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This release only supports Godot 4.3 and Godot 4.4.
Important
This extension has been merged into Godot itself starting with Godot 4.4, which means you don't need to install this in order to use Jolt Physics in your project.
To use the built-in integration in Godot 4.4, select "Jolt Physics" as the 3D physics engine in the project settings.
Note that the built-in integration in Godot 4.4 does not include the substitute joints (JoltHingeJoint3D
, etc.), so if you need to make use of them you will still need this extension, in which case you select "Jolt Physics (Extension)" as the 3D physics engine in the project settings instead.
Changelog
These are the notable changes that have been made since 0.14.0-stable was released. You can also find a list of all the commits here, and the list of upstream changes to Jolt itself here.
Any breaking changes are denoted with
Changed
⚠️ Changed the registered physics engine name from "JoltPhysics3D" to "Jolt Physics (Extension)", to avoid confusion when used in Godot 4.4.⚠️ Moved the project settings fromphysics/jolt_3d/*
tophysics/jolt_physics_extension_3d/*
, to avoid confusion when used in Godot 4.4.⚠️ Changed the name ofJoltPhysicsServer3D
toJoltPhysicsServer3DExtension
, to avoid name collision with the built-in Jolt module in Godot 4.4.⚠️ Raised the minimum required glibc version for the Linux binaries from 2.31 to 2.35, which for Ubuntu raises the minimum required version from Ubuntu 20.04 to Ubuntu 22.04.⚠️ Changed the "Use Enhanced Internal Edge Detection" project setting under the "Collisions" category to only apply to the collision detection that happens forRigidBody3D
. There are now instead identically named settings under the "Kinematics" and "Queries" categories for controlling those contexts. See below for more information.
Added
- Added a new "Use Enhanced Internal Edge Detection" project setting under the "Kinematics" category for controlling the use of Jolt's enhanced internal edge detection in the context of kinematic movement methods, meaning the
body_test_motion
method ofPhysicsServer3D
, which is also what powerstest_move
,move_and_collide
andmove_and_slide
. - Added a new "Use Enhanced Internal Edge Detection" project setting under the "Queries" category for controlling the use of Jolt's enhanced internal edge detection in the context of shape queries, meaning
collide_shape
,intersect_shape
,get_rest_info
andcast_motion
, which is also what powers theShapeCast3D
node.
Fixed
⚠️ Fixed issue where custom inertia wouldn't be applied correctly for bodies usingConvexPolygonShape3D
or offset shapes.⚠️ Fixed issue where shape queries (e.g.collide_shape
) would not function correctly when overlapping with multiple bodies and the "Use Enhanced Internal Edge Detection" project setting was enabled.- Fixed issue with spring stiffness not having any effect for
Generic6DOFJoint3D
. - Fixed issue where effective total damping wouldn't be updated when changing the
linear_damp_mode
orangular_damp_mode
properties ofRigidBody3D
after it had entered a scene tree. - Fixed issue where changing damping-related properties of
Area3D
wouldn't update damping for the bodies it overlapped.
Note
The files named *_double
name are meant for double-precision builds of Godot and can't be used with the official builds of Godot, which are single-precision.