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| author | Sheikh Dawood <[email protected]> | 2018-04-09 10:13:48 -0500 |
|---|---|---|
| committer | Sheikh Dawood <[email protected]> | 2018-04-09 10:13:48 -0500 |
| commit | 238605d8225a9135d6b60646e05d066e25424eee (patch) | |
| tree | 2b013bd4946bb3c699d7a06ef1f21be85d367f63 /PhysX_3.4/release_notes.html | |
| parent | Add ParamTool.exe (diff) | |
| download | physx-3.4-238605d8225a9135d6b60646e05d066e25424eee.tar.xz physx-3.4-238605d8225a9135d6b60646e05d066e25424eee.zip | |
PhysX 3.4, APEX 1.4 patch release @23879214
Diffstat (limited to 'PhysX_3.4/release_notes.html')
| -rw-r--r-- | PhysX_3.4/release_notes.html | 61 |
1 files changed, 56 insertions, 5 deletions
diff --git a/PhysX_3.4/release_notes.html b/PhysX_3.4/release_notes.html index 9a13d390..c41c9c1b 100644 --- a/PhysX_3.4/release_notes.html +++ b/PhysX_3.4/release_notes.html @@ -30,6 +30,56 @@ <!-- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> + <h1 style="TEXT-ALIGN: center">Release Notes - NVIDIA<sup>®</sup> PhysX<sup>®</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>®</sup> PhysX<sup>®</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>®</sup> PhysX<sup>®</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> |