feat: change the character controller’s solve_character_collision_impulses to take multiple CharacterCollision (#646)

* character controller: solve multiple collisions

* add solve multiple collisions to changelog

* chore: apply review comments

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Co-authored-by: Sébastien Crozet <sebcrozet@dimforge.com>
This commit is contained in:
Thierry Berger
2024-06-09 13:20:58 +02:00
committed by GitHub
parent a8a0f297f5
commit 8160b4ebdb
3 changed files with 43 additions and 15 deletions

View File

@@ -51,6 +51,8 @@ This release introduces two new crates:
- Rename `JointAxesMask::X/Y/Z` to `::LIN_X/LIN_Y/LIN_Z` to avoid confusing it with `::ANG_X/ANG_Y/ANG_Z`.
- The function `RigidBody::add_collider` is now private. It was only public because it was needed for some internal
`bevy_rapier` plumbings, but it is no longer useful. Adding a collider must always go througthe `ColliderSet`.
- `CharacterController::solve_character_collision_impulses` now takes multiple `CharacterCollision` as parameter:
this change will allow further internal optimizations.
## v0.19.0 (05 May 2024)