APEX Destruction 1.3.3
New Features
- Destructible assets authored with imported multiple-mesh fbx files now clip their collision hulls to prevent initial penetration when chunks are created.
- New NxPhysX3DescTemplate interface to replace the undefined PhysX3DescTemplate used in public functions NxApexActorSource::setPhysX3Template and ::getPhysX3Template. To use, create an instance using NxApexActorSource::createPhysX3DescTemplate(), and use NxPhysX3DescTemplate::release() when done.
Removed
- Deprecated functions createTwoWayRb, addTwoWayRb, and releaseTwoWayRb have been removed.
Optimizations
Fixes
- Fixed a bug where destructibles fractured when touching kinematics, even if impact damage was disabled.
- Fixed a bug which may have led to errors when disabling detailed overlap tests with performDetailedOverlapTestForExtendedStructures.
Miscellaneous API changes
Known Issues
- Known issue with improper reference counting when using setSkinnedOverrideMaterial, which could lead to APEX trying to release a resource that hasn’t been requested. Use setResource on the material to manually increment its reference count as a workaround.
- Destructible scatter meshes may create render resources outside of updateRenderResources. If you use scatter meshes your callback must be thread safe.
- Potential threading issue when using instanced rendering with destructibles. A destructible could be rendered twice as a result.