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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to bugs</title><link>https://sourceforge.net/p/ezphysics/bugs/</link><description>Recent changes to bugs</description><atom:link href="https://sourceforge.net/p/ezphysics/bugs/feed.rss" rel="self"/><language>en</language><lastBuildDate>Sat, 09 Jul 2011 18:24:48 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/ezphysics/bugs/feed.rss" rel="self" type="application/rss+xml"/><item><title>AMotor Euler Mode Joint axis 1</title><link>https://sourceforge.net/p/ezphysics/bugs/18/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;According to ODE's documentation : &lt;a href="http://opende.sourceforge.net/wiki/index.php/Manual_\"&gt;http://opende.sourceforge.net/wiki/index.php/Manual_\&lt;/a&gt;(All)#Angular_Motor&lt;/p&gt;
&lt;p&gt;"There is an important restriction when using euler angles: the theta 1 angle must not be allowed to get outside the range - pi /2 ... pi /2. If this happens then the AMotor joint will become unstable (there is a singularity at +/- pi /2). Thus you must set the appropriate stops on axis number 1."&lt;/p&gt;
&lt;p&gt;This limitation is not enforced by EZPhysics Editor or Lib.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Actuated Character</dc:creator><pubDate>Sat, 09 Jul 2011 18:24:48 -0000</pubDate><guid>https://sourceforge.net18eaaed21251e8f0f8e64a7526804cf11ed9f97c</guid></item><item><title>Network Angular Velocity</title><link>https://sourceforge.net/p/ezphysics/bugs/17/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Angular Velocity is a 3 float vector.&lt;/p&gt;
&lt;p&gt;In the network it holds 4 floats.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Actuated Character</dc:creator><pubDate>Sat, 09 Jul 2011 17:45:30 -0000</pubDate><guid>https://sourceforge.net0ad3a41b7fc0ef813eb25c8084a15ac5301720cf</guid></item><item><title>Network Torque</title><link>https://sourceforge.net/p/ezphysics/bugs/16/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Torque is a 3 float vector.&lt;/p&gt;
&lt;p&gt;In the network it holds 4 floats.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Actuated Character</dc:creator><pubDate>Sat, 09 Jul 2011 17:41:14 -0000</pubDate><guid>https://sourceforge.net47b3931adade36b9f96890f882866b0638cebd53</guid></item><item><title>Warning about Hinge2 2 bodys restriction</title><link>https://sourceforge.net/p/ezphysics/bugs/15/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;ODE requires that any Hinge2 has 2 bodies (instead of allowing for 1 environment).&lt;/p&gt;
&lt;p&gt;This is not upheld by our code. A warning should be enforced.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Actuated Character</dc:creator><pubDate>Wed, 29 Jun 2011 16:43:39 -0000</pubDate><guid>https://sourceforge.net0b95e23f4b29f9d720f05330d10556927d4952dc</guid></item><item><title>Mesh collision with grounded objects</title><link>https://sourceforge.net/p/ezphysics/bugs/14/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;When colliding proxies and mesh with a rounded object that has mesh collision activated it does not collide&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Actuated Character</dc:creator><pubDate>Wed, 29 Jun 2011 16:39:48 -0000</pubDate><guid>https://sourceforge.net54d5574f9e996a3b9012102606cc9af77c6dd629</guid></item><item><title>Normalization Assert</title><link>https://sourceforge.net/p/ezphysics/bugs/13/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;If running simulation in Normal WorldStep, the application may assert an null vector normalization within the calculation.&lt;br /&gt;
This happens due to large invalid values in the simulation. ODE has exploded.&lt;/p&gt;
&lt;p&gt;The problem is that the assert is sent to the user and not handled by the exceptions mechanism.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Actuated Character</dc:creator><pubDate>Thu, 13 Jan 2011 11:27:50 -0000</pubDate><guid>https://sourceforge.net4d5515a80b3866bf9ea7582b0b42cc92e7469876</guid></item><item><title>ODE simulation speed</title><link>https://sourceforge.net/p/ezphysics/bugs/12/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;The simulation speed diminishes every time you run one i.e. Pressing start and then stop.&lt;/p&gt;
&lt;p&gt;This is a very noticable decrease in speed.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Actuated Character</dc:creator><pubDate>Thu, 13 Jan 2011 11:24:32 -0000</pubDate><guid>https://sourceforge.net0d577d790f4c3c0bd68087c2aa151fbbd80016bd</guid></item><item><title>Major Memory Leak</title><link>https://sourceforge.net/p/ezphysics/bugs/11/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Every time the ODE simulation runs there is a large allocation of memory, it is then not completly realeased.&lt;/p&gt;
&lt;p&gt;Running the simulation for long period continually increses the memory used.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Actuated Character</dc:creator><pubDate>Thu, 13 Jan 2011 11:22:36 -0000</pubDate><guid>https://sourceforge.net0f7a24af2871113a12989bd6bc260d8083ba3f1e</guid></item><item><title>Grounded status not saved</title><link>https://sourceforge.net/p/ezphysics/bugs/10/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;In some cases the Grounded status is not saved (or loaded) in the sim file, even if it works in the application.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Actuated Character</dc:creator><pubDate>Thu, 13 Jan 2011 11:15:49 -0000</pubDate><guid>https://sourceforge.net7290aaa444866a46ab4663d2c4b80d539b4c86d0</guid></item><item><title>New Helper invalid old save files</title><link>https://sourceforge.net/p/ezphysics/bugs/9/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;The inclusion of the new helper mesh for the representation of the center of mass, has created a problem when loading all previously saved sim files without the Editor.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Actuated Character</dc:creator><pubDate>Wed, 15 Dec 2010 11:23:05 -0000</pubDate><guid>https://sourceforge.net653b8a641c7998047a87bd4e5a671464a49f68ea</guid></item></channel></rss>