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The 1.22.2 rollout seems to have messed up some physics properties good. I can push an avatar, but my object that used to push fine before the update, now has to be multiplied with a factor, and the restult is really not usuable, becaue of the collision delay.
Is the collision delay the same sudden stop im noticing or somthing else? Ive noticed the massive drop in push in all my items since havok 4 but now even scaling up the push doesnt seem to help because the avatar just stops abruptly about 20m away.
Basically push only seems to be able to give a nudge now, which id imagine for most uses would make it completely useless. Since no lindens have reported back on any of the jiras that has to do with broken physics in 1.22.2, its hard to guess what is happening. It all started the same time, so either something messed up a lot of physics, or its one bug effecting several things.
It would be nice with some feedback on what is happening, so we'd know if the issue is beeing worked at, if they need any specific repros, or if it's just not importent to them? It suprises me there are not more responses to this issue, Id of thought every gun, weapon & gadget that has a push setting intended to move the avatar more than 20m would be broken by it.
Perhaps this is just my items being crippled by this particular problem? Some feedback soon from Linden to say what is going on would be much appreciated. I'm wondering if the behavior you're seeing is related to the changes in push that were enacted in 1.21 or 1.22 (can't remember which) to fix the behavior of Samurai Island swords that had been broken by Havok4. These were swords that were designed to cause a sharp push that would only send an avatar back one or two meters. I'm wondering if perhaps they made a change somehow that resulted in the avatar being "stopped" after a certain distance?
The other thing I'm wondering is whether a change was made that caused pushes to be a bit more powerful, possibly related to the change I just mentioned, in which case perhaps the result is that your cannon now pushes the avatar above the max avatar speed limit (I think 200m/s, but I can't remember off the top of my head). In this situation, that might result in that behavior. I wonder if it is related to the Samurai Island swords fix too. Whatever has caused it though seems to make llPushObject somewhat redundent when used on avatars for anything other than nudging them. All of my items that push the avatar are affected by these abrupt stops at 20m.
The change doesnt seem to be related to the power of push, Ive tried adjusting the canons power from very small progressively moving up. As soon as the avatar is pushed with a velocity that should move them more than 20m they just stop as if they are hitting an invisible wall. the same is true of my other items that are affected by this. Not sure how this could have gone unnoticed or not be fixed. I might just be me, but isn't this a huge content breaker?
Im not sure either Catten, judging from the number of customer enquiries im getting related to this issue...and assuming its not just my products that are effected, this is definitly a huge content breaker.
I hope there is some word on this soon. Im feeling kindof in limbo with this one right now. At least when Havok 4 broke half my content ( grrrr... )I could find ways to work around it and fix most of them. This problem leaves me totally stumped though! hope its fixed soon. Can you please provide us with reproducible steps?
Reproducable Steps.....
a) Rez a prim default } c) Touch Prim Avatar only travels a limited distance and stops abruptly (about 20m) d) Try adjusting power up and down on the push, you will find there seems to be a max distance they can travel of about 20m no matter what the power is. i am definitely seeing the same effect in smoky region. the script provided for reproducing the bug causes the avatar to get tossed around just slightly. even with havok4 in earlier releases, the script would have caused the avatar to be strongly pushed upwards.
i submitted a related bug back in april. after testing out my push gun, which had been working under havok4, i am finding now (in august) that my earlier bug is even worse now (see https://jira.secondlife.com/browse/SVC-2048 I've just run into the same problem with a simple avatar cannon that I made ages ago, and just got out again to try something with. It now only shoots me a very short distance, and then I seem to suddenly stop moving in that direction and shoot straight upwards a little.
I think that part is to do with unsitting, as I've just tried putting in a delay of 2 seconds between the unsit and the push, and I seem to go a bit further and without the sudden change to a vertical push, but I still can't get very far even with a huge impulse. I can confirm the issue. Pushed avatars seem to suddenly stop at a distance of 15m away from the object, and move up for a moment, as if being against an invisible wall with the momentum moving the avatar upward along it until it dies off.
The expected behavior is that the avatar continues to move according to its inertia and momentum without hitting that 'wall', and that pushes from farther away just lessen in power..but a sudden stop in physical movement makes no sense at all. Seems the issue is still here, wondering if the upcoming 1.25 will fix it. If not, I'd like to see it fixed, it breaks all kinds of nifty (non-griefing!) things you can do with push. Try going to Suffugium and running across the arrows on the rooftops... they'd normally send you to the next rooftop. Now, you stop partway into the air and fall.
Still reproduces on the main and beta grid (1.26.0.114826) using Abramelin Wolfe's sample above.
Further testing on the beta grid suggests that repeated pushes will eventually unstick the avatar for a short period (less than a second) giving normal and expected push results. This appears to be associated with a shift to the AGENT_IN_AIR condition.
I'm wondering if this might be related to the apparent vertical damping applied to "fix" SVC-1792. I'm open to ideas on how to test for that.
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SVC-2511, we've noticed some problems with objects not colliding with avatars as well after the 1.22.2 rollout. Not sure if the two are connected or not, sinceSVC-2511seems to involve other issues with collisions that may be unrelated to avatars, but it does make me wonder if the update introduced some bugs into the physics engine.