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Bug + fix: IndexInActor not updated in solver after a particle kill
#4
(30-01-2018, 01:12 PM)tooomg Wrote: Oops I missed this post Guiño
But that's nice; good to see that Obi is actively maintained!
Is there a post anywhere that sums up the content of the next releases (like bugfixes, features, etc.) or the development roadmap? That could be useful Sonrisa

Hi!

Not currently, but we'd like to add a roadmap section in our webpage. That way anyone can see what's coming next. I can share with you the current changelog for 3.3 though. The biggest changes are:

- the addition of adaptive distance fields.
- the ability to use multiple emitter shapes per emitter which is great for creating composite shapes.
- solver sub stepping.
- much lower garbage generation for collision/fluid callbacks.

Complete changelog:

## [3.3]

### Added
- Support for 2D rigidbody coupling has been brought back.
- Added substepping to the core solver. This allows to update each solver at a different effective frequency, and decouple Obi's
physics loop from Unity’s.
- New implementation of fine-grained parallel tasks in core solver, that boosts performance up to x1.5.
- Support for a new collision primitive: distance fields.
- Initial particle color for emitter shapes. Each emitter shape can now influence the color of particles being emitted trough it.
- ObiCollider automatically creates ObiRigidbody component if needed when reparenting it.

### Changed
- Emitter shapes now need a reference to the ObiEmitter they are attached to. This allows to have more than one shape per emitter, which enables the creation of complex compound emitter shapes using several simpler ones.
- Near-zero garbage generation for OnCollision and ObFluidUpdated solver events.
- Removed SupportsAllSamplingMethods() from ObiEmitterShape. Separated old SamplingMethod enum in two enums: SamplingMethod and EmissionMode. SamplingMethod can have different values depending on the shape used, EmissionMode is part of the emitter and has two values: Stream and Burst.

### Fixed
- solver.particleToActor wasn’t being correctly updated when killing particles in a emitter. This caused random particles to disappear when setting their life to zero, using particleToActor to retrieve their indices.
- Null reference exception in pin constraints when visualization is enabled.
- Bug that caused asleep particles to miss collisions upon reactivation.
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Messages In This Thread
RE: Bug + fix: IndexInActor not updated in solver after a particle kill - by josemendez - 31-01-2018, 10:29 AM