- Update to latest godot-rust version by @Ughuuu in #474
- use pinned nightly version. by @Ughuuu in #477
- Fix skew changing after collision by @LeaoLuciano in #473
- Fix length unit precision by @Ughuuu in #483
- Fix godot rust get space state error by @Ughuuu in #482
- Fix center of mass not being used correctly for forces applied at points by @Ardot66 in #487
- Update to latest gdext.
- Update to Godot 4.6
- Fix: Generic6DOFJoint does not allow for translation only rotation by @Stefan-5422 in #458
- Fix fluid effects not working.
Full Changelog: https://github.com/appsinacup/godot-rapier-physics/compare/v0.8.23...nightly
- Add multibody_joints in code by @Ughuuu in #448
- add soft ccd and presets and rapier 2d extra nodes(wip) - 1/2 by @Ughuuu in #449
- Add extra 3d rapier nodes by @Ughuuu in #451
- Implement multibody joints by @Ughuuu in #452
- Fix 3d constants by @Ughuuu in #453
- update fluid debug draw wip by @Ughuuu in #455
Full Changelog: https://github.com/appsinacup/godot-rapier-physics/compare/v0.8.22...nightly
- Add joint softness finally by @Ughuuu in #439
- update hashbrown. Also add threadcount. by @Ughuuu in #442
- Fluid: Implement get_particle_in_circle/sphere and Salva Particle Logic Refactors by @iLLsen in #440
- Add stuck logic to the chracter controller by @Ughuuu in #443
- fix character bodies not using excepted bodies by @Ughuuu in #444
- fix ccd not setting after shape recreate by @Ughuuu in #445
- always send 1 collision, even if predictive contact by @Ughuuu in #446
- small fix to cast motion by @Ughuuu in #447
Full Changelog: https://github.com/appsinacup/godot-rapier-physics/compare/v0.8.21...nightly
- Fix fluid2d mask and layer by @Ughuuu in #426
- Fluid get particle in aabb by @iLLsen in #429
- re-enable web builds and linux 32 bit builds by @Ughuuu in #430
- fix joint scale for 2d by @Ughuuu in #431
- @iLLsen made their first contribution in #429
- re-enable parallel feature by @Ughuuu in #421
- Fix groove joint from @legendofa by @Ughuuu in #422
- Update to use yarwin/gdext by @Ughuuu in #425
- fix joints axis to use basis correctly by @Ughuuu in #423
- fix contact force not set for static bodies by @Ughuuu in #417
- Predictive pruning threshold by @dog-molecule in #418
- Canvas layer parentage fix by @dog-molecule in #420
- update to latest rust and use simd-nightly by @Ughuuu in #419
- Predictive contact culling by @dog-molecule in #412
- Fix calls to create_shape by @dog-molecule in #413
- fix fluid tool level error by @Ughuuu in #414
- add 6dof by @Ughuuu in #415
- Corrects normal directions for concave polygon 3D collision shapes by @dog-molecule in #416
- Rough sketch of some potential shape collision implementations by @dog-molecule in #402
- Shape rotation contact fix by @dog-molecule in #405
- Shapecast unsafe time fix by @dog-molecule in #406
- call set collision events enabled in init collider also by @Ughuuu in #408
- disable custom api for local builds. by @Ughuuu in #409
- run lint and format on ci/cd by @Ughuuu in #410
- Remove "shape not found!" error by @dog-molecule in #400
- change the entrypoint to be different between 2d and 3d by @Ughuuu in #399
- Fix: Android 16KB page alignment for Play Store compliance by @akj-07 in #391
- Implements a fix to allow setting ConcavePolygonShape2Ds with empty point data by @dog-molecule in #393
- Stationary shapecast detection fix by @dog-molecule in #395
- Update to latest gdext,rapier,rust,etc by @Ughuuu
- Add dominance feature by @LeaoLuciano
- Add support for direct PhysicsServer API access by @Person-of-Hourai
- fix typo in agular damping mode by @Ughuuu
- add missing platforms for linux by @Ughuuu
- add liquid layer and mask by @Ughuuu
- Update ios dylib version by @OceanBreezeGames
- use the android arm 32 bit one by @Ughuuu
- use latest version of engine by @Ughuuu
- fix build for missing platforms by @Ughuuu
- Fix owner leak in destroy_shape() by @Chubercik
- Rpath change in actions WIP 1/2 by @OceanBreezeGames
- fix characterbody one way dir bug by @Ughuuu
- Allow circles to have 0 radius by @Ughuuu
- fix liquid phantom collisions by @Ughuuu
- Fix shape contact when velocity is 0 by @Ughuuu
- Fix web builds. Double builds part 1 impl by @Ughuuu in #282
- fix layer and mask reseting friction by @Ughuuu in #294
- build static libs too. by @Ughuuu in #295
- Fix signal enter bug by @Ughuuu in #299
- move static after dynamic signing by @Ughuuu in #301
- fix removed collider event not triggering by @Ughuuu in #304
- Update godot source file references by @emmanuel-ferdman in #305
- Don't run mac signing on pr's by @Ughuuu in #312
- Implement basic sliding joint 3D by @Stefan-5422 in #311
- Update to latest gdext by @Ughuuu in #306
- Fix points getting removed and empty points warning.
