Release v0.19.0

This commit is contained in:
Sébastien Crozet
2024-05-05 18:18:10 +02:00
committed by Sébastien Crozet
parent 27f627902e
commit af1ac9baa2
10 changed files with 39 additions and 21 deletions

View File

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## Unreleased
## v0.19.0 (05 May 2024)
### Fix
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- Fix kinematic character controller getting stuck against vertical walls.
- Fix joint limits/motors occasionally not being applied properly when one of the attached
rigid-bodies is fixed.
- Fix an issue where contacts would be completely ignored between two convex shapes.
### Added
**Many stability improvements were added as part of this release. To see illustrations of some of these
changes, see [#625](https://github.com/dimforge/rapier/pull/625).**
- Add `RigidBody::predict_position_using_velocity` to predict the next position of the rigid-body
based only on its current velocity.
- Add `Collider::copy_from` to copy most collider attributes to an existing collider.
- Add `RigidBody::copy_from` to copy most rigid-body attributes to an existing rigid-body.
- Add the `BroadPhase` trait and expect an implementor of this trait as input to `PhysicsPipeline::step`.
- Implement a 2D block-solver as well as warmstarting. Significantly improves stacking capabilities. Generally reduces
the "pop" effect that can happen due to penetration corrections.
- Add `RigidBodyBuilder::soft_ccd_prediction` and `RigidBody::set_soft_ccd_prediction` to enable `soft-ccd`: a form of
CCD based on predictive contacts. This is helpful for objects moving moderately fast. This form of CCD is generally
cheaper than the normal (time-dropping) CCD implemented so far. It is possible to combine both soft-ccd and
time-dropping ccd.
- Add a `ColliderBuilder::contact_skin`, `Collider::set_contact_skin`, and `Collider::contact_skin`. This forces the
solver te maintain a gap between colliders with non-zero contact skin, as if they had a slight margin around them.
This helps performance and stability for thin objects (like triangle meshes).
- Internal edges were reworked to avoid dropping contacts that would help with stability, and improve stability of
collisions between two triangle meshes. The `TriMeshFlags::FIX_INTERNAL_EDGES` and
`HeightFieldFlags::FIX_INTERNAL_EDGES` flags were added to enable internal edges handling.
- Add `IntegrationParameters::length_units` to automatically adjust internal thresholds when the user relies on custom
length units (e.g. pixels in 2D).
### Modified