Under havok 4, the height the avatar can jump to is massively decreased. For reference, by jump, I mean tapping the e or PGUP key without holding it down.
This is a problem, as it breaks a lot of content. The Jump animation in my AO, fdor instance, is designed arounmd the avatar jump height, so that I spin gracefully in the air and land on my feet. Under H4, I hit the ground mid-spn.
This also causes problems for any area which uses jumping. Obstacle courses, and such. Which are based around the avatar's capabilities and adjusted to match.
Please fix this soon.
Edit: statistics.
I used the script detailed below to obtain these results.
Havok 4:
[8:16] Object: Jump height was: 2.803389
[8:16] Object: Jump height was: 2.813299
[8:17] Object: Jump height was: 2.804680
approximately 2.8 metres.
havok 1:
[8:20] Object: Jump height was: 3.964437
[8:20] Object: Jump height was: 3.969215
[8:20] Object: Jump height was: 3.969231
approximately 3.96
A loss of over 1 metre in jump height.
//-------------------------------------------------------------------
vector x;
float starting_height;
float highest_height;
float current_height;
integer started;
default
{
state_entry()
{
llRequestPermissions(llGetOwner(), PERMISSION_TAKE_CONTROLS);
llTakeControls(CONTROL_UP, 1, 1);
}
control(key id, integer level, integer edge)
{
if (started == 0)
{
x = llGetPos();
starting_height = x.z;
llSetTimerEvent(0.05);
llResetTime();
highest_height = 0.0;
started = 1;
}
}
timer()
{
x = llGetPos();
current_height = x.z;
if (current_height > highest_height)
{
highest_height = current_height;
}
if (llGetTime() > 5.0)
{
llSetTimerEvent(0.0);
started = 0;
llSay(0, "Jump height was: "+(string)(highest_height - starting_height));
}
}
}