BulletSim: fix crash around race condition when a mesh asset cannot

be fetched.
Update TODO list.
user_profiles
Robert Adams 2013-02-26 11:32:01 -08:00
parent 2b53f08386
commit bf9132e1c7
2 changed files with 12 additions and 8 deletions

View File

@ -470,7 +470,7 @@ public class BSPrim : BSPhysObject
// Note that this does not change _mass! // Note that this does not change _mass!
public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
{ {
if (PhysBody.HasPhysicalBody) if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
{ {
if (IsStatic) if (IsStatic)
{ {

View File

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