537 Early Adopter regions have been updated to Havok4 Beta Server v220.127.116.11517.
This version resolves a set of key issues, and includes a performance optimization that we hope will make a noticeable difference for regions that have many avatars present. See the “What Has Changed In This Version” section below for the specific list of changes deployed today.
This version is the version we started to deploy last week, with the addition of a fix for the problem of not being able to land on some prim surfaces.
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…).
(This build has a few known open issues, but we decided that the fixes were too important to hold the release. These issues will be worked on for the next release):
* Personal Hugger (90 sec), LostDog Hugz Sphere and probably other hugger attachments do not align correctly. This will be fixed for the next update, but is not fixed in this release. The symptom you will see is that hugging avatars may not stop at the right distance and be noticeably too close together. NOTE: Non-hug/contact animations such as dance balls and poseballs are unaffected by this problem.
* Sit targets still need work so that sit positions are more similar to Havok1-based simulators* Descending elevators still suffer jerky motion.
DEV-10732 Avatars no longer slide when landing on prims
DEV-10858 Can now land on 150m x 150m x 3 megaprim from flying
SVC-1541: Rez-at-root now working properly, so that old linkset order rules are recognized. This particular bug prevented vendors on one region from delivering specific products.
SVC-1089: Avatar inertia no longer ends abruptly while jumping (continued tuning of this bug)
SVC-”many” :): llTargetOmega now starts, stops and changes speed while a root or child prim of an attachment. After lots of work on this, we believe that TargetOmega finally really really works, actually more completely than it ever did on Second Life. (Now that I’ve said this, I’m sure you’ll find yet another break case, but please be kind… I think Kelly may throw something out the window if this fix isn’t “really completely done”! Just kidding about that, but we do think this resolution is at the finish line as best we can tell.)
SVC-1468: Megaprims set to physical are no longer phantom for the last 1-2m at the edges
DEV-10469: Max speed for llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <vector>); has been increased from 40 to 256. Now you can get a vehicle to go faster without adding impulses and other tricks. NOTE: We know that this will “break” some older vehicles in that they will go faster on Havok4-based simulators. The clear choice of the beta test group was to enable faster speeds to support better future products in this case.
DEV-10862/SVC-1647: Physical objects no longer ignore collisions with avatars
DEV-10573: Improved performance and FPS of Havok4-based simulators in some high load cases
P.S. Please keep posts on topic for the Havok4 Early Adopter Program.