Blast 1.1.2
nvidia-bgaldrikian
released this
12 Feb 16:31
·
35 commits
to master
since this release
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Blast(tm) SDK 1.1.2 (26-Jan-2018)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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.