| Change Set |
Date |
Downloads |
Comment |
29317
by
noone88
|
Nov 10 at
3:39 PM
|
60 |
Fug Bixed! (Patch #4408) |
29174
by
noone88
|
Oct 26 at
7:03 PM
|
83 |
Applied Patch #4231. Thanks to Glass Echidna. Also replaced many Matrix.Transform with Matrix.TransformNormal. Likely introduced some bugs. |
28770
by
noone88
|
Sep 18 at
1:09 PM
|
183 |
Fixed a bug in AAbox.AddAABox. Empty bounding boxes are now handled correctly. Thanks to LukeHoser. |
28769
by
noone88
|
Sep 18 at
12:48 PM
|
54 |
Patched TriangleMesh.GetTrianglesIntersectingtAABox (PatchID 3620). Thanks to TheBubbleBoy. Applied optimization in Geometry.Heightmap.GetHeightAndNormal (PatchID 3776). Thanks to rickheintz. |
27988
by
noone88
|
Jun 20 at
1:22 PM
|
313 |
Added "physObj.Dispose()" to the Demo to release memory after resetting a demo scene. |
27897
by
noone88
|
Jun 11 at
2:19 PM
|
126 |
Fixed inertia bug in Sphere and Capsule. |
26853
by
noone88
|
Apr 18 at
1:59 PM
|
238 |
SetCollisionFns() only gets called when the solver gets changed. (reducing GC) |
26824
by
noone88
|
Apr 16 at
7:17 PM
|
56 |
Removed redundant code in HandleAllConstraints. |
26791
by
xeen
|
Apr 14 at
12:11 PM
|
42 |
- new velocity limitation concept now also for angular velocities (minimal performance gain) |
26790
by
xeen
|
Apr 14 at
11:28 AM
|
17 |
- fixed velocity limitation for bodies => it is no longer possible that the velocity direction is changed - the new velocity limitation rescales the whole velocity vector such that the originally biggest component exactly matches the maximal velocity afterwards (positive or negative) - the new velocity limitation is highly optimized and therefore at least 2x, but up to 4x faster than the old one |
26750
by
noone88
|
Apr 12 at
8:29 PM
|
42 |
Fixed a bug in the demo which caused the heightmap no being properly aligned to the drawed heightmap. (objects seemed to sink in) |
26694
by
noone88
|
Apr 9 at
5:07 PM
|
52 |
Speed improvements in CollisionInfo. |
26674
by
noone88
|
Apr 8 at
7:35 PM
|
37 |
JigLibX 0.3.1 |
26645
by
noone88
|
Apr 7 at
11:45 PM
|
32 |
Small tweak in inertia calculation of CylinderObject. |
26643
by
noone88
|
Apr 7 at
10:22 PM
|
20 |
Added missing CylinderObject.cs. (Doh!) |
26642
by
noone88
|
Apr 7 at
10:20 PM
|
29 |
Added CylinderObject to the demo. |
26640
by
noone88
|
Apr 7 at
7:33 PM
|
22 |
Added function to directly set BodyInertia and BodyInvInertia for diagonal matrices. |
26595
by
noone88
|
Apr 6 at
12:49 PM
|
25 |
Rewrote some parts of the material system. |
26594
by
noone88
|
Apr 6 at
11:02 AM
|
22 |
Added constructors for CollisionSkin.AddPrimitive. |
26560
by
noone88
|
Apr 3 at
5:37 PM
|
47 |
Added triangle mesh and heightmap debug drawing. |
26553
by
noone88
|
Apr 3 at
3:24 PM
|
24 |
(added missing class) |
26552
by
noone88
|
Apr 3 at
3:21 PM
|
19 |
Some changes in the debug drawer (it now works for multiple primitives in one skin). Added a compound demo[6]. |
26363
by
noone88
|
Mar 27 at
1:59 PM
|
56 |
Fixed clamping in Car.cs (thanks to MarcoAltomonte) |
26362
by
noone88
|
Mar 27 at
1:12 PM
|
25 |
Fixed: possible division by zero bug in BoxBox.cs, Random number generation in PhysicSystem |
26319
by
noone88
|
Mar 25 at
8:45 PM
|
32 |
Bug in TriangleMesh.SegmentIntersect fixed. (SegmentIntersect bugs - I like them) |