
| Key: |
SVC-737
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| Type: |
Meta Issue
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| Status: |
Closed
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| Resolution: |
Fixed
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| Priority: |
Critical
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| Assignee: |
Unassigned
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| Reporter: |
Ryozu Kojima
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| Votes: |
6
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| Watchers: |
4
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If you were logged in you would be able to see more operations.
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File Attachments:
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1.
Launcher.lsl (0.5 kB)
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Issue Links:
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Relates
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This issue Relates to:
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SVC-763 All scripted physics calls fail a "physics deactivated" avatar
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SVC-349 Avatar Rotation on X and Y axii non-zero after teleport
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SVC-753
Havok 4, Het Grid - Attachments, animations/AOs screw up on sim handover between different server versions
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SVC-264
Avatars on phantom object non-phantom
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SVC-1048
(Havok4) Avatar in "Landing" mode unaffected by physics calls.
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SVC-1050
(Havok4) Avatar "Landing" mode triggered innapropriatly
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SVC-827
Testing physics with avatars sometimes causes center of av to be lower than it should be
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VWR-1592
"False floor" below actual after teleporting
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SVC-739
Havok IV - Avatars near height ceiling may fall through the top of a prim
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SVC-749
Havok4 - Avatar sinks into prims/ground and bends at the knees
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SVC-752
(Havok4) Attachment position/rotations not stored
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SVC-735
Beta: Havok4 Update: Avatar vertical descent dampened
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This issue is related to by:
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SVC-1260 Avatar trips and falls when crossing a fairly low (0.2M) curb, if wearing an active AO
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VWR-1592
"False floor" below actual after teleporting
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SVC-1512
Havok4 Beta: Fall speed after jumping off platform different than walking off edge
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| Linden Lab Issue ID: |
DEV-1777
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This is a catchall to link to, discuss and summarize behavior of avatars in Havok4.
Scripts behave MUCH Differently when attached to an avatar in Havok4 than they did in Havok1.
Some of this unexpected behavior seems to lie in the avatar itself, not in the scripting calls.
Avatar at rest, stays at rest:
Example.
1) Create a box prim sized <1.5, 1.5, 0.5>
2) Add the attached script (Launcher.lsl) to the prim.
3) Stand on the prim, jump up, then land. Without moving, rotating, or such, click the prim, It should turn green.
Expected: Avatar should move up as prim moves to target.
Observed: Neither avatar nor cube move.
Note: This behavior is very inconsistent. It seems to be caused by the avatar seeming to "lock into place"
This may also be related llStopMoveToTarget seeming to fail
While the prim is still green, tap a movement key to nudge yourself, and the prim will launch your avatar into the air.
Rotation:
Avatars are being rotated around the X and Y axes. Normally, rotation of an avatar is restricted to the Z axis. This behavior was present in Havok1 on the main grid. However, it appears to have become substantially worse. This causes unwanted results when using local coordinates for some LSL calls that apply force. It also causes an avatar to be rendered as leaning over when viewed from a distance, as well as having their feet sunk into the floor. Typically, sitting on an object and standing up will correct this.
On the main grid, these avatar rotations being off only seemed to occur after a teleport. In Havok4, it appears it's also happening during physics interactions.
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Description
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This is a catchall to link to, discuss and summarize behavior of avatars in Havok4.
Scripts behave MUCH Differently when attached to an avatar in Havok4 than they did in Havok1.
Some of this unexpected behavior seems to lie in the avatar itself, not in the scripting calls.
Avatar at rest, stays at rest:
Example.
1) Create a box prim sized <1.5, 1.5, 0.5>
2) Add the attached script (Launcher.lsl) to the prim.
3) Stand on the prim, jump up, then land. Without moving, rotating, or such, click the prim, It should turn green.
Expected: Avatar should move up as prim moves to target.
Observed: Neither avatar nor cube move.
Note: This behavior is very inconsistent. It seems to be caused by the avatar seeming to "lock into place"
This may also be related llStopMoveToTarget seeming to fail
While the prim is still green, tap a movement key to nudge yourself, and the prim will launch your avatar into the air.
Rotation:
Avatars are being rotated around the X and Y axes. Normally, rotation of an avatar is restricted to the Z axis. This behavior was present in Havok1 on the main grid. However, it appears to have become substantially worse. This causes unwanted results when using local coordinates for some LSL calls that apply force. It also causes an avatar to be rendered as leaning over when viewed from a distance, as well as having their feet sunk into the floor. Typically, sitting on an object and standing up will correct this.
On the main grid, these avatar rotations being off only seemed to occur after a teleport. In Havok4, it appears it's also happening during physics interactions. |
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