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Issue Details (XML | Word | Printable)

Key: SVC-741
Type: Bug Bug
Status: Resolved Resolved
Resolution: Fixed
Priority: Critical Critical
Assignee: Andrew Linden
Reporter: destiny niles
Votes: 1
Watchers: 1
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2. Second Life Service - SVC

Zephyr Chimes v1.1 crashes region. (Havok4)

Created: 29/Sep/07 09:34 PM   Updated: 06/Feb/08 01:30 PM
Component/s: Physics
Affects Version/s: Havok4 Beta
Fix Version/s: Havok4 Beta

Time Tracking:
Not Specified

Linden Lab Issue ID: DEV-93


 Description  « Hide
Rezz chime cap - touch and select regenerate - crash

Copy of chime can be purchased at Lusk 142/163/27

Rezzed chimes works property after sim return from crash. Regenerate function crashes sim again.



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Dante Tucker added a comment - 30/Sep/07 12:53 AM
I downgraded it to Critical as that covers common reproducible crashes.

Also, chime cap? Some people might not know what that particular object is.


WarKirby Magojiro added a comment - 30/Sep/07 06:17 AM
This description is utterly useless. please provide info on what zephyr chimes is, and where a test object can be gotten for wokring with.

destiny niles added a comment - 30/Sep/07 08:36 AM
Please because you do not have an item in your inventory close this issue. The item is common, you just don't have it. The item listed is the name of the object.

Rezzed object in Freelon Kavok1 - works correctly.
Rezzed object in Sandbox Goguen and regenerate - crashes sim.


Lex Neva added a comment - 30/Sep/07 10:01 AM
The zephyr chimes use joints. So I think this issue could be generalized as follows: rezzing legacy joints created back before joints were removed from SL causes a region to crash. Not a surprise to me.

beatfox xevious added a comment - 30/Sep/07 03:54 PM
Lex, all joint functionality was removed from SL in October of last year, which caused the original Zephyr Chimes v1.0 to no longer swing properly (though they did not crash sims). Zephyr Chimes v1.1 - the version Destiny references - is the revised, jointless version I released this past February, and it only uses officially supported physics functionality.

Destiny, thanks for finding and reporting this. I really should make a habit of checking my products whenever a new beta comes out!


Lex Neva added a comment - 01/Oct/07 09:58 AM
Oop, my bad! In that case, Beatfox or Destiny, we really do need more information about this in order to replicate it. It might help if you set up a vendor that gives out free copies in the beta grid, Beatfox.

destiny niles added a comment - 01/Oct/07 10:46 AM
You must have missed my edit that give the location to buy one. The real Lusk has it on sale and luckly the beta Lusk is here. (It's only $700 non real lindens).

Copy of chime can be purchased at Lusk 142/163/27


Andrew Linden added a comment - 08/Oct/07 04:40 PM
A reliable way to reproduce this crash is to rez several copies of the wind-chime (four will probably work) and then regenerat them all at once.

This is a crash deep in Havok4, but appears to be related to the runtime collision control system (RCCS) which is custom code that some Havok engineers wrote for us. When I disable the RCCS I cannot reproduce the bug, however the lag can get very bad. I've opened an internal support ticket with Havok about it.

SVC-773 is a duplicate of this bug.


Andrew Linden added a comment - 29/Nov/07 04:19 PM
This is fixed. The Havok engineers found a place where we were switching shapes for some objects where there were still "collision agents" allocated for the old shape. This would crash the physics engine on a bad cast later.

All known crash modes have been fixed – we don't know of any crash modes in the simulator.


WarKirby Magojiro added a comment - 22/Dec/07 01:27 PM
This issue has been bulk changed to fix pending.

Andrew Linden added a comment - 06/Feb/08 01:30 PM
This is fixed and deployed (for weeks now). The chimes do not crash the simulator.