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