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authorRobert Hrusecky <robert.hrusecky@utexas.edu>2020-10-29 18:09:41 -0500
committerRobert Hrusecky <robert.hrusecky@utexas.edu>2020-10-29 18:09:41 -0500
commitbcec54ef31d987cf20b493628a20777183a95f65 (patch)
treecee40c0467c04f1f02861342e20ce8223ca6d99b /CHANGELOG
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parent4b8242b9c267a9412c88793575db37f79c544ca2 (diff)
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Merge branch 'master' into infinite_fall_memory
Fix merge conflict resulting from "axii" spelling correction
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-## v0.2.0 - WIP
+## v0.3.0
+- Collider shapes are now trait-objects instead of a `Shape` enum.
+- Add a user-defined `u128` to each colliders and rigid-bodies for storing user data.
+- Add the support for `Cylinder`, `RoundCylinder`, and `Cone` shapes.
+- Added the support for collision filtering based on bit masks (often known as collision groups, collision masks, or
+ collision layers in other physics engines). Each collider has two groups. Their `collision_groups` is used for filtering
+ what pair of colliders should have their contacts computed by the narrow-phase. Their `solver_groups` is used for filtering
+ what pair of colliders should have their contact forces computed by the constraints solver.
+- Collision groups can also be used to filter what collider should be hit by a ray-cast performed by the `QueryPipeline`.
+- Added collision filters based on user-defined trait-objects. This adds two traits `ContactPairFilter` and
+ `ProximityPairFilter` that allows user-defined logic for determining if two colliders/sensors are allowed to interact.
+- The `PhysicsPipeline::step` method now takes two additional arguments: the optional `&ContactPairFilter` and `&ProximityPairFilter`
+for filtering contact and proximity pairs.
+
+## v0.2.1
+- Fix panic in TriMesh construction and QueryPipeline update caused by a stack overflow or a subtraction underflow.
+
+## v0.2.0
The most significant change on this version is the addition of the `QueryPipeline` responsible for performing
scene-wide queries. So far only ray-casting has been implemented.