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This issue is related to by:
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SVC-722
Havok 4 general vehicle problems (list)
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| Linden Lab Issue ID: |
DEV-4476
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Havok 4: llGroundRepel using top of bounding box, not the middle of the bounding box like Havok 1, also attracts downward
Steps to repro:
1. take this script:
default
{
touch_start(integer total_number)
{
llSetBuoyancy(1.0);
llSetStatus(STATUS_PHYSICS, TRUE);
llSetStatus(STATUS_PHANTOM, TRUE);
llGroundRepel(0.1, TRUE, 4.0);
}
}
place it in a cube, and duplicate above and below water at various heights, then touch.
result:
Havok 4:
Cubes below the water rise until the TOP of the bounding box is at llGroundRepel height.
Cubes above the water DROP until the TOP of the bounding box is at llGroundRepel height even though llBouyancy is 1.0
(commenting out the llGroundRepel allows the cube to remain floating)
Havok 1:
Cubes below the water rise until the MIDDLE of the bounding box is at llGroundRepel height.
Cubes above the water don't do anything at all, since llGroundRepel SHOULD NOT ATTRACT if llBouyancy is 1.0
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Description
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Havok 4: llGroundRepel using top of bounding box, not the middle of the bounding box like Havok 1, also attracts downward
Steps to repro:
1. take this script:
default
{
touch_start(integer total_number)
{
llSetBuoyancy(1.0);
llSetStatus(STATUS_PHYSICS, TRUE);
llSetStatus(STATUS_PHANTOM, TRUE);
llGroundRepel(0.1, TRUE, 4.0);
}
}
place it in a cube, and duplicate above and below water at various heights, then touch.
result:
Havok 4:
Cubes below the water rise until the TOP of the bounding box is at llGroundRepel height.
Cubes above the water DROP until the TOP of the bounding box is at llGroundRepel height even though llBouyancy is 1.0
(commenting out the llGroundRepel allows the cube to remain floating)
Havok 1:
Cubes below the water rise until the MIDDLE of the bounding box is at llGroundRepel height.
Cubes above the water don't do anything at all, since llGroundRepel SHOULD NOT ATTRACT if llBouyancy is 1.0
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Show » |
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I had added a damping effect for neutrally buoyant objects that were moving UP so they wouldn't wander off to the ceiling of the world. Turns out the damping was too strong. I made it very weak, and actually apply it in a slightly different way. The problem was only noticable when using very weak hover effects.
The "top of the box" verses the "bottom of the box" aspect of the bug was a mis-diagnosis based on the particular object being used to reproduce the problem.