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CHANGELOG.md

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Changelog

  • Hide some items so speed is better in editor(skeleton and remote transform)
  • Update to support angular limits (Godot 4.2)
  • Fix issue where the addon icon would be too small.
  • Fix issue where sofbody didn't get refreshed
  • Add joint property both ways(create 1 or 2 joints for each rigdbody)
  • Fix errors when editing softbody and not updating.
  • Make rigidbody configuration be without script but with scene instead.
  • Fix lookat for case of breaking rigidbodies
  • Remove breakable_rigidbody script, instead do all logic on SoftBody2D script
  • Add exclude_texture to support hollow softbodies.
  • Remove soft_center as it makes physics simulation unstable
  • Remove look_at_center
  • Add SkeletonModification2DLookAt and remove LookAtCenter2D script
  • Remove bake and clear options and only allow baking if you change a property
  • Add rest_length_ratio and length_ratio, useful to set rest_length and length of damped spring based on the distance between bones. This number is multiplied with that distance.
  • Add license to exported addons also
  • Fix problem that would happen when cutting and vertices would remain
  • Add realtime updates to softbody
  • Fix center calculation
  • Add square as shape type
  • Fix look_at_center if it's connected to only 2 shapes
  • Add soft_on_inside propert. This makes them look more squishy.
  • Add look_at_center option. This makes them look more natural, if you don't need breakable objects.
  • Update documentation.
  • Remove video recording from repo so that it has less mb.
  • Only export addons folder to asset store.
  • Update some default params in scene.
  • Fix issue that occured when breaking softbody and bone wouldn't look in correct direction. Also improved how bones look for direction in general.
  • Use also PinJoin2D for joints to obtain more bouncy softbodies. Also let option to generate with old SpringJoint.
  • Change how softbodies are generated. Use voronoi for generating polygons, then store polygons for each bone. This is used for cutting softbodies.
  • There is now option to cut softbodies, making them breakable. This is done by adding breakable_rigidboy2d.gd script(you can also extend it). Still wip.
  • Create just one script, SoftBody2D that you can put on a Polygon2D that generates all nodes below.

v0.4 - UNRELEASED

  • Fix bug where if object is rotated weight generation isn't correct.
  • Add more tips on how to get a good simulation
  • Fix case where if root object is rotated, generation doesn't work.
  • Fix bug with version 4.0 RC3.
  • Add more options, make defaults more stable.
  • Add more docs on how to use.

v0.1 - UNRELEASED

  • Initial Release