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| author | Sheikh Dawood <[email protected]> | 2018-08-13 13:37:04 -0500 |
|---|---|---|
| committer | Sheikh Dawood <[email protected]> | 2018-08-13 13:37:04 -0500 |
| commit | 3f9977d72f8a481e76b6ad643a3d312a8cf9b551 (patch) | |
| tree | 8dfa563cf2a06498b56b055af133bd066f1f349c /PhysX_3.4/release_notes.html | |
| parent | PhysX 3.4, APEX 1.4 patch release @24214033 (diff) | |
| download | physx-3.4-3f9977d72f8a481e76b6ad643a3d312a8cf9b551.tar.xz physx-3.4-3f9977d72f8a481e76b6ad643a3d312a8cf9b551.zip | |
PhysX 3.4, APEX 1.4 patch release @24698370
Diffstat (limited to 'PhysX_3.4/release_notes.html')
| -rw-r--r-- | PhysX_3.4/release_notes.html | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/PhysX_3.4/release_notes.html b/PhysX_3.4/release_notes.html index 4814984e..9b811e45 100644 --- a/PhysX_3.4/release_notes.html +++ b/PhysX_3.4/release_notes.html @@ -30,6 +30,55 @@ <!-- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> + <h1 style="TEXT-ALIGN: center">Release Notes - NVIDIA<sup>®</sup> PhysX<sup>®</sup> SDK 3.4.2.24698370</h1> + <h2 style="TEXT-ALIGN: center">August 2018</h2> + + <h3>Rigid Bodies</h3> + <ul> + <li>Fixed:</li> + <ul> + <li>Fixed a crash bug when EPA's edge buffer overflow. </li> + <li>GPU rigid bodies fixed for Volta GPUs.</li> + </ul> + <li>Added:</li> + <ul> + <li>Aggregate broad phase now runs in parallel</li> + </ul> + </ul> + + <h3>Cooking</h3> + <ul> + <li>Fixed:</li> + <ul> + </ul> + <li>Added:</li> + <ul> + <li>PxHeightField::getSample has been added.</li> + </ul> + </ul> + + <h3>Character controller</h3> + <ul> + <li>Fixed:</li> + <ul> + <li>Capsule controller with a very small height could degenerate to spheres (with a height of exactly zero) far away from the origin, which would then triggers errors in Debug/Checked builds. This has been fixed.</li> + <li>The triangle array growing strategy has been changed again to prevent performance issues when tessellation is used. Memory usage may increase in these cases.</li> + <li>Some internal debug visualization code has been disabled and a crash in it has been fixed.</li> + </ul> + </ul> + + <h3>Scene query</h3> + <ul> + <li>Fixed:</li> + <ul> + <li>Fixed possible buffer overrun when PxPruningStructure was used.</li> + <li>Raycasts against a heightfield may have missed if a large distance was used.</li> + <li>Sq raycasts against heightfield or triangle mesh could return a mildly negative values, this has been fixed.</li> + </ul> + </ul> + + <!-- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> + <h1 style="TEXT-ALIGN: center">Release Notes - NVIDIA<sup>®</sup> PhysX<sup>®</sup> SDK 3.4.2.24214033</h1> <h2 style="TEXT-ALIGN: center">May 2018</h2> @@ -54,6 +103,7 @@ <li>Fixed a bug in the broadphase (SAP) that got recently introduced in SDK 3.4.1.23933511. It should only have generated a few false positives (more overlaps than stricly necessary).</li> <li>Fixed a bug in PxShape::checkMaterialSetup.</li> <li>Fixed intermittent crash with GPU rigid bodies when materials were destroyed.</li> + <li>Fixed bug where setting maxImpulse to 0 on CCD contact modification meant contact was not reported in the frame's contact reports.</li> </ul> </ul> |