Archive for the ‘Update’ tag
Following the PhysX SDK 3.3.2 release, updated APEX SDK 1.3.2 is available for download.
Update March 2015: Bug-fixing APEX SDK 3.3.3 release is available.
Despite the minor version number, APEX 1.3.2 includes numerous additions to Destruction and Particles modules.
|APEX SDK 1.3.2: Release Notes|
APEX Framework 1.3.2
- Added NVTX profiling support for non-release builds. Traces can be captured using Parallel Nsight Analysis Tools. NVTX is supported only for Windows and Android.
- Added ability to change render resource lock behavior or disable locking altogether, to improve performance. The setting is per module. See NxModule::setRenderLockMode and NxApexRenderLockMode.
- Added ability to disable potentially expensive stat collection if it’s not needed. See NxApexSDK::setEnableApexStats.
- Fixed crash if application creates APEX SDK after already connecting to PVD.
NVIDIA has released an updated 3.0.1 version of the PhysX DCC plug-ins for 3ds Max and Maya.
|PhysX Plug-in 3.0.1 for 3ds Max: Release Notes|
- New Features
- Fix: crash which happens when quiting 3ds Max with a biped Ragdoll scene.
- Fix: bug that Clothing simulates wrong at first frame when system scale is not 1.
- Fix: bug with APEX Debug Visualizer parameters.
- Fix: bug that when LOD1 is default LOD, it may not allow to add another new LOD.
- Fix: bug that Physical Mesh rollout could be too small when it is Custom type.
- Fix: few bugs with Physical Mesh rollout of Clothing Modifier.
- Fix: crash when loading .Rag files.
- Fix: SDK warning message when it fails to output on unicode build because missing one virtual function.
- Fix: Clothing Velocity control via Script.
- Improve the simulation of dynamic ragdolls.
- Make a switch to SDK 3 if creating APEX objects.
- Support SkinMapActual for APEX Clothing visulaizer.
- Improve sub-material handling based on Bug #9515: Getting multiple materials when coming back from PhysXLab to 3ds Max.
- Make Destruction exports Tangent and Binormal with UE3 and APEX 1.3
- Avoid extra scale (in PhysX Panel dialog) to be zero.
- Improve debug render scale handling.
New APEX 1.3.1 release is now available for public download.
Update: APEX SDK 1.3.2 is available
1.3.1 version features support for latest PhysX SDK 3.3.1 and includes a set of bug-fixes and minor new features.
|APEX SDK 1.3.1: Release Notes|
APEX Framework 1.3.1
- Added VS2012 support for source distributions with PhysX 3.x.
- Assertions are now enabled in the checked configuration.
- Added NxApexActor::setEnableDebugVisualization to selectively disable debug visualization on particular actors.
- The NxUserRenderResourceManager’s surface buffer create and release virtual methods must be implemented by the user. They are only used by particular turbulence features, so if turbulence isn’t being used the implementation can be empty.
- Starting with NVIDIA R302 drivers, application developers can direct the Optimus driver at runtime to use the High Performance Graphics to render any application – even those applications for which there is no existing application profile. The APEX samples now makes use of this “NvOptimusEnablement” feature to enable High Performance Graphics by default.
- Debug info added to all PS4 builds except release builds.
- Android sample builds now generate an APK. This requires some extra defines for Java and Ant. See the Android examples section of the sample documentation for details.
- Fixed rare Named Resource Provider failure to find resource.
- Using allocViewMatrix(ViewMatrixType::USER_CUSTOMIZED) now works.
- Cleaned up several PS4 compiler warnings.
NVIDIA has released minor 3.3.1 update for PhysX SDK 3.3 branch.
Update: PhysX SDK 3.3.2 released
PhysX SDK 3.3.1 release is mostly focused on various bug-fixes and optimizations.
|PhysX SDK 3.3.1: Release Notes|
- The friction model can now be changed after scene instantiation with PxScene::setFrictionType. The friction model can also be queried with PxScene::getFrictionType.
- PxDefaultSimulationFilterShader now supports particles and cloth as well.
- PxSimulationFilterCallback: the provided actor and shape pointers are now defined as const. Note: this is no behavior change, it was never allowed to write to those objects from within the callback.
