NDB WRAPPER version 1.53 CHANGELOG

NOTE:
This code was edited and recompiled by "tiresius" to comply with Newton SDK 1.53 from www.newtondynamics.com
Email: paul_apgar@hotmail.com

DEMOS:
* Fixed all demos to work with DBPro 1.072
* Added Time Slice demo - guaranteed physics simulation results regardless of FPS

TOOLS:
* Rigid Body Designer was not changed in this release as I do not have the source!

Major Changes from Newton:
* Prior made serialized collisions will crash Newton in 1.53, you need to remake the serialized
  collisions with a compiled DBPro program using 1.53 before loading them again!!
* Newton Vehicle joint needs a lot more force for springs/dampeners, check demos for changes
* If newton object hits boundary of NewtonWorld, it will freeze and not move any longer, instead of keep moving
* NewtonBodySetMatrixRecursive cannot work with static (mass=0) bodies
* Linear/Angular Dampening default is reduced from 0.1 to 0.001 so setting Linear/Angular dampening
  manually is required for stable stacking bodies and certain joints

General fixes:
* Bug extermination
  - BodyToMaterial & MaterialToMaterial collision bug
  - Made FVF addressing fix in NDB_NewtonCreateConvexHull to prevent random CRASHING
    and weird collision shapes (long extrudes, vertex stuck out, etc.)
    (Similar change was done in 1.32 by KJelle for the "WithScale" type of function, must have missed it)
  - Bug in 1.53 Newton with NewtonBodySetMatrixRecursive, if send in 0.0, 0.0, 0.0 for rotational matrix
    there is the chance for a crash.  Workaround within wrapper is when this occurs, add 0.001 to the X rotation.
    Should not be noticeable in a normal scale world.
  - Fixed TreeCollision with Limb flag bug (Limb 0 wouldn't have collision)
  - Fixed bone number wheel leak when destroying ragdolls
* Updated keywords_ndb.ini
* Updated the documentation
  - Fixed typos and broken links found, changed color scheme
  - added links back to main (index) doc files for easier browsing of commands
  - added NDB_NewtonJointSetStiffness and NDB_NewtonJointGetStiffness

Known issues:
* The NewtonRayCast doesn't seem to work reliably on Capsule primitives in the demo.
  You have to be close to the capsule or at just the right angle for it to hit
  I have yet to find a fix for this, it looks to be in Newton itself.
  If you need this functionality then it is recommended to use Convex Hulls for your capsules
* A large angular velocity will cause RagDoll joints to spread and the model spin uncontrollably
  It has always been this way and I have yet to find a fix for this, it is probably within the Wrapper.

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commands removed
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NDB_NewtonVehicleBalanceTires
NDB_NewtonBodyGetTotalVolume
NDB_NewtonWorldCollide

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commands changed
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*NOTE: NDB_NewtonWorldCollide is now NDB_NewtonCollisionCollide, same arguments

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new commands
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NDB_NewtonConvexCollisionCalculateInertialMatrix
NDB_NewtonConvexCollisionCalculateVolume
NDB_NewtonSetPlatformArchitecture
NDB_NewtonCollisionCollide
NDB_NewtonBodySetCentreOfMass
NDB_NewtonBodyGetCentreOfMass
NDB_NewtonBodySetContinuousCollisionMode
NDB_NewtonBodyGetContinuousCollisionMode
NDB_NewtonMaterialSetContinuousCollisionMode
NDB_BodySetSphere
NDB_BodyGetSphere
NDB_NewtonMaterialSetSphereCollisionCallback