BulletSim: fix BulletSim crashing if there is no [BulletSim] section
in any INI file. Update TODO list.user_profiles
parent
ec818a506b
commit
214bae1479
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@ -268,6 +268,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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// Do any replacements in the parameters
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m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
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}
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else
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{
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BulletEngineName = "BulletUnmanaged";
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m_physicsLoggingEnabled = false;
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VehicleLoggingEnabled = false;
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}
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// The material characteristics.
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BSMaterials.InitializeFromDefaults(Params);
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@ -1,16 +1,12 @@
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PROBLEMS TO LOOK INTO
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CURRENT PROBLEMS TO FIX AND/OR LOOK AT
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=================================================
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Nebadon vehicle ride, get up, ride again. Second time vehicle does not act correctly.
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Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
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the wheel to appear to jump back. Looks like sending position from previous update.
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Vehicle ride, get up, ride again. Second time vehicle does not act correctly.
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Have to rez new vehicle and delete the old to fix situation.
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Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd
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position state where it will not settle onto ground properly, etc
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Two of Nebadon vehicles in a sim max the CPU. This is new.
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A sitting, active vehicle bobs up and down a small amount.
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CURRENT PRIORITIES
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=================================================
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Use the HACD convex hull routine in Bullet rather than the C# version.
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Speed up hullifying large meshes.
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Enable vehicle border crossings (at least as poorly as ODE)
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Terrain skirts
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Avatar created in previous region and not new region when crossing border
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@ -361,4 +357,6 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
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Nebadon vehicles turning funny in arena (DONE)
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Lock axis (DONE 20130401)
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Terrain detail: double terrain mesh detail (DONE)
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Use the HACD convex hull routine in Bullet rather than the C# version.
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Speed up hullifying large meshes. (DONE)
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