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0.12.0-stable

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@mihe mihe released this 07 Jan 20:04
· 47 commits to master since this release

This release only supports Godot 4.2 (including 4.2.x).

Changelog

These are the notable changes that have been made since 0.11.0-stable was released. You can also find a list of all the commits here.

Any breaking changes are denoted with ⚠️.

Changed

  • ⚠️ Changed so that single-body joints now implicitly sets node_a to be the "world node" rather than node_b. This diverges from how Godot Physics behaves, but matches how Bullet behaves in Godot 3, and yields more intuitive outcomes for the 6DOF joints.
  • ⚠️ Changed Generic6DOFJoint3D and ConeTwistJointImpl3D, as well as their substitute joints, to use pyramid-shaped angular limits instead of cone-shaped limits, to better match Godot Physics.
  • ⚠️ Reversed the direction of the equilibrium_point properties for Generic6DOFJoint3D and JoltGeneric6DOFJoint3D, to match the direction of the angular limits.
  • ⚠️ Changed the rotation order of the equilibrium_point properties for Generic6DOFJoint3D and JoltGeneric6DOFJoint3D, from ZXY to XYZ, to match the rotation order of the angular limits.
  • Mirrored the way in which linear limits are visualized for JoltSliderJoint3D and JoltGeneric6DOFJoint3D.

Added

  • Added new project setting, "World Node", for controlling which of the two nodes in a single-body joint becomes the "world node" when omitting one of the nodes. This allows for reverting back to the behavior of Godot Physics if needed, effectively undoing the breaking change mentioned above.
  • Added new project setting, "Report All Kinematic Contacts", for allowing RigidBody3D frozen with FREEZE_MODE_KINEMATIC to report contacts/collisions with other kinematic/static bodies, at a potentially heavy performance/memory cost.
  • Added support for using NaN to indicate holes in HeightMapShape3D.
  • Added support for holes in a non-square HeightMapShape3D.

Fixed

  • ⚠️ Fixed issue with non-square HeightMapShape3D not using back-face collision.
  • Fixed issue where contact shape indices would sometimes always be the same index across all contacts with a particular body.
  • Fixed runtime crash when setting the max_contacts_reported property to a lower value.
  • Fixed issue where Generic6DOFJoint3D and JoltGeneric6DOFJoint3D would yield odd limit shapes when using both linear and angular asymmetrical limits.
  • Fixed issue where the equilibrium point for Generic6DOFJoint3D and JoltGeneric6DOFJoint3D would be moved when using asymmetrical limits.
  • Fixed crash that could occur under rare circumstances when shutting down the editor after having added/removed collision shapes.
  • Fixed issue where a RigidBody3D with locked axes colliding with a StaticBody3D (or another frozen RigidBody3D using FREEZE_MODE_STATIC) would result in NaNs.
  • Fixed issue where HingeJoint3D and JoltHingeJoint3D would sometimes dull forces applied to either of its bodies when at either of its limits.
  • Fixed issue with iOS Info.plist missing the MinimumOSVersion key.