Mantis 8010 (“BulletSim does not always call collision events on collisions”) was caused by BulletSim not doing collision detection on all of the physics engine sub-steps. This meant that fast moving objects (like bullets) could bounce off of a target without reporting any collisions. For those into details, any OpenSimulator physics engine is called every tenth of a second to simulate the next tenth of a second of time. BulletSim internally steps 10 times within that tenth of a second to do a higher resolution physics simulation – a tenth of a second is a long simulation step but that’s the way OpenSimulator does it.
Mantis 8011 (“BulletSim fails to send land_collision messages on some terrain”) was caused by BulletSim computing terrain height differently than the mesh in the physics engine. So, an object on steep terrain could compute as underground to some code while appearing above ground in other code. BulletSim prevents physical objects from going underground by pushing them up when the do. This check would sometimes cause a falling object to float over terrain rather than colliding with the terrain.
The problem in Mantis 7132 (“Collisions stop for no apparent reason on BulletSim”) hasn’t been explicitly fixed. Still looking for that problem.
I found an additional problem that collision_end events don’t happen if the colliding object does an llDie() on its collision. For instance, a target object wouldn’t get a collision_end event for a bullet object that hits the target and does an llDie() on its collision. It looks like the ODE and ubODE physics engines don’t exhibit this problem because of the order that collisions are reported to the simulator. The fix is some code re-organization in SceneObjectPart.cs.
Still in the pipeline is the proper implementation of PhysicsShapeType and then physics engine implementation of raycast.