- The PxTriangleMeshFlag::eHAS_16BIT_TRIANGLE_INDICES and PxTriangleMeshFlag::eHAS_ADJACENCY_INFO enums have been deprecated. Please use PxTriangleMeshFlag::e16_BIT_INDICES and PxTriangleMeshFlag::eADJACENCY_INFO instead.
- Removed following functions from the API for platforms which do not support CUDA: PxGetSuggestedCudaDeviceOrdinal, PxCreateCudaContextManager, PxLoadPhysxGPUModule.
- PxShape::getMaterialFromInternalFaceIndex will now return a NULL pointer and produce a warning for input faceIndex value of 0xFFFFffff. This change only applies to mesh and heightfield shapes.
- Fixed concurrency issue on windows. Calling PxScene::simulate on multiple scenes concurrently may have caused a deadlock. This only happened if the scenes shared a single PxCpuDispatcher and the dispatcher was configured to use one worker thread only.
For those developers who are not ready yet to switch to 3.3 branch of the PhysX engine, NVIDIA has prepared several bug-fixing releases – PhysX SDK 3.2.5, APEX SDK 1.2.5 and corresponding tools.
Update: APEX SDK 1.3 is available
|PhysX SDK 3.2.5: Release Notes|
- Fixed a bug which could cause triggers to not fire touch events after a kinematic actor moved into or out of overlap and had no target set anymore in the next simulation step.
- Fixed crash when setting multiple materials on a shape followed by release/removal of the corresponding actor from the scene (all while the simulation is running).
- Rigid Bodies
- Fixed a bug that caused bodies to not respond to applied velocities or forces if the autowake parameter in those methods was set to false. This could happen for (almost) resting bodies which were close to other bodies (bounding box overlap) but did not touch them.
- Bugs in the suspension force and tire load computation have been fixed that affected handling when the vehicle was upside down.
- The tire load passed to the tire force computation is now clamped so that it never falls below zero.
- PxVehicleTireLoadFilterData now requires that mMinNormalisedLoad is greater than or equal to zero.
- PxVehicleTireLoadFilterData now has a new member variable mMinFilteredNormalisedLoad. This value describes the filtered normalised load that occurs when the normalised is less than or equal to mMinNormalisedLoad.
- PxVehicleWheelsSimData now has a new function setMinLongSlipDenominator. This can be used to tune stability issues that can arise when the vehicle slows down in the absence of brake and drive torques.
- A bug in the tank damping forces has now been fixed. Tanks now slow down more aggressively from engine and wheel damping forces.
- A new section “The Vehicle Under-steers Then Over-steers” has been added to the vehicle troubleshooting guide to describe steps to avoid twitchy handling on bumpy surfaces.
- A new section “The Vehicle Never Goes Beyond First Gear” has been added to the vehicle troubleshooting guide to describe a common scenario that occurs when the automatic gearbox is given a latency time that is shorter than the time taken to complete a gear change.
- A new section “The Vehicle Slows Down Unnaturally” has been added to the vehicle troubleshooting guide to describe the steps that can be taken to help the vehicle slow down more smoothly.
- The section “SI Units” in the vehicle guide has been updated to include the new functon PxVehicleWheelsSimData::setMinLongSlipDenominator.
However, in comparison to the major 1.x -> 2.x rewrite, round “3.0″ version number has not brought any significant changes to PhysX plug-ins – remaining 2.9.x digits were simply reserved for possible APEX 1.2.x branch updates.
And if you have missed latest additions to PhysX plug-ins, like introduction of the APEX Destruction authoring pipeline, you can check it here.
|PhysX Plug-in 3.0 for 3ds Max: Release Notes|
- New Features
- Using APEX 1.3.0, SDK 3.3.0 (SDK 2.8 is not supported any more).
- Deprecated UI for SDK 2x.
- Avoid generating multiple materials when they are with the same parameters.
- Destruction: Behavior Groups Management.
- Fix: Wrong volume calculation issue in Rigid body.
- Make exporter dialog from File -> Export also support .Apx and .Apb.
- Fix: TetherStiffness range. Set tetherStiffness to 1.0 – relax just as ClothingTool uses 1.0 – mTetherStretchiness.
- Fix: 2 UI updating issue introduced in CL 9122.
- Fix: Hammer icon.
