This is related to
SVC-1179, but is a rephrase for clarity to hilight the practical impact of the problem.
In havok 4, it appears that free-falling avatars in the air that are not flying are affected by a new kind of "friction". In Havok 1, free-falling avatars seemed to maintain their inertia indefinitely until they hit the ground or another surface. Now, it looks like velocity is slowly dampened throughout the course of the fall.
This severely affects some content of mine that depends on the ability to launch an avatar precisely. Visit Suffugium (100, 92, 60) in the main and beta grids to see the before and after.
Steps to reproduce the problem:
1. In the main grid, travel to Suffugium (100, 92, 60).
2. On the rooftops you will find yellow arrow sigils.
3. Walk into an arrow sigil and your avatar will be launched with a precise llPushObject, landing you exactly on the matching arrow on an adjacent rooftop.
4. Now try the same steps in Suffugium in the Beta grid.
Observed results:
In the main grid, the launcher will land you precisely on the adjacent rooftop. In Havok 4, you will consistently fall short. However, physical prims thrown at the launcher will continue to be precisely launched to the adjacent rooftop.
Expected results:
I expect the launcher to continue to precisely launch avatars to the adjacent rooftop. The launchers use a trajectory calculation to determine the precise velocity and launch angle necessary to land an avatar at its target. Additionally, I expect in-air behavior of prims and avatars to be the same; if prims aren't affected by this friction, why are avatars?
If you have any questions about the launchers, let me know.