0.5.0-stable
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 aRigidBody3D
. 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
andJoltGeneric6DOFJoint3D
. 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
andget_applied_torque
methods. These coupled with theenabled
property allows for creating breakable joints. - You can increase the joint's solver iterations, to improve stability, using its
solver_velocity_iterations
andsolver_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 theresult
parameter (or omitting it entirely) of thebody_test_motion
method inPhysicsServer3D
would cause a crash. - Fixed issue where the
body_is_omitting_force_integration
method inPhysicsServer3D
would always returnfalse
.