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Once issue #158 is resolved, `SpaceEditorPlugin` should register [all of Bevy's events](https://docs.rs/bevy/latest/bevy/prelude/trait.Event.html#implementors) using `App::editor_registry_event()`. Th…
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![image](https://github.com/Jondolf/bevy_xpbd/assets/28705694/de095ba7-d758-4bf0-ad5e-dad964c7b58f)
I use `DistanceJoint` to connect hair joints. When I move the model's root entity, the hair will …
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The scenario is simple. The samples given translate well to the common type of movements that only utilize bevy. But anything that utilizes rapier and XPBD will certainly be broken.
Since the **fn s…
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Hi @guiastrennec,
I'm seeing the `@x` `@y` etc again. I'm assuming something in the updated tidyverse may be to blame? `stringi` or something similar?'
My sessionInfo:
```R
> sessionIn…
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## What problem does this solve or what need does it fill?
Currently gizmos are global and are rebuilt every frame. This is fine for debugging small scenes. On big scenes, however gizmos can incur …
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I'd like to play around with bevy_firework, but I'm already upgraded to 0.14.0. I tried to fork and upgrade bevy_firework to 0.14, but it wasn't simple due to the xpbd integration. I'm wondering wheth…
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My networking crate had 0 rollbacks with xpbd, but now in one of my examples, everytime the entity collides with something else I have some rollbacks.
I checked the logs, it seems like my inputs ar…
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Just finished migrating a project to 0.14 🥳
Formerly I was calling `insert_gizmo_group` when building my app to configure gizmos for `bevy_xpbd` but now needed to use `insert_gizmo_config`.
I di…
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i thought xpbd is good but it is slow. of course this point will be improved, i believe. but in addition, xpbd has to be added rigidbody for every colliders. this is impossible for complex game world…
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cc on server moves strange way when cc collides with cc, because it seems applying all collisions for each cc.