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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt18
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 @@
1PROBLEMS TO LOOK INTO
2=================================================
3Nebadon 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.
5Hitting 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
7Two of Nebadon vehicles in a sim max the CPU. This is new.
8A sitting, active vehicle bobs up and down a small amount.
9
1CURRENT PRIORITIES 10CURRENT PRIORITIES
2================================================= 11=================================================
3Use the HACD convex hull routine in Bullet rather than the C# version. 12Use 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
11Linkset child rotations. 20Linkset 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.
23Refarb 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
14Vehicle angular vertical attraction 25Vehicle angular vertical attraction
15vehicle angular banking 26vehicle angular banking
16Center-of-gravity 27Center-of-gravity
@@ -27,14 +38,13 @@ llLookAt
27Avatars walking up stairs (HALF DONE) 38Avatars walking up stairs (HALF DONE)
28Avatar movement 39Avatar 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)
32Vehicle script tuning/debugging 43Vehicle script tuning/debugging
33 Avanti speed script 44 Avanti speed script
34 Weapon shooter script 45 Weapon shooter script
35Move material definitions (friction, ...) into simulator. 46Move material definitions (friction, ...) into simulator.
36Add material densities to the material types. 47Add material densities to the material types.
37Terrain detail: double terrain mesh detail
38One sided meshes? Should terrain be built into a closed shape? 48One 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
43VEHICLES TODO LIST: 53VEHICLES TODO LIST:
44================================================= 54=================================================
55LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers.
56 What are the limits in SL?
57 Same for other velocity settings.
45UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: 58UBit 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
47Border crossing with linked vehicle causes crash 60Border 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.
348Nebadon vehicles turning funny in arena (DONE) 361Nebadon vehicles turning funny in arena (DONE)
349Lock axis (DONE 20130401) 362Lock axis (DONE 20130401)
363Terrain detail: double terrain mesh detail (DONE)
350 364