Godot Jolt is a Godot extension that integrates the Jolt physics engine
This release supports Godot 4.1.
These are the notable changes that have been made since 0.5.0-stable was released. You can also find a list of all the commits here.
Any breaking changes are denoted with ⚠️.
JoltPinJoint3D
.JoltHingeJoint3D
.JoltSliderJoint3D
.JoltConeTwistJoint3D
.JoltGeneric6DOFJoint3D
.HeightMapShape3D
with non-power-of-two dimensions.HeightMapShape3D
with non-square dimensions.HeightMapShape3D
with no heights.ConcavePolygonShape3D
.This is the first release candidate for version 0.6.0, and assuming no major bugs/regressions are found is likely to become 0.6.0-stable.
This release supports Godot 4.1.
These are the notable changes that have been made since 0.5.0-stable was released. You can also find a list of all the commits here.
Any breaking changes are denoted with ⚠️.
JoltPinJoint3D
.JoltHingeJoint3D
.JoltSliderJoint3D
.JoltConeTwistJoint3D
.JoltGeneric6DOFJoint3D
.HeightMapShape3D
with non-power-of-two dimensions.HeightMapShape3D
with non-square dimensions.HeightMapShape3D
with no heights.ConcavePolygonShape3D
.This release supports Godot 4.1.
These are the notable changes that have been made since 0.4.1-stable was released. You can also find a list of all the commits here.
Any breaking changes are denoted with ⚠️.
RigidBody3D
. Consider freezing the body as static instead.JoltPinJoint3D
, JoltHingeJoint3D
, JoltSliderJoint3D
, JoltConeTwistJoint3D
and JoltGeneric6DOFJoint3D
. These differ in the following ways:
enabled
property.get_applied_force
and get_applied_torque
methods. These coupled with the enabled
property allows for creating breakable joints.solver_velocity_iterations
and solver_position_iterations
properties.JoltConeTwistJoint3D
can be configured with a motor.CharacterBody3D
and other kinematic bodies wouldn't respect locked axes.null
to the result
parameter (or omitting it entirely) of the body_test_motion
method in PhysicsServer3D
would cause a crash.body_is_omitting_force_integration
method in PhysicsServer3D
would always return false
.This is the first release candidate for version 0.5.0, and assuming no major bugs/regressions are found is likely to become 0.5.0-stable.
This release supports Godot 4.1.
These are the notable changes that have been made since 0.4.1-stable was released. You can also find a list of all the commits here.
Any breaking changes are denoted with ⚠️.
RigidBody3D
. Consider freezing the body as static instead.JoltPinJoint3D
, JoltHingeJoint3D
, JoltSliderJoint3D
, JoltConeTwistJoint3D
and JoltGeneric6DOFJoint3D
. These differ in the following ways:
enabled
property.get_applied_force
and get_applied_torque
methods. These coupled with the enabled
property allows for creating breakable joints.solver_velocity_iterations
and solver_position_iterations
properties.JoltConeTwistJoint3D
can be configured with a motor.CharacterBody3D
and other kinematic bodies wouldn't respect locked axes.null
to the result
parameter (or omitting it entirely) of the body_test_motion
method in PhysicsServer3D
would cause a crash.body_is_omitting_force_integration
method in PhysicsServer3D
would always return false
.This is a quick patch release to fix an issue with ConcavePolygonShape3D
. Be sure to also read the release notes for 0.4.0-stable if you're upgrading from 0.3.0-stable.
This release supports Godot 4.1.
These are the notable changes that have been made since 0.4.0-stable was released. You can also find a list of all the commits here.
Any breaking changes are denoted with ⚠️.
ConcavePolygonShape3D
would cause the application to hang or emit a vast amount of errors.This release supports Godot 4.1.
These are the notable changes that have been made since 0.3.0-stable was released. You can also find a list of all the commits here.
Any breaking changes are denoted with ⚠️.
cast_motion
method in PhysicsDirectSpaceState3D
to return [1.0, 1.0]
instead of []
when no collision was detected, to match Godot Physics.Generic6DOFJoint3D
.constant_angular_velocity
on StaticBody3D
) wouldn't be applied as expected if the imparted upon body was placed across the imparting body's center of mass.CENTER_OF_MASS_MODE_CUSTOM
to CENTER_OF_MASS_MODE_AUTO
wouldn't actually reset the body's center-of-mass.PhysicsServer3D
, PhysicsDirectBodyState3D
or PhysicsDirectSpaceState3D
in C# scripts would trigger an exception.recovery_as_collision
parameter in the move_and_collide
and test_move
methods on bodies would always be true
.input_ray_pickable
property on bodies and areas would always be true
.This is the first release candidate for version 0.4.0, and assuming no major bugs/regressions are found is likely to become 0.4.0-stable.
This release supports Godot 4.1.
These are the notable changes that have been made since 0.3.0-stable was released. You can also find a list of all the commits here.
Any breaking changes are denoted with ⚠️.
cast_motion
method in PhysicsDirectSpaceState3D
to return [1.0, 1.0]
instead of []
when no collision was detected, to match Godot Physics.Generic6DOFJoint3D
.constant_angular_velocity
on StaticBody3D
) wouldn't be applied as expected if the imparted upon body was placed across the imparting body's center of mass.CENTER_OF_MASS_MODE_CUSTOM
to CENTER_OF_MASS_MODE_AUTO
wouldn't actually reset the body's center-of-mass.PhysicsServer3D
, PhysicsDirectBodyState3D
or PhysicsDirectSpaceState3D
in C# scripts would trigger an exception.recovery_as_collision
parameter in the move_and_collide
and test_move
methods on bodies would always be true
.input_ray_pickable
property on bodies and areas would always be true
.This release supports Godot 4.0.3.
move_and_collide
parameter recovery_as_collision
is always true
(#337)These are the notable changes that have been made since 0.2.3-stable was released. You can also find a list of all the commits here.
Any breaking changes are denoted with ⚠️.
Area3D
to detect overlaps with static bodies (including RigidBody3D
using FREEZE_MODE_STATIC
) at a potentially heavy performance/memory cost.RigidBody3D
using FREEZE_MODE_KINEMATIC
wouldn't have its _integrate_forces
method called when monitoring contacts.CharacterBody3D
platform velocities would always be zero._physics_process
.This is the first release candidate for version 0.3.0, and assuming no major/critical bugs or regressions are found is likely to become 0.3.0-stable.
This release supports Godot 4.0.3.
move_and_collide
parameter recovery_as_collision
is always true
(#337)These are the notable changes that have been made since 0.2.3-stable was released. You can also find a list of all the commits here.
Any breaking changes are denoted with ⚠️.
Area3D
to detect overlaps with static bodies (including RigidBody3D
using FREEZE_MODE_STATIC
) at a potentially heavy performance/memory cost.RigidBody3D
using FREEZE_MODE_KINEMATIC
wouldn't have its _integrate_forces
method called when monitoring contacts.CharacterBody3D
platform velocities would always be zero._physics_process
.This release supports Godot 4.0.3.
move_and_collide
parameter recovery_as_collision
is always true
(#337)These are the notable changes that have been made since 0.2.2-stable was released. You can also find a list of all the commits here.
Any breaking changes are denoted with ⚠️.
Generic6DOFJoint
that used both linear and angular limits.SliderJoint3D
to the same value would make it free instead of fixed.RigidBody3D
slightly while using lock_rotation
.