lucaspoffo / renet

Server/Client network library for multiplayer games with authentication and connection management made with Rust
Apache License 2.0
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Update bevy_rapier3d requirement from 0.16.0 to 0.17.0 #48

Closed dependabot[bot] closed 1 year ago

dependabot[bot] commented 1 year ago

Updates the requirements on bevy_rapier3d to permit the latest version.

Changelog

Sourced from bevy_rapier3d's changelog.

0.17.0 (02 Oct. 2022)

Added

  • Add a kinematic character controller implementation. This feature is accessible in two different ways:
    1. 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.
    2. 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

... (truncated)

Commits
  • 90eb198 Release v0.17.0
  • 1e503ce Merge pull request #257 from dimforge/character-controller
  • 4af6342 Clippy fixes
  • b9f9a8e Improve ExternalForce and ExternalImpulse
  • 16379c0 Add character controller implementation
  • 0523d61 Allow changing the depth test setting from the DebugLinesConfig after plugin ...
  • 4013d7d Merge pull request #248 from dimforge/fix-scale
  • 470ac88 More general handling of numerical jitter
  • 0edef77 Mitigate rounding errors due to scaling extraction from the global transform
  • d5d3cac Release v0.16.2
  • Additional commits viewable in compare view


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dependabot[bot] commented 1 year ago

Superseded by #53.