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Description
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Physical objects in 1.22.2 easily and frequently pass through avatars. This is noticable with the standard Linden popgun, although the behaviour is much less frequent.
- Fire the library popgun on an avatar, frequent balls (Around 1 in 5) will pass directly through without colliding.
To fully demonstrate the problem:
1) Drag bullet object from popgun inventory onto floor.
2) Change the bullets prim type to a cube.
3) Set rotation to 0,0,0.
4) Change X length to 2.0 meters.
5) Pick up new larger bullet.
5) Delete bullet from popgun and replace with new lengthed bullet.
6) Increase SPEED variable in popguns script to 75.
- The vast majority of bullets (9/10) will now pass through the avatar with no physical collision or scripted collision event.
Expected behaviour:
Bullets as small as minimum size with two meters in length would reliably collide with avatars at velocities of 100+. Even much larger bullets no longer collide accurately with avatars.
Impacts with prims are still physically reliable but suffer from another issue.
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Physical objects in 1.22.2 easily and frequently pass through avatars. This is noticable with the standard Linden popgun, although the behaviour is much less frequent.
- Fire the library popgun on an avatar, frequent balls (Around 1 in 5) will pass directly through without colliding.
To fully demonstrate the problem:
1) Drag bullet object from popgun inventory onto floor.
2) Change the bullets prim type to a cube.
3) Set rotation to 0,0,0.
4) Change X length to 2.0 meters.
5) Pick up new larger bullet.
5) Delete bullet from popgun and replace with new lengthed bullet.
6) Increase SPEED variable in popguns script to 75.
- The vast majority of bullets (9/10) will now pass through the avatar with no physical collision or scripted collision event.
Expected behaviour:
Bullets as small as minimum size with two meters in length would reliably collide with avatars at velocities of 100+. Even much larger bullets no longer collide accurately with avatars.
Impacts with prims are still physically reliable but suffer from greatly increased ricochet, almost as if triggering of collision events is delayed. I would file an issue on this but it is hard to provide example behaviour. Land collisions appear to be behaving normally.
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