Big changes:
1. Add 2 new Bex: move and rot (to apply suddent position/orientation change). Should have almost no adverse effect if not used. Adapted NewtonsDampedLaw, LeapFrog integrators for that; added python wrappers. Test script in scripts/test/bex-move.py 2. Add new InsertionSortCollider. Faster by about 40% than PersistentSAPCollider in normal iterations, and about 10x faster on the initial sort. (not yet thoroughly tested, but passes the performance test with 128k bodies). 3. Remove InteractionVecSet Smaller changes: 4. Rewrite the algorithm of Facet-Sphere contact detection in ef2_Facet_Sphere_Dem3DofGeom 5. Remove GeometricalModel::visible (not used anywhere), added bool GeometricalModel::highlight 6. Max number of bodies to make selection possible in OpenGLRenderingEngine::selectBodyLimit 7. Selection tries to call onBodySelect(id) function (if defined); see scripts/simple-scene.py for example 8. utils.wireNone, utils.wireAll, utils.wireNoSpheres functions to set at once wire flag of bodies; utils.highlightNone to reset highlight flag everywhere. 9. Selected body blinks, highlighted bodies change their colour in phases in the openGL view 10. Selected or highlighted bodies show their body id as number in front of them 11. Selecting body doesn't make it non-dynamic anymore (use Alt-D for that) 12. Create tab in the qt simulation controller for python commands (very primitive now; no history etc, still useful for simple commands) 13. Start adding docstrings to boost::python functions (in utils) 14. All python objects have dict() method returning dictionary of serializable attributes (key:value) 15. Yade-multi reports all log files, for easy cut&paste&grep 16. Remove static_assert warning, use static_assert_ instead in openGL wrapper 17. Do not install headers and pkg-config from scons (never used)
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