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0.3.0-stable

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@mihe mihe released this 28 Jun 09:52
· 330 commits to master since this release

This release supports Godot 4.0.3.

Known major issues

  • Extension classes cause exception when used from C# (#270)
  • The move_and_collide parameter recovery_as_collision is always true (#337)

Changelog

These are the notable changes that have been made since 0.2.3-stable was released. You can also find a list of all the commits here.

Any breaking changes are denoted with ⚠️.

Changed

  • ⚠️ Changed collision layers and masks to behave as they do in Godot Physics, allowing for asymmetrical collisions, where the body whose mask does not contain the layer of the other body effectively gets infinite mass and inertia in the context of that collision.

Added

  • Added new project setting, "Use Shape Margins", which when disabled leads to all shape margins being ignored and instead set to 0, at a slight performance cost.
  • Added new project setting, "Areas Detect Static Bodies", to allow Area3D to detect overlaps with static bodies (including RigidBody3D using FREEZE_MODE_STATIC) at a potentially heavy performance/memory cost.

Fixed

  • Fixed issue where a RigidBody3D using FREEZE_MODE_KINEMATIC wouldn't have its _integrate_forces method called when monitoring contacts.
  • Fixed issue where scaling bodies/shapes with negative values would break them in various ways.
  • Fixed issue where CharacterBody3D platform velocities would always be zero.
  • Fixed issue where the velocity of kinematic colliders would always be zero in _physics_process.