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well crap, didn't mean to link this as duplicates jira report. Should be related instead. If a linden can fix this, that'd be great.
Many things have been fixed since this bug was first entered. In particular, I believe the report about -1066 objects in the region has been fixed, the explicit linear damping on objects has been removed, and I just checked in some fixes for vehicles that are not yet deployed to the preview. I'll try to get around to testing a Dominus Shadow to see if I can notice if any of the other things are still wrong. However, if anyone tries the Dominus before me I'd appreciate any update info they might be able to add in these comments. Thanks.
I have just tested with the latest version of havok. The Object count doesn't seem to be negative anymore.
All of the hovering problems that have been reported are still there. New Problems:
I just fixed a problem where the center of mass was incorrectly placed at the center of the root prim. This was a bug that was introduced a couple of weeks ago when a LL developer made an optimization pass and started bypassing some recomputes of the object mass that sometimes bypassed legitimate instances. I suspect this fixes a lot of the problems people have been seeing with vehicles.
Not only is this fixed in the internal codebase, but I deployed it to a limited set of regions in the Havok4 preview for the pre-halloween weekend: "Bug Island" and "Da Boom". I'd appreciate it if someone could make some preliminary testing to see if any of these problems are fixed, thanks. I suspect some of the bugs mentioned here are related to
Also, there was a bug fixed in the vehicle code where the VEHICLE_ANGULAR_FRICTION feature was not being properly handled which would break some vehilces, perhaps even making them difficult to control if they were relying on heavy friction to compensate for similarly heavy-handed steering settings, such as the "Zanshin Hovercar". I dont know if anyone has reported this or even noticed this, but mass is completely messed up in havok4. llGetMass() will report on a 1m³ cube as it should 10.000006 in mass. But when you sit on the objects it will end up reporting only the avatars mass. I dont know how the inner workings of dampening/hover/bouyancy work but this major miss reporting of a objects mass can not be a good thing. I got demonstration touch script prims with open source code @ the periwinkle sim that report its center of mass, mass, your mass and a few other nice debugging info pieces of data and there is clearly a major issue with the calculation of mass of objects after they are sat upon, even the Center of Gravity is a issue between the normal havok and H4.. Ive been searching thru Jira if this has been posted and so far I havent come acrost it so Im probally going to open a ticket for this.
The incorrect mass (and inertia) bug is known is is already fixed in the most current snapshot of the codebase. The fix will be deployed sometime this week.
I'm going to resolve this bug. I was riding a Dominus earlier in the week and it is much improved:
Mouselook works. Banking works. Doors open fine. Dunno about the twitching when hovering down against the terrain, but I suspect that is fixed since I fixed another vehicle that was pushing down against the terrain. Hover and buoyancy was working for me in general, but I don't know how to turn off the "bobbing" behavior. Don't open this bug if any of these problems are not fixed. Instead , open a new bug for each broken behavior with instructions on how to reproduce the problem. I've already got a copy of the Dominus so no need to give me a copy. |
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SVC-722, when it's not - it should be a "relates to" as this includes several independent issues.