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author | Robert Adams | 2012-12-11 13:42:23 -0800 |
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committer | Robert Adams | 2012-12-11 13:42:23 -0800 |
commit | 63099184dbd2c1c5bcee2c3c87802f78444e7008 (patch) | |
tree | 936dabfe362cda626a6e51a9e547bc7e7521fc6c /OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |
parent | BulletSim: modify LIMIT_MOTOR_UP to limit BOAT types to be at water rather th... (diff) | |
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BulletSim: protect prim property setting to remove crash from taints setting properties after the destroy object taint has happened.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 4b6e9a4..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. |