- Some fixes for debug render in fast viewer.
- Fix: Apex render after rewind scene in ccViewer.
- Fix: Menu bug with Forces part.
- Fix: Kinematic animation in fast viewer for non-integer start frame.
- Sort bone list by name, improve bone indices in clothing asset.
- Fix: After painting on lod, lod node will fail to restore previous shading mode.
- Fix: LOD crash bug – switching lod during simulation crashes max.
- Fix: Wrong exporter file name like “C:\export\nc.PxProj.PXPROJ”.
- Fix: Fast viewer for precision sensitive Domino sample case.
- Fix: InitialSwing issue with SnailGames’ sample.
A little bit late, but PhysXLab 1.2.4 has arrived, finally.
This version in compatible with APEX SDK 1.2.4 and includes several bug-fixes.
|PhysXLab 1.2.4 – Release Notes|
- New Features
- APEX 1.2.4 support.
- PhysX SDK 3.2.4 support.
- Smoothing groups preserved from imported mesh.
- Fix for DCC/PhysXLab destructible import problem with multi meshes.
- DE7941: UV-based cutout face selection tool re-enabled.
- Misc. changes
- GRB playground mode removed.
New PhysX DCC plug-ins for 3ds Max and Maya are now available for public download.
Both 2.91 plug-ins contain usuall set of bug-fixes and minor improvements, however, 3ds Max version also presents some interesting new features.
One of them is the integrated APEX Destruction module authoring pipeline (previously only available via PhysXLab), which allows artists to create, tweak and test destructible assets right inside 3ds Max.
Another one is so-called Simulation Sets – basically, an advanced collision filtering feature, which works for rigid bodies and cloth objects.
NVIDIA has released APEX SDK 1.2.4, which contains several minor bug-fixes.
Update: APEX 1.2.5 available
This version is compatible with latest PhysX SDK 3.2.4
|APEX SDK 1.2.4 – Release Notes|
- APEX Framework 1.2.4
- EditorWidgets header files added to binary distributions.
- Added more asset previews for consistency.
- PS3 gcc support has been deprecated in APEX 1.2.4 in favor of SNC. The gcc version is still included but not supported.
- Fixed some allocations that were not going through the user-supplied allocator.
- APEX Destruction 1.2.4
- Fixed contacts not getting detected between PhysX bodies and destructibles when using GRB.
- APEX Clothing 1.2.4
- Fixed issues with teleport and reset.
- Fixed a crash in tangent computations.
- Fixed an issue where tangent results were different for skinned tangents.
- APEX Turbulence / Particles 1.2.4
- Fixed a rare condition issue due to improper scene locking with PhysX 3.2.x in turbulence.
- Fixed GPU memory leak with turbulence/convex collision.
- Fixed an LOD issue with ParticleIOS that could cause a crash.
NVIDIA has revealed new bug-fixing release of the PhysX SDK 3.x – PhysX SDK 3.2.4
Update: PhysX SDK 3.3 Closed Beta Testing begins
Update: PhysX SDK 3.2.5 available
|PhysX SDK 3.2.4 – Release Notes|
- Fixed a bug which caused actors to return wrong world bounds if the bounds minimum was above 10000 on any axis.
- Reporting allocation names can now be enabled or disabled (see PxFoundation::setReportAllocationNames). When enabled, some platforms allocate memory through ‘malloc’.
- eEXCEPTION_ON_STARTUP is removed from PxErrorCode and it is no longer needed.
- Added boilerplate.txt to the Tools folder. SpuShaderDump.exe and clang.exe require it.
- PxWindowsDelayLoadHook.h has been moved from Include/foundation/windows to Include/common/windows.
- PxScene::saveToDesc now reports the bounceThresholdVelocity value.
- Fixed a bug in PxDefaultSimulationFilterShader: the value of the second filter constant in the collision filtering equation was ignored and instead the value of the first filter constant was used.
- Fixed a crash bug in PCM collision.
- Rigid Bodies
- Forces applied to bodies (with PxRigidBody::addForce) that go to sleep in the subsequent update now have their applied forces cleared when the body is set to sleep to avoid them being applied in a later update when the body is once more awake. This bug broke the rule that forces applied with PxRigidBody::addForce do not persist beyond the next scene update.