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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-12-09 16:36:39 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-12-10 16:25:14 -0700
commit30a608b7b9d9a13e34d27bbc7335ae0898eb40fa (patch)
treedbe15f8106f705b14f764bf98cc81ec25e4ccbe1 /editor/icons/GPUParticles3D.svg
parentf1e3c87244f18ab1a507b6e3637c34b2d49c1dc6 (diff)
Fix rigid body ray cast CCD in 2D and 3D Godot Physics
For 2D: Raycast CCD now works the same as in 3D, it changes the body's velocity to place it at the impact position instead of generating a contact point that causes a wrong push back. For both 2D and 3D: The raycast CCD process reads and modifies body velocities, so it needs to be moved to pre_solve() instead of setup() to be processed linearly on the main thread, otherwise multithreading can cause some CCD results to be randomly lost when multiple collisions occur.
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