BulletSim: fix crash around race condition when a mesh asset cannot
be fetched. Update TODO list.user_profiles
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2b53f08386
commit
bf9132e1c7
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@ -470,7 +470,7 @@ public class BSPrim : BSPhysObject
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// Note that this does not change _mass!
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// Note that this does not change _mass!
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public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
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public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
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{
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{
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if (PhysBody.HasPhysicalBody)
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if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
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{
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{
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if (IsStatic)
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if (IsStatic)
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{
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{
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@ -1,5 +1,12 @@
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CURRENT PRIORITIES
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CURRENT PRIORITIES
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=================================================
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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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Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
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Lock axis
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Deleting a linkset while standing on the root will leave the physical shape of the root behind.
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Deleting a linkset while standing on the root will leave the physical shape of the root behind.
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Not sure if it is because standing on it. Done with large prim linksets.
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Not sure if it is because standing on it. Done with large prim linksets.
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Vehicle angular vertical attraction
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Vehicle angular vertical attraction
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@ -7,16 +14,11 @@ vehicle angular banking
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Center-of-gravity
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Center-of-gravity
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Vehicle angular deflection
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Vehicle angular deflection
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Preferred orientation angular correction fix
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Preferred orientation angular correction fix
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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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Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
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when should angular and linear motor targets be zeroed? when selected?
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when should angular and linear motor targets be zeroed? when selected?
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Need a vehicle.clear()? Or an 'else' in prestep if not physical.
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Need a vehicle.clear()? Or an 'else' in prestep if not physical.
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Teravus llMoveToTarget script debug
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Teravus llMoveToTarget script debug
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Mixing of hover, buoyancy/gravity, moveToTarget, into one force
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Mixing of hover, buoyancy/gravity, moveToTarget, into one force
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Setting hover height to zero disables hover even if hover flags are on (from SL wiki)
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Setting hover height to zero disables hover even if hover flags are on (from SL wiki)
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Nebadon vehicles turning funny in arena
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limitMotorUp calibration (more down?)
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limitMotorUp calibration (more down?)
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llRotLookAt
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llRotLookAt
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llLookAt
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llLookAt
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@ -66,6 +68,8 @@ Vehicle attributes are not restored when a vehicle is rezzed on region creation
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GENERAL TODO LIST:
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GENERAL TODO LIST:
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=================================================
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=================================================
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Resitution of a prim works on another prim but not on terrain.
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The dropped prim doesn't bounce properly on the terrain.
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Add a sanity check for PIDTarget location.
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Add a sanity check for PIDTarget location.
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Level-of-detail for mesh creation. Prims with circular interiors require lod of 32.
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Level-of-detail for mesh creation. Prims with circular interiors require lod of 32.
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Is much saved with lower LODs? At the moment, all set to 32.
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Is much saved with lower LODs? At the moment, all set to 32.
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@ -163,7 +167,6 @@ Create tests for different interface components
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Have test objects/scripts measure themselves and turn color if correct/bad
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Have test objects/scripts measure themselves and turn color if correct/bad
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Test functions in SL and calibrate correctness there
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Test functions in SL and calibrate correctness there
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Create auto rezzer and tracker to run through the tests
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Create auto rezzer and tracker to run through the tests
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Use the HACD convex hull routine in Bullet rather than the C# version.
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Do we need to do convex hulls all the time? Can complex meshes be left meshes?
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Do we need to do convex hulls all the time? Can complex meshes be left meshes?
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There is some problem with meshes and collisions
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There is some problem with meshes and collisions
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Hulls are not as detailed as meshes. Hulled vehicles insides are different shape.
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Hulls are not as detailed as meshes. Hulled vehicles insides are different shape.
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@ -334,4 +337,5 @@ Child movement in linkset (don't rebuild linkset) (DONE 20130122))
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Avatar standing on a moving object should start to move with the object. (DONE 20130125)
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Avatar standing on a moving object should start to move with the object. (DONE 20130125)
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Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
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Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
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Verify that angular motion specified around Z moves in the vehicle coordinates.
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Verify that angular motion specified around Z moves in the vehicle coordinates.
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DONE 20130120: BulletSim properly applies force in vehicle relative coordinates.
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DONE 20130120: BulletSim properly applies force in vehicle relative coordinates.
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Nebadon vehicles turning funny in arena (DONE)
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