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Blast 1.1.2

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@nvidia-bgaldrikian nvidia-bgaldrikian released this 12 Feb 16:31
· 35 commits to master since this release

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Blast(tm) SDK 1.1.2 (26-Jan-2018)
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Changes

  • Improvements to uniteChunks for hierarchy optimization.
  • NvBlastExtAuthoringFindAssetConnectingBonds optimized.
  • APEX dependency has been removed (ExtImport used it). Now ExtImport has a built-in NvParameterized read that can load an APEX Destructible asset.

New Features

  • FractureTool::setChunkMesh method.
  • Distance threshold added to NvBlastExtAuthoringFindAssetConnectingBonds.
  • NvBlastExtExporter: IMeshFileWriter::setInteriorIndex function, for control of interior material.
  • Cutout and cut fracture methods: NvBlastExtAuthoringCreateCutoutSet and Nv::Blast::CutoutSet API, FractureTool::cut and FractureTool::cutout APIs.
  • NvBlastExtAuthoring:
    • NvBlastExtAuthoringCreateMeshFromFacets function.
    • NvBlastExtUpdateGraphicsMesh function.
    • NvBlastExtAuthoringBuildCollisionMeshes function.
  • UV fitting on interior materials using new FractureTool::fitUvToRect and FractureTool::fitAllUvToRect functions.
  • Multi-material support in OBJ file format.

Bug fixes

  • Fixed bug causing normals on every other depth level to be flipped when exporting Blast meshes.
  • Fixed bug where faces are missed after hierarchy optimization on a sliced mesh.
  • Fixed subtree chunk count generated in Nv::Blast::Asset::Create (led to a crash in authoring tools, fracturing a pre-fractured mesh).
  • Fixed a crash when loading an obj with bad material indices.
  • Fixed Actor::split so that visibility lists are correctly updated even when the number of split actors exceeds newActorsMaxCount.

Known Issues

  • Damage shaders in extensions can miss bonds if the damage volume is too small.
  • Authoring code does not use the user-defined allocator (NvBlastGlobals) exclusively.