other) | 49 | Collision margin (gap between physical objects lying on each other) |
44 | Boundry checking (crashes related to crossing boundry) | 50 | Boundry checking (crashes related to crossing boundry) |
@@ -145,4 +151,6 @@ Linkset implementation using compound shapes. (Resolution: implemented LinksetCo | |||
145 | Light cycle falling over when driving (Resolution: implemented VerticalAttractor) | 151 | Light cycle falling over when driving (Resolution: implemented VerticalAttractor) |
146 | Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.) | 152 | Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.) |
147 | Package Bullet source mods for Bullet internal stats output | 153 | Package 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) |
155 | Single prim vehicles don't seem to properly vehiclize. | ||
156 | (Resolution: mass was not getting set properly for single prim linksets) | ||