- Update state reload test. Also add gdlint to ghactions step.
- Fix crash in get_contact
- Fix point warning and raycast slowdown
- Fix shapecast at start not being detected
- Fix case where contacts are missed
- Finally implement unsafe fraction for all.
- Fix rapier math name clash.
- Fix shape disable not updating.
- Remove some references to RID internally and use uid instead. Also fix Area issue. by @Ughuuu in #243
- Add deterministic base function. Fix freeze mode. Fix missing events/collisions. by @Ughuuu in #258
- Add integration tests from godot physics tests. Fix inertia issue again. by @Ughuuu in #259
- Fix missing internal rids
- add space_step and space_flush_queries by @Ughuuu in #241
- re-add ghost collision but disabled by default
- fix world boundary shape distance
- Update README.md with limitations by @Ughuuu in #229
- Fix apply impulse not waking up body. Also remove dynamic dispatch. by @Ughuuu in #233
- fix inertia not being calculated correctly. by @Ughuuu in #235
- fix character body one way direction by @Ughuuu in #237
- BREAKING: Removing 2d ghost collision fix until new one is implemented in parry. The current one was causing too much instability.
- add get remaining times for fluid by @Ughuuu in #204
- Remove ghost collision from modify collision. Try to fix web builds. Fix one way direction for rigidbodies. by @Ughuuu in #208
- Automatic updates. Fix ios binary name. by @Ughuuu in #228
- Enable no threads builds by @Ughuuu in #202
- BREAKING: Only supports 4.3 moving on.
- Add functions to get objects positions in bulk by @Ughuuu in #188
- Fix teleport ruining mass properties by @Ughuuu in #190
- fix set_pos_and_velocity of fluid by @Ughuuu in #196
- Fix area not detected issue by @Ughuuu in #197
- add experimental threads for now to fix wrong thread access by @Ughuuu in #198
- add stub functions by @Ughuuu in #199
- Migrate to latest gdext. Also fix body notification issue. by @Ughuuu in #179
- fix segment shape by @Ughuuu in #182
- Fix static body constant velocity to not cumulate by @Ughuuu in #183
- fix linear/angular damp by @Ughuuu in #167
- Update fluid faucet demo. Also add windows arm64 builds by @Ughuuu in #165
- Move to impl class fluid so code is shared by @Ughuuu in #163
- Update to newest gdext. Remove warnings by @Ughuuu in #161
- Liquid nice to have features by @Ughuuu in #160
- Liquids impl by @Ughuuu in #159
- Fix area bug crash by @Ughuuu in #146
- Add pin joint 3d and character body 3d(initial support) by @Ughuuu in #124
- update docs by @Ughuuu in #143
- use latest emscripten 3.1.62 by @Ughuuu in #145
- Re-enable android build - helped by bigmac by @Ughuuu in #144
- Add missing cylinder shape for 3d by @Ughuuu in #137
- Update readme and disable parallel builds by @Ughuuu in #140
- Fix shape scale issue and extra contacts reported. Also update rigidbodies to use collision groups by @Ughuuu in #128
- Add enchanced determinism flag for math by @Ughuuu in #132
- Fix order of results from shape result by @Ughuuu in #120
- Fix windows build with missing symbols by @Ughuuu in #121
- Fix not destroying objects by @Ughuuu in #115
- Fix borrow issues for joints by @Ughuuu in #116
- Small update for areas. Also look into reenabling character body. Also small fix for shapes removed. by @Ughuuu in #118