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 setsnode_a
to be the "world node" rather thannode_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.⚠️ ChangedGeneric6DOFJoint3D
andConeTwistJointImpl3D
, 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 theequilibrium_point
properties forGeneric6DOFJoint3D
andJoltGeneric6DOFJoint3D
, to match the direction of the angular limits.⚠️ Changed the rotation order of theequilibrium_point
properties forGeneric6DOFJoint3D
andJoltGeneric6DOFJoint3D
, from ZXY to XYZ, to match the rotation order of the angular limits.- Mirrored the way in which linear limits are visualized for
JoltSliderJoint3D
andJoltGeneric6DOFJoint3D
.
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 withFREEZE_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-squareHeightMapShape3D
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
andJoltGeneric6DOFJoint3D
would yield odd limit shapes when using both linear and angular asymmetrical limits. - Fixed issue where the equilibrium point for
Generic6DOFJoint3D
andJoltGeneric6DOFJoint3D
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 aStaticBody3D
(or another frozenRigidBody3D
usingFREEZE_MODE_STATIC
) would result in NaNs. - Fixed issue where
HingeJoint3D
andJoltHingeJoint3D
would sometimes dull forces applied to either of its bodies when at either of its limits. - Fixed issue with iOS
Info.plist
missing theMinimumOSVersion
key.