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0.5.0-stable

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@mihe mihe released this 08 Aug 09:33
· 263 commits to master since this release

This release supports Godot 4.1.

Changelog

These are the notable changes that have been made since 0.4.1-stable was released. You can also find a list of all the commits here.

Any breaking changes are denoted with ⚠️.

Removed

  • ⚠️ Removed the ability to lock all six axes of a RigidBody3D. Consider freezing the body as static instead.

Added

  • Added substitutes for all the joint nodes, to better align with the interface that Jolt offers, which consist of JoltPinJoint3D, JoltHingeJoint3D, JoltSliderJoint3D, JoltConeTwistJoint3D and JoltGeneric6DOFJoint3D. These differ in the following ways:
    • You can enable/disable the limits on all joints.
    • You can enable/disable the joint itself using its enabled property.
    • You can fetch the magnitude of the force/torque that was last applied to keep the joint together, using the get_applied_force and get_applied_torque methods. These coupled with the enabled property allows for creating breakable joints.
    • You can increase the joint's solver iterations, to improve stability, using its solver_velocity_iterations and solver_position_iterations properties.
    • Springs use frequency and damping instead of stiffness and damping.
    • Soft limits are achieved with limit springs.
    • JoltConeTwistJoint3D can be configured with a motor.
    • Angular motor velocities are set in radians per second, but displayed in degrees per second.
    • Any motion parameters like bias, damping and relaxation are omitted.
    • Any angular motion parameters for the slider joint are omitted.

Fixed

  • Fixed issue where linear axis locks could be budged a bit if enough force was applied.
  • Fixed issue where CharacterBody3D and other kinematic bodies wouldn't respect locked axes.
  • Fixed issue where passing null to the result parameter (or omitting it entirely) of the body_test_motion method in PhysicsServer3D would cause a crash.
  • Fixed issue where the body_is_omitting_force_integration method in PhysicsServer3D would always return false.