Add a kinematic character controller implementation. This feature is accessible in two different ways:
The first approach is to insert the KinematicCharacterController component to an entity. If the
KinematicCharacterController::custom_shape field is set, then this shape is used for the character control.
If this field is None then the Collider attached to the same entity as the character controller is used.
The character controller will be automatically updated when the KinematicCharacterController::movement is set.
The result position is written to the Transform of the character controller’s entity.
The second, lower level, approach, is to call RapierContext::move_shape to compute the possible movement
of a shape, taking obstacle and sliding into account.
Add implementations of Add, AddAssign, Sub, SubAssign to ExternalForce and ExternalImpulse.
Add ExternalForce::at_point and ExternalImpulse::at_point to apply a force/impulse at a specific point
of a rigid-body.
Fix
Fix shapes quickly switching between scaled and non-scaled versions due to rounding errors in the scaling extraction
from bevy’s global affine transform.
0.16.2 (23 August 2022)
Added
Implement Debug for Collider and ColliderView.
Add the missing ActiveEvent::CONTACT_FORCE_EVENTS to enable contact force events on a collider.
0.16.1 (19 August 2022)
Fixed
Fix crash of the 2D debug-render on certain platforms (including Metal/MacOS).
Fix bug where collision events and contact force events were not cleared automatically.
Implement Reflect for AsyncCollider.
0.16.0 (31 July 2022)
Modified
Switch to Bevy 0.8.
0.15.0 (10 July 2022)
Fixed
Fix unpredictable broad-phase panic when using small colliders in the simulation.
Fix collision events being incorrectly generated for any shape that produces multiple
contact manifolds (like triangle meshes).
Fix transform hierarchies not being properly taken into account for colliders with a
parent rigid-body.
Fix force and impulse application when the ExternalImpulse or ExternalForce components were added
at the same time as the rigid-body creation.
Fix sleeping threshold application when these thresholds are set at the same time as the rigid-body
creation.
Added
Add the ColliderMassProperties::Mass variant to let the user specify a collider’s mass directly (instead of its density).
As a result the collider’s angular inertia tensor will be automatically be computed based on this mass and its shape.
Add the ContactForceEvent event. It can be read by a bevy system with the EventReader<ContactForceEvent>. This
event is useful to read contact forces. A ContactForceEvent is generated whenever the sum of the magnitudes of the
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Updates the requirements on bevy_rapier3d to permit the latest version.
Changelog
Sourced from bevy_rapier3d's changelog.
... (truncated)
Commits
90eb198
Release v0.17.01e503ce
Merge pull request #257 from dimforge/character-controller4af6342
Clippy fixesb9f9a8e
Improve ExternalForce and ExternalImpulse16379c0
Add character controller implementation0523d61
Allow changing the depth test setting from the DebugLinesConfig after plugin ...4013d7d
Merge pull request #248 from dimforge/fix-scale470ac88
More general handling of numerical jitter0edef77
Mitigate rounding errors due to scaling extraction from the global transformd5d3cac
Release v0.16.2Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting
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