- Switch to
Rapier
0.11 andnalgebra
0.29. - Add labels to each system from
bevy-rapier
.
- Fix panics when despawning joints or colliders.
- Fix a panic where adding a collider.
- Don’t let the plugin overwrite the user’s
PhysicsHooksWithQueryObject
if it was already present before inserting the plugin.
- Fix build when targeting WASM.
- Fix joint removal when despawning its entity.
A new, exhaustive, user-guide for bevy_rapier has been uploaded to rapier.rs.
This version is a complete rewrite of the plugin. Rigid-bodies and
colliders are now split into components that can be queried like any other
components. They are created by inserting a RigidBodyBundle
and/or a ColliderBundle
.
In addition, the Entity
type and ColliderHandle/RigidBodyHandle
type can now be
converted directly using entity.handle()
or handle.entity()
.
Finally, there is now a prelude: use bevy_rapier2d::prelude::*
.
- The
ColliderDebugRender
component must be added to an entity containing a collider shape in order to render it.
- Use the version 0.5.0 of Rapier.
- The debug rendering of 3D trimesh now work.
- The debug rendering won't crash any more if a not-yet-supported shape is used. It will silently ignore the shape instead.
- The crate has now a
render
feature that allows building it without any rendering support (avoiding some dependencies that may not compile when targetting WASM).
- Use the version 0.4.0 of Bevy.
- Fix the rendering of colliders attached to an entity children of another entity containing the rigid-body it is attached to.
- The adaptive change of number of timesteps executed during each render loop
(introduced in the version 0.4.0 with position interpolation) is
now disabled by default. It needs to be enabled explicitly by setting
RapierConfiguration.time_dependent_number_of_timesteps
totrue
.
- It is now possible to attach multiple colliders to a single
rigid-body by using Bevy hierarchy: an entity contains
the
RigidBodyBuider
whereas its children contain theColliderBuilder
.
- We now use the latest version of Rapier: 0.4.0. See the Rapier changelog for details. In particular, this includes the ability to lock the rotations of a rigid-body.
- We now use the latest version of Bevy: 0.3.0
- Rigid-bodies, colliders, and joints, will automatically removed from the Rapier sets when their corresponding Bevy components are removed.
This release update the plugin to the latest version of Rapier, which itself includes lots of new features. Refer to the Rapier changelogs for details.
- A
InteractionPairFilters
resource where you can your own filters for contact pair and proximity pair filtering. Before considering the use of a custom filter, consider using collision groups instead (as it is faster, but less versatile).
- The stepping system now applies interpolation between two physics state at render time. Refer to that issue and the following blog post article for details: https://www.gafferongames.com/post/fix_your_timestep/
- Rapier configuration
- Replaced
Gravity
andRapierPhysicsScale
resources with a uniqueRapierConfiguration
resource. - Added an
physics_pipeline_active
attribute toRapierConfiguration
allowing to pause the physic simulation. - Added a
query_pipeline_active
attribute toRapierConfiguration
allowing to pause the query pipeline update.
- Replaced