NVIDIA has released yet another set of bug-fixes for PhysX SDK 3.x
Update: PhysX SDK 3.2.4 is available
|PhysX SDK 3.2.3 – Release Notes|
- Quaternions passed through the API are now considered valid if their magnitude is between 0.99 and 1.01.
- Fixed crash when running out of memory on creation of a triangle mesh.
- For applications using floating point exceptions, the SDK will now mask or avoid exceptions arising from invalid floating point operations (inexact and underflow exceptions may still be generated).
- Fixed a bug with recursive use of the PxScene read/write lock.
- Fixed a shutdown bug with very short lived threads on Linux platforms.
- PhysX version number in error messages now printed in hex for easier reading.
- Broad Phase
- Fixed a broad phase crash bug that occurred when deleting shapes with bounds very far from the origin.
- Collision Detection
- Documentation of limits of PxShape counts has been added for affected platforms
- Made kinematics interact better with CCD.
- Added support for disabled contact response in CCD by respecting the dominance setting. In this case, CCD will emit events but will not alter the motion of the bodies.
- Fixed potential crash in eENABLE_PCM codepath.
- Rigid Bodies
- Fixed bug in force based contact reports. An assert could occur when PxPairFlag::eNOTIFY_THRESHOLD_FORCE_PERSISTS was set and PxPairFlag::eNOTIFY_THRESHOLD_FORCE_FOUND was not set.
- Twist Limit range is documented for revolute and D6 joints, and validated.
- Reduced the number of SDK allocations when using CCD.
- Scene Queries
- Raycasts against heighfields now return correct actual mesh index, which can be used for getTriangle().
- Fixed bug that caused scene queries to miss hits for static rigid bodies that got moved around (after having been added to the scene).
- Fixed rebuilding the dynamic structure properly when used for static rigid bodies.
- Fixed a rare crash in heightfield raycast code.
- Character Controller
- A new runtime tessellation feature has been added, that can help reducing FPU accuracy issues in the sweep tests.
- Convex Hulls
- Zero-sized convex hull data double delete detection fix.
- Vehicles with sleeping rigid body actors but with non-zero acceleration or steer inputs are now processed as normal in PxVehicleUpdates and will automatically have their rigid body actor woken up.
- New function PxVehicleSetUpdateMode to allow PxVehicleUpdates to select between applying accelerations to vehicle rigid bodies or immediate updating of their velocity.
- Fixed a non-deterministic crash appearing with rigid bodies using CCD and gpu particles in the same scene.
- PhysX Visual Debugger
- Material release events are now correctly sent to PVD.
- Add more RepX class information in PhysXAPI document.
PhysX SDK 3.2.3 can be downloaded through Developer Support Center.
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