The Beta Preview and 490 Early Adopter regions have been updated to Havok4 Beta Server v 220.127.116.11818, including a variety of important issue resolutions.
Since the start of the beta process, I have been carefully setting expectations with regards to vehicles, since we knew that they “really didn’t work right” with early builds. With this version we have crossed that major hurdle, and as far as we can tell, vehicles now have functionally correct behavior.
In other words, with this release, all vehicles that we know of (which clearly isn’t all of them on Second Life – but is a reasonably large subset) will rez, you can pilot them (float, drive, fly) and their actions should operate as expected, both for regular and mouselook steering (for vehicles that support mouselook steering). However, it is still likely that you will see some “speeds and feeds” differences on Havok4 – for instance somewhat different running speeds or turning speeds.
What Has Changed In This Version?
Changes in this build include (SVC items were submitted on the public jira issue tracker / DEV items are internally discovered issues / there are a few in this list that were fixed without jira tracking #’s…):
DEV-10430 (from blog post by Shadowquine): Attempting to rez no-copy, locked objects no longer results in inventory lossDEV-10100: Flight assist with Flight Feather and OmniPhaze no longer gains or looses altitude when moving
SVC-1253: Avatar sitting on prim no longer evades damage
SVC-1363: Vehicle maximum prim count no longer included seated avatars
DEV-9375: llSetStatus(STATUS_ROTATE_Y, FALSE) now works, although we have now opened another internal bug report DEV-10451, since after executing this function in some cases the prim will slide
DEV-10090: Car no longer flips onto nose when avatar sits on it
SVC-1333: Rezzing cube to a flat surface (floor, wall) no longer leaves 0.05 m gap
DEV-10003: Standing avatar is now pushed by an attachment such as Rocket Pack
DEV-9919: Shape approximation for narrow prims with cut paths improved
SVC-1178: Copy Selection no longer leaves a 0.005m gap between prims
DEV-9836: Avatar free fall velocities corrected
SVC-1239: llSetLinkPrimitiveParams can now manipulate seated avatar’s position
DEV-10351: Reduced tendency of avatar to snag or be thrown into the air when standing up from vehicle or seat
SVC-1089 (Partial): Avatar inertia no longer ends abruptly when jumping. Note that this iteration reduces the amount of inertia reduction (internally set to none) but horizontal avatar speed will still slow somewhat in air when jumping.
SVC-1449: First object in a coalesced group of objects no longer ends up named after the last selected item
Resolved many vehicle behavior issues, including roll behavior, mouselook steering, take-off misbehavior for some aircraft, turn and bank behavior and steering for some ground vehicles. A small cluster of bugs turned out to be the cause of all of these misbehaviors, and others.
At this point, it appears that the general operation of all vehicles we know of is now correct. There may be some speed differences with regard to Havok1, and some of that may end up being unavoidable due to differences in the Havok1 and Havok4 physics models.
Havok4 Program Manager