0.14.0-stable has been released! #1009
mihe
announced in
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First of all, thank you for the new version, and secondly, is there any plan to eventually add the features available in the |
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This release only supports Godot 4.3 (starting with 4.3-stable).
Changed
center_of_mass
property ofPhysicsDirectBodyState3D
to be a relative global position rather than an absolute global position, to match Godot Physics.hit_back_faces
to no longer hit the back/inside of convex shapes, to better match Godot Physics. This meanshit_back_faces
will only have an effect onConcavePolygonShape3D
andHeightMapShape3D
.hit_back_faces
to only hit back-faces of aConcavePolygonShape3D
if itsbackface_collision
property is set totrue
, to better match Godot Physics.get_applied_force
andget_applied_torque
methods ofJoltHingeJoint3D
,JoltSliderJoint3D
,JoltConeTwistJoint3D
andJoltGeneric6DOFJoint3D
to now also include forces/torque applied by any enabled motor or spring as well.Added
WorldBoundaryShape3D
.face_index
in ray-cast results.WorldBoundaryShape3D
.hit_back_faces
ray-cast parameter.face_index
, which is roughly an additional 25% to everyConcavePolygonShape3D
.JoltGeneric6DOFJoint3D
.Fixed
SoftBody3D
not waking up when doing things like changing itstotal_mass
,damping_coefficient
,simulation_precision
, or when moving any of its pinned points.SoftBody3D
that has pinned vertices.JoltHingeJoint3D
, etc.) would not display their angle properties in degrees when using aDISABLE_DEPRECATED
build of Godot.SoftBody3D
collided with the border of aHeightMapShape3D
using non-power-of-two dimensions.ConcavePolygonShape3D
that hadbackface_collision
enabled.SeparationRayShape3D
in aRigidBody3D
that had CCD enabled.body_test_motion
method ofPhysicsServer3D
(which powersmove_and_collide
andmove_and_slide
) may have differed from Godot Physics when dealing with aSeparationRayShape3D
that hadslide_on_slope
enabled.This discussion was created from the release 0.14.0-stable.
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