Difference between revisions of "Pathfinding/Alpha release notes"

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* Can't set an offset to the vertical height that the object hovers at, or make it lower so that it appears to hug the ground, or move through the ground. In other works pathing is only script modifiable in X and Y coordinates, not Z, but pathing functions in all three coordinates, albeit with Z hugging the terrain or objects it is passing over.
* Can't set an offset to the vertical height that the object hovers at, or make it lower so that it appears to hug the ground, or move through the ground. In other works pathing is only script modifiable in X and Y coordinates, not Z, but pathing functions in all three coordinates, albeit with Z hugging the terrain or objects it is passing over.
* When creating a fleeing script, has to be set to flee one AV at a time, ideally needs to be possible to flee everyone.
* When creating a fleeing script, has to be set to flee one AV at a time, ideally needs to be possible to flee everyone.
* Replacing an existing script doesn't stop behaviour, in the same way as particles and hover text, use llExecPathingCmd(PATH_CMD_STOP, [])
* Replacing an existing script doesn't stop behaviour, in the same way as particles and hover text, use [[llExecPathingCmd]](PATH_CMD_STOP, [])
* Occasionally a script fails with no explanation - no path related elements work but pathing silently fails. Putting the same script contents in another prim works perfectly.
* Occasionally a script fails with no explanation - no path related elements work but pathing silently fails. Putting the same script contents in another prim works perfectly.
* Getting occasional “database content cannot be loaded” error when reopening an existing script.
* Getting occasional “database content cannot be loaded” error when reopening an existing script.
* Can't move object 'wandering of cube of wandering +1' to { 73.4555, 143.077, 22.443 } in region PathDev2 because of an unknown reason. [4194304]
** Need a reproducible caseServer logs seem to indicate something about full parcels which lead to objects going deeply underground.
** Let me know if you figure out what triggers thisI saw some cases, in the server logs, and they seemed to indicate something about full parcels which lead to objects going deeply underground; so far, I don't know how to reproduce this error. --maestro
* If a targeted agent flies the agent becomes invisible to path script.
* If a targeted agent flies the agent becomes invisible to path script.
** This doesn't seem to be always valid: I can be flying near the ground and still be followed. If I fly out of the vertical bounds of the path volume it then loses me.  
** This doesn't seem to be always valid: I can be flying near the ground and still be followed. If I fly out of the vertical bounds of the path volume it then loses me.  


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* llCreateCharacter speed parameter not working
* [[llCreateCharacter]] speed parameter not working
*  Phantom Prims are seen as barriers
*  Phantom Prims are seen as barriers
*  Water is seen as a barrier/borked
*  Water is seen as a barrier/borked
*  Flight - volumetric movement is not currently planned
*  Flight - volumetric movement is not currently planned
*  Multi prim characters falling through other objects other than terrain</li><li>Characters will fall through terrain if Navmesh is below terrain
*  Multi prim characters falling through other objects other than terrain
* Characters will fall through terrain if Navmesh is below terrain
*  Agents used as target going "invisible" to characters when they fly or sit
*  Agents used as target going "invisible" to characters when they fly or sit
* Physics cannot be used in the same object as a character</li><li>Frame Animation cannot be used in the same object as a character?
* Physics cannot be used in the same object as a character
* Frame Animation cannot be used in the same object as a character?
*Character code must be in the root prim?
*Character code must be in the root prim?
*Prim limit for character object?
*Prim limit for character object?
*Z specified does matter, z must be a valid reachable target in vector
*Z specified does matter, z must be a valid reachable target in vector
*  Use llUpdateCharacter([CHARACTER_LENGTH, 2]), not sticks for height changes
*  Use [[llUpdateCharacter]]([CHARACTER_LENGTH, 2]), not sticks for height changes
*  llNavigateTo broken in Mono, but only PathDev8 because it's running earlier code
*  llNavigateTo broken in Mono, but only PathDev8 because it's running earlier code
*Aditi: Some of the roofs on the Huts in Piranha are phantom  
*Aditi: Some of the roofs on the Huts in Piranha are phantom  
* Aditi:  If AVs are wearing Animation Overides, they will often not sit correctly on the tree stumps, barrels and other seated areas  
* Aditi:  If AVs are wearing animation overides, they will often not sit correctly on the tree stumps, barrels and other seated areas  
* some attachments make the sim crash on entry or attach - being investigated as a high priority
* some attachments make the sim crash on entry or attach - being investigated as a high priority
* the minimum capsule size is 0.5m (Linden please confirm)
* the minimum capsule size is 0.5m (Linden please confirm)

