From addb791f3df481560d36cbeea6824bfe48d0d971 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 6 Dec 2012 13:00:52 -0800
Subject: BulletSim: update comments and add more to TODO list.

---
 OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 6 +++---
 OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt    | 8 +++++++-
 2 files changed, 10 insertions(+), 4 deletions(-)

diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index b9c2cf9..492c7b1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -59,7 +59,7 @@ public sealed class BSLinksetCompound : BSLinkset
     //   refresh will happen once after all the other taints are applied.
     public override void Refresh(BSPhysObject requestor)
     {
-        // External request for Refresh (from BSPrim) is not necessary
+        // External request for Refresh (from BSPrim) doesn't need to do anything
         // InternalRefresh(requestor);
     }
 
@@ -86,7 +86,7 @@ public sealed class BSLinksetCompound : BSLinkset
         DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
         if (!IsRoot(child))
         {
-            // Physical children are removed from the world as the shape ofthe root compound
+            // The origional prims are removed from the world as the shape of the root compound
             //     shape takes over.
             BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
             BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
@@ -118,7 +118,7 @@ public sealed class BSLinksetCompound : BSLinkset
     // Called at taint-time!!
     public override void UpdateProperties(BSPhysObject updated)
     {
-        // Nothing to do for constraints on property updates
+        // Nothing to do for compound linksets on property updates
     }
 
     // The children move around in relationship to the root.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index d51003c..a2161c3 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -5,6 +5,9 @@ CRASHES
 20121128.1600: mesh object not rezzing (no physics mesh).
     Causes many errors. Doesn't stop after first error with box shape.
     Eventually crashes when deleting the object.
+20121206.1434: rez Sam-pan into OSGrid BulletSim11 region
+	Immediate simulator crash. Mono does not output any stacktrace and
+	log just stops after reporting taint-time linking of the linkset.
 
 VEHICLES TODO LIST:
 =================================================
@@ -23,9 +26,12 @@ After getting off a vehicle, the root prim is phantom (can be walked through)
 Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
 Implement referenceFrame for all the motion routines.
 Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
+Border crossing with linked vehicle causes crash
 
 BULLETSIM TODO LIST:
 =================================================
+Duplicating a physical prim causes old prim to jump away
+	Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
 Disable activity of passive linkset children.
 	Since the linkset is a compound object, the old prims are left lying
 	around and need to be phantomized so they don't collide, ...
@@ -96,7 +102,7 @@ Breakout code for mesh/hull/compound/native into separate BSShape* classes
 Generalize Dynamics and PID with standardized motors.
 Generalize Linkset and vehicles into PropertyManagers
     Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
-	Possibly generalized a 'pre step action' registration.
+	Potentially add events for shape destruction, etc.
 Complete implemention of preStepActions
 	Replace vehicle step call with prestep event.
 	Is there a need for postStepActions? postStepTaints?
-- 
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