updated serialization structures and header files (for new 'm_name' field, replacing user pointer)
fix issue with btGeneric6DofConstraint::setParam in headerfile
virtual void btTypedConstraint::setParam(int num, btScalar value, int axis = -1) = 0;
virtual btScalar btTypedConstraint::getParam(int num, int axis = -1) const = 0;
Parameter can be BT_CONSTRAINT_ERP,BT_CONSTRAINT_STOP_ERP,BT_CONSTRAINT_CFM,BT_CONSTRAINT_STOP_CFM
Axis is 0 .. 5, first 3 for linear degrees of freedom, last 3 for angular. If no axis is specified it will take the 'default' degree of freedom. For a btHingeConstraint this would be the hinge axis (5)
(no motor support or advanced settings yet)
added btStaticPlaneShape serialization
Added toggle in cmake for BenchmarksDemo to enable/disable graphics rendering
Constraints reworked - all of them could now work with one or two bodies
Modification of constraint frames and initial positions of rigid bodies
now allowed at start frame only
Plugin version is set to 2.76
move debugDrawWorld to btCollisionWorld.
improved CollisionInterfaceDemo, show how to perform a closest point query for objects that are not in the collision world.
removed a bit of garbage from the debug drawer
Turned on by default, use m_useOffsetForConstraintFrame = false to use old setup
Use "O" (capital 'o') button to toggle it in SliderConstraintDemo and ConstraintDemo
Total applied impulse copied back from btSolverConstraint to btTypedConstraint
manually add some missing files to msvc projectfiles for now
fix in box-box collision detector, preventing it to fail in some rare cases
remove redundant line in btHingeConstraint, thanks to teravus
fix mouse drag camera rotation issue (modulo 360 instead of 180)
Minor fixes (#ifndef SPU_COLLISION_OBJECT_WRAPPER_H block etc)
Only update 'setNumTasks' when necessary
Revert vectormath.h include (can't resolve conflicts with PS3 SDK, need additional #include path)
+ use real-time for soft body demo (using this pre-tick callback)
+ optimize the generation of bending constraints for the special case where the distance is 2
Make btTypedConstraint and btPersistentManifold both derive from btTypedObject to make SPU-side generic constraint solver easier.
Note: all build systems need to be updated: remove SpuVoronoiSimplexSolver.cpp, SpuGjkPairDetector.cpp, SpuEpaPenetrationDepthSolver.cpp, SpuGjkEpa2.cpp
Also comment-out some code for __SPU__ to reduce code size
Added btContactConstraint (only used on PS3 SPU right now, better to use btPersistentManifold directly for contact constraints)
Improved readblend utility library (see also usage in http://gamekit.googlecode.com with Irrlicht)
Fix for btConvexConvexAlgorithm, potential division by zero
Thanks linzner http://code.google.com/p/bullet/issues/detail?id=260
If user wants more accurate inertia tensor for multi-sphere shape, use btCompoundShape instead
(amd btCompoundShape::calculatePrincipalAxisTransform)
Thanks rcharlton for bringing this up.
Erwin
Force activation state of static objects to be ISLAND_SLEEPING, once they are added to the world
Add backwards compatibility option btDiscreteDynamicsWorld::setSynchronizeAllMotionStates, just in case only updating active objects broke someones code
Don't disable 3D box-box in box2ddemo