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PostPosted: Tue Oct 02, 2007 10:07 pm 
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Joined: Thu Sep 06, 2007 12:34 am
Posts: 2931
Highlights:
- The manual now covers most aspects of the API.
- b2WorldListener reports implicitly destroyed joints and world boundary violations.
- All known bugs are fixed.
- Bodies can be prevented from rotating.
- New and enhanced tests.

Change List:
- Recreate the bomb each time it is launched (in case it got frozen at the world boundary).
- Added the user manual to the repository.
- Generalized b2JointDestroyedCallback into b2WorldListener.
- b2Body now uses flags instead of bools.
- Expanded body and joint APIs.
- Joints now provide reaction forces (untested).
- Reworked compound shape support.
- Hooked up b2WorldListener to boundary violation events.
- Added preventRotation flag to b2BodyDef. (see PolyShapes.h)
- Fixed the collideConnected collision filtering.
- Fixed a bug with frozen bodies that are attached to joints. (see Web.h)
- The version number now goes into Readme.txt.
- Added slider crank test.

Please see TODO.txt for future plans.

Please see Readme.txt for instructions.

http://sourceforge.net/projects/box2d


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PostPosted: Tue Oct 02, 2007 10:11 pm 
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Joined: Tue Sep 25, 2007 1:45 am
Posts: 131
Gee you're fast Erin. (:

Awesome work, I'll try to get my flash port up to date later tonight.

Cheers.


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PostPosted: Wed Oct 03, 2007 12:57 am 
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Joined: Tue Sep 18, 2007 6:17 am
Posts: 155
Location: Western Cape, South Africa
Great stuff, Erin! Slider crank is funky :)

There is a patch to the C::B project to include the new file.

I like the new forum icon too, stylish yet simple :)


Attachments:
File comment: Updated Code::Blocks project
cbProjects.zip [1.85 KiB]
Downloaded 416 times
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PostPosted: Wed Oct 03, 2007 1:27 am 
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Joined: Fri Sep 14, 2007 1:57 pm
Posts: 22
Thanks a lot, you're working hard!


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PostPosted: Sat Oct 06, 2007 4:13 am 
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Joined: Sun Sep 23, 2007 3:57 am
Posts: 70
Location: Here
When I change my plugin to use this version of the engine, all of the positions of bodies, etc. are messed up. What has changed since the last version that could cause this??? :(


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PostPosted: Sat Oct 06, 2007 10:52 am 
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Joined: Thu Sep 06, 2007 12:34 am
Posts: 2931
It could be that I reworked how compound shapes are handled. Do you think the positions are wrong? Do you have an example?


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