27/01/2025
ENHANCEMENTS:
Instanced rigid bodies computes up to 30% faster
New edge reshatter feature for chipping on edges between fragments or clusters
Improved path based shatter scheme
"Relative to mass" now adjust to Fracture Body hardness making more intutive fracturing results
Improved Clusterize Pattern now generates non aligned clusters when fracture pattern is set to Uniform
New cluster option "relative to mass"
New cluster option "Excluded from Cracks Propagation"
Shatter it "create rigid bodies" option now creates convex bodies by default
New option to set current frame for any Fracture event
New option to set current frame for any Rigid body event
New option to set current frame for any Cracker event
New option to add random velocity//spin to fracture bodies
New option to change seed and replay when setting fracture body random velocity/spin
New option to change seed and replay when setting rigid body random velocity/spin
Auto Change material color when updating shatter group material
FIXES:
* Fixed Fracture bodies can be put to sleep in advance when colliding with many fragments from above
* Fixed sleeping method fails sometimes when staking planks
* Fixed PDi deactivation fails if there is only one single contact point for good
* Fixed instanced bodies colliding with one body ignore collision with other sleep bodies
* Fixed Fbody with uniform shatter bounce too much before breaking in the collision area with a static body
* Fixed static Fbody clusterized colliding with anim body detach fragments too violently when activate at frame
* Fixed when Fbody is "activate at frame" doesnt display its clusterized pattern
* Fixed Fbody "activate at frame" left sleeping parts static
* Fixed Fbody "activate at frame" is ignored when it has clusters
* Fixed Fbody set "relative to mass" doesnt warn user if fbody is not selected in list
* Fixed Animated fbody drags its sleeping detached fragments after breaking
* Fixed Stresses vertex colors are displayed wrongly after PDi scene is cached in Maya
* Fixed Fbodies colliding with debris at the botton go too sleep when leaning in Maya
* Fixed selected Fbodies list doesnt auto update when several fbodies are created at once
* Fixed kill ShatterIt window left selected node in template state in Maya
* Fixed Fbody Friction value is not applied for fragments after loading scene in Maya
* Fixed force fields doesnt affect static Fbodies if rigid bodies not present in scene in Maya
* Fixed collisions with grid are missing when Maya grid is hidden and save scene using "grid as ground"
* Fixed path based shatter lets Maya stuck if path doesnt cross selected model
* Fixed Shatter it lets Maya stuck if shatter operation fails for some reason
* Fixed disable "one body per shatter group" option doesnt work when original selection are already shatter groups
* Fixed Fbody created with "attach nearest" option miss it after loading scene
* Fixed Shatterit tool replace cut material doesnt work after adding jagginess to fragments
* Fixed Activate at frame rigid bodies are missed from cached sim after reseting the scene
* Fixed Activate at first hit rigid bodies are missed from cached sim after reseting the scene