0.3.0-stable
This release supports Godot 4.0.3.
Known major issues
- Extension classes cause exception when used from C# (#270)
- The
move_and_collide
parameterrecovery_as_collision
is alwaystrue
(#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 (includingRigidBody3D
usingFREEZE_MODE_STATIC
) at a potentially heavy performance/memory cost.
Fixed
- Fixed issue where a
RigidBody3D
usingFREEZE_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
.