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authorSheikh Dawood <[email protected]>2018-04-09 10:13:48 -0500
committerSheikh Dawood <[email protected]>2018-04-09 10:13:48 -0500
commit238605d8225a9135d6b60646e05d066e25424eee (patch)
tree2b013bd4946bb3c699d7a06ef1f21be85d367f63 /PhysX_3.4/release_notes.html
parentAdd ParamTool.exe (diff)
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PhysX 3.4, APEX 1.4 patch release @23879214
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<!-- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
+ <h1 style="TEXT-ALIGN: center">Release Notes - NVIDIA<sup>&reg;</sup> PhysX<sup>&reg;</sup> SDK 3.4.1.23879214</h1>
+ <h2 style="TEXT-ALIGN: center">April 2018</h2>
+
+ <h3>General</h3>
+ <ul>
+ <li>Added:</li>
+ <ul>
+ <li>Added snippet for deformable meshes, added section in the guide for them.</li>
+ </ul>
+ </ul>
+
+ <h3>Rigid Bodies</h3>
+ <ul>
+ <li>Fixed:</li>
+ <ul>
+ <li>PxTriangleMesh::refitBVH() was crashing with PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE. This has been fixed.</li>
+ <li>SQ-only shapes contained in aggregates could result in crashes or memory corruption when removed from the aggregate. This has been fixed.</li>
+ <li>Assert no longer fired if a dynamic body contacting a static is converted to kinematic with kinematic-static pairs enabled.</li>
+ <li>Assert reporting broad phase as being "inconsistent" could fire when using speculative CCD when sleeping objects were activated.</li>
+ </ul>
+ </ul>
+
+ <h3>Cooking</h3>
+ <ul>
+ <li>Fixed:</li>
+ <ul>
+ <li>Convex hull cooking could have produced hulls with vertices too far from convex hull planes, this has been fixed.</li>
+ </ul>
+ <li>Changed:</li>
+ <ul>
+ <li>PxCooking::createTriangleMesh does now take additional output parameter PxTriangleMeshCookingResult::Enum.</li>
+ <li>PxCooking::createConvexMesh does now take additional output parameter PxConvexMeshCookingResult::Enum.</li>
+ </ul>
+ </ul>
+
+ <h3>Scene query</h3>
+ <ul>
+ <li>Changed:</li>
+ <ul>
+ <li>PxSceneFlag::eSUPPRESS_EAGER_SCENE_QUERY_REFIT has been marked as deprecated. Was replaced with PxSceneQueryUpdateMode enum, if this new enum is set the flag gets ignored.</li>
+ </ul>
+ <li>Added:</li>
+ <ul>
+ <li>PxSceneQueryUpdateMode was added to control work done during fetchResults.</li>
+ <li>PxScene::sceneQueriesUpdate, PxScene::checkQueries and PxScene::fetchQueries were added to run separate scene query update, see manual for more details.</li>
+ </ul>
+ </ul>
+
+ <!-- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
+
<h1 style="TEXT-ALIGN: center">Release Notes - NVIDIA<sup>&reg;</sup> PhysX<sup>&reg;</sup> SDK 3.4.1.23584284</h1>
<h2 style="TEXT-ALIGN: center">February 2018</h2>
@@ -40,7 +90,7 @@
<li>PhysX sometimes froze in a spinlock after certain sequences of read & write locks. This has been fixed.</li>
</ul>
</ul>
-
+
<h3>Scene queries</h3>
<ul>
<li>Fixed:</li>
@@ -48,7 +98,7 @@
<li>Raycasts against heightfields were sometimes missing hits for vertical rays were located exactly at the heightfield's boundaries. This has been fixed.</li>
</ul>
</ul>
-
+
<h3>Rigid Bodies</h3>
<ul>
<li>Fixed:</li>
@@ -68,7 +118,7 @@
<ul>
<li>Visual Studio 2017 15.5.1 and newer is now supported. Samples are currently not supported with Visual Studio 2017.</li>
</ul>
-
+
<li>Removed:</li>
<ul>
<li>Visual Studio 2012 support is discontinued.</li>
@@ -82,7 +132,7 @@
<li>Cooked mesh structures contained a mix of little-endian and big-endian data (the midphase structures were always saved as big-endian). This made loading of cooked files slower than necessary. This has been fixed.</li>
</ul>
</ul>
-
+
<h3>Scene queries</h3>
<ul>
<li>Fixed:</li>
@@ -91,7 +141,7 @@
<li>Pruning structure failed to build when actor had more shapes. This has been fixed.</li>
</ul>
</ul>
-
+
<!-- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<h1 style="TEXT-ALIGN: center">Release Notes - NVIDIA<sup>&reg;</sup> PhysX<sup>&reg;</sup> SDK 3.4.1.23173160</h1>
@@ -182,6 +232,7 @@
<li>Fixed assert that fired if application switched a body from dynamic to kinematic, then queried kinematic target without setting one. This assert only fired if the modifications overlapped simulation so were buffered.</li>
<li>PxArticulation::getStabilizationThreshold() and PxArticulation::setStabilizationThreshold() were accessing the sleep threshold instead of the stabilization threshold. This has been fixed.</li>
<li>Fixed an internal edge bug in PCM sphere vs mesh code</li>
+ <li>Make sure sphere vs sphere and sphere vs box in PCM contact gen generate contacts consistently on the second body when the sphere center is contained in the other shape</li>
</ul>
<li>Changed:</li>
<ul>