I have also had reports from Baller Nation and more worryingly for me, Great Canadian.
Luckily for me I build modular. So my advice so far has been enter build mode, select the piece you cant walk through and either
1. In the build menu go into "features" and set the physics shape to "none".
2. Unlink it and set it to phantom.
Perhaps that might be useful for other people encountering issues.
Opensim 0.9 dev version is breaking things
- Ozwell Wayfarer
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Re: Opensim 0.9 dev version is breaking things
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- beverly Zauberflote
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- beverly Zauberflote
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Re: Opensim 0.9 dev version is breaking things
GCG? oh....cripes.....that isn't going to work on most of my buildings as they are scripted with color change menus and unlinking them will wreak havoc. The doors aren't the only issues either, the floors are phantom...walls not...so not sure why that is?
as a workaround I made the building phantom and put in invisible prims for the floors and walls, leaving the doors open....blegh..not ideal but they can use them now.....
as a workaround I made the building phantom and put in invisible prims for the floors and walls, leaving the doors open....blegh..not ideal but they can use them now.....
- Ozwell Wayfarer
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Re: Opensim 0.9 dev version is breaking things
oh dear :/ sorry to hear that Beverly. For me it was only doors that have been reported (so far).
Maybe it is worth putting a disclaimer in your builds? I have been thinking of doing just that myself.
Maybe it is worth putting a disclaimer in your builds? I have been thinking of doing just that myself.
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Re: Opensim 0.9 dev version is breaking things
Yep, I have started that process now.....blegh......
update...i spent some time in BallerNation tonight (and yes they are running 0.9). i did several tests using a collision model with one of my buildings, and was unable to get that to work. Doors were still blocked.
I created a simple mesh cube and cut a hole in it and was able to walk through that with standard "lowest" physics. So there must be a way to assemble the components such that the voids will be seen as voids. how that is done i have no idea at this point.
update...i spent some time in BallerNation tonight (and yes they are running 0.9). i did several tests using a collision model with one of my buildings, and was unable to get that to work. Doors were still blocked.
I created a simple mesh cube and cut a hole in it and was able to walk through that with standard "lowest" physics. So there must be a way to assemble the components such that the voids will be seen as voids. how that is done i have no idea at this point.
- Moonrise Azalee
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Re: Opensim 0.9 dev version is breaking things
GCG is running 0.9 now too? I don't think so - I'd have to log in to check.
Maybe it's something else causing the issues from GCG - there have been some issues as a result of the DDOS - hopefully any problems are just temporary.
***update - GCG is still on 0.8.2 from what I know*** -
Maybe it's something else causing the issues from GCG - there have been some issues as a result of the DDOS - hopefully any problems are just temporary.
***update - GCG is still on 0.8.2 from what I know*** -
- Ilan Tochner
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Re: Opensim 0.9 dev version is breaking things
Please check if they are using BulletSim physics instead of ODE. That's another commonly used OpenSim option that isn't quite cooked yet. We provide that option in the Advanced tab of your world's Manage World dialog but we still recommend people use ODE (which is the default for new Kitely worlds).