0.11.0-stable
This release only supports Godot 4.2 (including 4.2.x).
Changelog
These are the notable changes that have been made since 0.10.0-stable was released. You can also find a list of all the commits here.
Any breaking changes are denoted with
Changed
⚠️ ChangedHeightMapShape3D
to always use back-face collision, to match Godot Physics.
Fixed
- Fixed issue with project randomly freezing up when having many active physics spaces.
- Fixed issue with static and kinematic bodies not correctly incorporating surface velocities, also known as "constant velocities", as part of their reported velocities. This also makes it so
move_and_slide
will respect such velocities. - Fixed issue with global transform not being preserved when reparenting a
RigidBody3D
. - Fixed issue where the callback passed to
body_set_force_integration_callback
could be called even when the body is sleeping.