Revision as of 14:14, 14 February 2012

Requirements

Project Viewer release?

Restrictions

The initial release of the pathfinding LSL is available only on the Aditi test grid on the following regions:

  • List of regions here.

Known issues

  • Saving scripts sometimes doesn't work - post save the character is frozen. Picking up the object with script running and rezzing makes the character activate.
  • Can't set an offset to the vertical height that the object hovers at, or make it lower so that it appears to hug the ground, or move through the ground. In other works pathing is only script modifiable in X and Y coordinates, not Z, but pathing functions in all three coordinates, albeit with Z hugging the terrain or objects it is passing over.
  • When creating a fleeing script, has to be set to flee one AV at a time, ideally needs to be possible to flee everyone.
  • Replacing an existing script doesn't stop behaviour, in the same way as particles and hover text, use llExecPathingCmd(PATH_CMD_STOP, [])
  • Occasionally a script fails with no explanation - no path related elements work but pathing silently fails. Putting the same script contents in another prim works perfectly.
  • Getting occasional “database content cannot be loaded” error when reopening an existing script.
    • Need a reproducible case. Server logs seem to indicate something about full parcels which lead to objects going deeply underground.
  • If a targeted agent flies the agent becomes invisible to path script.
    • This doesn't seem to be always valid: I can be flying near the ground and still be followed. If I fly out of the vertical bounds of the path volume it then loses me.

  • llCreateCharacter speed parameter not working
  • Phantom Prims are seen as barriers
  • Water is seen as a barrier/borked
  • Flight - volumetric movement is not currently planned
  • Multi prim characters falling through other objects other than terrain
  • Characters will fall through terrain if Navmesh is below terrain
  • Agents used as target going "invisible" to characters when they fly or sit
  • Physics cannot be used in the same object as a character
  • Frame Animation cannot be used in the same object as a character?
  • Character code must be in the root prim?
  • Prim limit for character object?
  • Z specified does matter, z must be a valid reachable target in vector
  • Use llUpdateCharacter([CHARACTER_LENGTH, 2]), not sticks for height changes
  • llNavigateTo broken in Mono, but only PathDev8 because it's running earlier code
  • Aditi: Some of the roofs on the Huts in Piranha are phantom
  • Aditi: If AVs are wearing animation overides, they will often not sit correctly on the tree stumps, barrels and other seated areas
  • some attachments make the sim crash on entry or attach - being investigated as a high priority
  • the minimum capsule size is 0.5m (Linden please confirm)
  • Some patches of terrain cause "am I off the navmesh" error when the navmesh wireframe looks fine. No idea what causes this. FIXED server update of 2/9
  • Regenerating navmesh causes character script errors. Formerly working characters (with updated character code) after navmesh rebake cause error: "Unable to create item 'object name' that has caused problems on this region." All rezzers with characters show this script error after rebake. Simply replacing character to be rezzed on the rez box doesn't fix this, you have to take the character into inventory and then re-add to the box (create a new UUID). Reproducible. Expected behavior for the moment according to Falcon. DRTSIM-100 12.02.09.249280.
  • Mesh client Second_Life_3-3-0-249279 crashes when downloading navmesh (often, not every time).
  • Underwater pathfinding almost works! I have a simple demo set up here: secondlife://Aditi/secondlife/PathDev1/65/224/24 flying fish on above platform behave as expected. characters created underwater think they are off the navmesh. previously created character DO use the underwater prim to return to the navmesh, however.