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ID | Project | Category | View Status | Date Submitted | Last Update | |||||
0001131 | opensim | [REGION] OpenSim Core | public | 2008-05-03 22:05 | 2011-07-30 00:03 | |||||
Reporter | chi11ken | |||||||||
Assigned To | Teravus | |||||||||
Priority | normal | Severity | minor | Reproducibility | always | |||||
Status | assigned | Resolution | open | |||||||
Platform | Operating System | Operating System Version | ||||||||
Product Version | ||||||||||
Target Version | Fixed in Version | |||||||||
Summary | 0001131: Physical prims pushed off edge of region roll to infinity | |||||||||
Description | If you have a region and a border with no adjacent region, and create a physical sphere and push it over that border, it continues to roll into the distance. I would expect it to stop at the border, as the avatar does. | |||||||||
Tags | No tags attached. | |||||||||
Git Revision or version number | ||||||||||
Run Mode | Grid (Multiple Regions per Sim) | |||||||||
Physics Engine | ODE | |||||||||
Script Engine | ||||||||||
Environment | Mono / Linux32 | |||||||||
Mono Version | ||||||||||
Viewer | ||||||||||
Attached Files | ||||||||||
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(0001856) Teravus (administrator) 2008-05-04 10:42 |
This is client interpolation, I think. It doesn't actually continue to go past the broder. |
(0011932) chi11ken (manager) 2009-06-03 18:18 |
I guess the question is, should the first region check whether (a) the neighboring region exists and (b) supports physical prims, and if not, set the object's velocity to 0 before it crosses the border? Or is that the responsibility of the destination region (if it exists)? |
(0019198) makopoppo (manager) 2011-07-30 00:03 |
Reminder sent to: Snoopy From 0005579 ----- Summary 0005579: Sim Border Crossing of Objects Description Rez a sphere next to a sim border and make it a physical object. Then kick that object over the sim border. The object continues to move in one direction with coordinates out of the boundaries of that region. The object never seems to cross the sim border and never stops to move. After a while such objects can cause massive physics engine lag. When an avatar kicks such a sphere while crossing the sim border together with that object at the same time, the avatar can start to drop below the ground. When an avatar sits on a vehicle and crosses a sim border, the avatar gets unsit. Sometimes the vehicle starts to sink in the ground. The avatar is still animated as sitting on the vehicle and the vehicle controls still partly work. For example the direction of the wheels changes when the left and right arrow keys are pressed. How can all this get fixed? - That objects properly cross sim borders or that they get stopped when there is no neighboring region to enter. - That avatars do not get unsit when crossing a sim borders on a vehicle. A temporary solution to fix physics engine lag caused be out of boundaries objects could be, to delete such objects automatically. But that would not be the general solution that is required. Additional Information |
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Date Modified | Username | Field | Change |
2008-05-03 22:05 | chi11ken | New Issue | |
2008-05-03 22:05 | chi11ken | SVN Revision | => 0 |
2008-05-03 22:05 | chi11ken | Run Mode | => Grid (Multiple Regions per Sim) |
2008-05-03 22:05 | chi11ken | Physics Engine | => ODE |
2008-05-03 22:05 | chi11ken | Environment | => Mono / Linux32 |
2008-05-04 10:42 | Teravus | Note Added: 0001856 | |
2008-05-26 14:06 | cfk | Status | new => assigned |
2008-05-26 14:06 | cfk | Assigned To | => Teravus |
2008-05-26 14:06 | Teravus | Assigned To | Teravus => tedd |
2008-05-26 14:07 | Teravus | Assigned To | tedd => Teravus |
2008-10-18 17:23 | chi11ken | Relationship added | has duplicate 0002411 |
2009-06-03 18:13 | chi11ken | Relationship added | related to 0001130 |
2009-06-03 18:18 | chi11ken | Note Added: 0011932 | |
2011-07-30 00:03 | makopoppo | Note Added: 0019198 |
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