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Physical shape type seems corrupted in objects containing several of them #117
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I found back a version of one of the objects showing the problem: hop://grid.enchantedgrid.com:8002/Lysaer/192/64/4902 |
I too tripped across an oddity WRT the usage of shape type. Not had time to dig into it, but there's definitely a bug in there. |
Some more details: |
I ended up remarking that the problem happens when there is a region restart. There has been so many lately (in Enchanted) that the problem seemed to appear at random. But I tried to restart my region Lysaer 4 times, and each time physical shape was lost. Even if the "physics shape type" was displaying the correct value. In more the problem happens in a 59 prims object (most meshes) but not in a 30 prims object (also most meshes). Step to reproduce Added: I am not sure, but we may need to test with an OARed object. I removed my (primmy) test objects at hop://grid.enchantedgrid.com:8002/Lysaer/166/48/4924 |
Probably the states are not written in the object description (as saved in the asset server). This makes that when we set the values, they appear correct in the rezzed object, and they remain so as long as it is rezzed. But re-rezzing or region restart read the wrong values from the asset server. |
Physical shape type = none allows to add features such as a curtain at the door of an otherwise solid house. We can pass through the curtain, but not through the walls. At the opposite, a simple prim with a physical shape can make the physics of a vehicle as simple as possible, while all the complex details are physical shape type = none.
Since some weeks, I noted that physical shape types are interverted between prims in the same object. Just as it happened with the ancient bug of trying to makes inbdividual prims phatom (I say well phatom, not physic shape type). We can correct, and the prim looks good, but the other prims become wrong. Or they are wronged after a relog.
Maybe it is related, but it happened on two objects which were recovered from OARs (built in Amaryllis, recreated in Enchanted)
I wanted to bring a demo, but seems that heavily reworking these objects fixes the issue.
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