diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 4dc16f4fce..8a15abe39f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -9,6 +9,9 @@ Enable vehicle border crossings (at least as poorly as ODE) Lock axis Deleting a linkset while standing on the root will leave the physical shape of the root behind. Not sure if it is because standing on it. Done with large prim linksets. +Linkset child rotations. + Nebadon spiral tube has middle sections which are rotated wrong. + Select linked spiral tube. Delink and note where the middle section ends up. Vehicle angular vertical attraction vehicle angular banking Center-of-gravity @@ -68,6 +71,8 @@ Vehicle attributes are not restored when a vehicle is rezzed on region creation GENERAL TODO LIST: ================================================= +Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. + Regular triangle meshes don't do physical collisions. Resitution of a prim works on another prim but not on terrain. The dropped prim doesn't bounce properly on the terrain. Add a sanity check for PIDTarget location. @@ -338,4 +343,4 @@ Avatar standing on a moving object should start to move with the object. (DONE 2 Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. Verify that angular motion specified around Z moves in the vehicle coordinates. DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. -Nebadon vehicles turning funny in arena (DONE) \ No newline at end of file +Nebadon vehicles turning funny in arena (DONE)