diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 18 |
1 files changed, 16 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 1284ae7..5792ae6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -1,3 +1,12 @@ | |||
1 | PROBLEMS TO LOOK INTO | ||
2 | ================================================= | ||
3 | Nebadon vehicle ride, get up, ride again. Second time vehicle does not act correctly. | ||
4 | Have to rez new vehicle and delete the old to fix situation. | ||
5 | Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd | ||
6 | position state where it will not settle onto ground properly, etc | ||
7 | Two of Nebadon vehicles in a sim max the CPU. This is new. | ||
8 | A sitting, active vehicle bobs up and down a small amount. | ||
9 | |||
1 | CURRENT PRIORITIES | 10 | CURRENT PRIORITIES |
2 | ================================================= | 11 | ================================================= |
3 | Use the HACD convex hull routine in Bullet rather than the C# version. | 12 | Use the HACD convex hull routine in Bullet rather than the C# version. |
@@ -11,6 +20,8 @@ Deleting a linkset while standing on the root will leave the physical shape of t | |||
11 | Linkset child rotations. | 20 | Linkset child rotations. |
12 | Nebadon spiral tube has middle sections which are rotated wrong. | 21 | Nebadon spiral tube has middle sections which are rotated wrong. |
13 | Select linked spiral tube. Delink and note where the middle section ends up. | 22 | Select linked spiral tube. Delink and note where the middle section ends up. |
23 | Refarb compound linkset creation to create a pseudo-root for center-of-mass | ||
24 | Let children change their shape to physical indendently and just add shapes to compound | ||
14 | Vehicle angular vertical attraction | 25 | Vehicle angular vertical attraction |
15 | vehicle angular banking | 26 | vehicle angular banking |
16 | Center-of-gravity | 27 | Center-of-gravity |
@@ -27,14 +38,13 @@ llLookAt | |||
27 | Avatars walking up stairs (HALF DONE) | 38 | Avatars walking up stairs (HALF DONE) |
28 | Avatar movement | 39 | Avatar movement |
29 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) | 40 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) |
30 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) | 41 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE) |
31 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) | 42 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) |
32 | Vehicle script tuning/debugging | 43 | Vehicle script tuning/debugging |
33 | Avanti speed script | 44 | Avanti speed script |
34 | Weapon shooter script | 45 | Weapon shooter script |
35 | Move material definitions (friction, ...) into simulator. | 46 | Move material definitions (friction, ...) into simulator. |
36 | Add material densities to the material types. | 47 | Add material densities to the material types. |
37 | Terrain detail: double terrain mesh detail | ||
38 | One sided meshes? Should terrain be built into a closed shape? | 48 | One sided meshes? Should terrain be built into a closed shape? |
39 | When meshes get partially wedged into the terrain, they cannot push themselves out. | 49 | When meshes get partially wedged into the terrain, they cannot push themselves out. |
40 | It is possible that Bullet processes collisions whether entering or leaving a mesh. | 50 | It is possible that Bullet processes collisions whether entering or leaving a mesh. |
@@ -42,6 +52,9 @@ One sided meshes? Should terrain be built into a closed shape? | |||
42 | 52 | ||
43 | VEHICLES TODO LIST: | 53 | VEHICLES TODO LIST: |
44 | ================================================= | 54 | ================================================= |
55 | LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers. | ||
56 | What are the limits in SL? | ||
57 | Same for other velocity settings. | ||
45 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: | 58 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: |
46 | https://github.com/UbitUmarov/Ubit-opensim | 59 | https://github.com/UbitUmarov/Ubit-opensim |
47 | Border crossing with linked vehicle causes crash | 60 | Border crossing with linked vehicle causes crash |
@@ -347,4 +360,5 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | |||
347 | DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. | 360 | DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. |
348 | Nebadon vehicles turning funny in arena (DONE) | 361 | Nebadon vehicles turning funny in arena (DONE) |
349 | Lock axis (DONE 20130401) | 362 | Lock axis (DONE 20130401) |
363 | Terrain detail: double terrain mesh detail (DONE) | ||
350 | 364 | ||