- Create bodies by duplicating the ones from the scene to allow custom
settings on them for testing purpose
- Rename 3D test with multiple groups of bodies "Contact Islands"
instead of "Contacts Extended" for clarity
- Added "Contact Islands" test for 2D
- Fixed log spamming with "Contact Islands" tests due to printing log
messages for each group of bodies
- Added parameter to randomize spawn positions in order to make
contact separation more balanced (avoids artifacts like a huge column
for circles in 2D test)
- Using smaller shapes and larger amount of objects by default to test
more extreme case
Fix custom collision shape drawing in physics tests:
CollisionShape debug draw has changed in 3.3 and now requires a body
to be rendered, so the trick to display custom physics shapes in the
physics tests had to be updated.
Cylinder support:
Now cylinders are supported in Godot Physics, so the exception to avoid
spamming errors when cylinders are used can be removed.
Rigid body picking:
Added mouse-picking to Test Shapes in both 2D and 3D.
Changed debug collision shortcut from 'D' to 'C' to keep WASD available
for other functions in some tests.
Unbound arrows from UI shortcuts for the same reason.
Start logging physics tick one frame earlier for each operation
Disable debug collision to avoid rendering bottleneck
Fixes in adding/removing bodies to avoid bottlenecks outside of physics
2D: Increase message queue size to allow adding more objects at once
3D: Remove camera to disable rendering altogether
3D: Fix error with create_rigidbody_box missing default value
Add Functional Test / Stack & Pyramid
For testing stack stability.
Add Functional Test / Raycasts
Visually test raycast on different shapes.
Add Performance Test / Broadphase
Add/move/remove lots of non-colliding objects and measure time.
Fix leaks on exit
Some Nodes are copied and removed from the scene to be used as templates,
they need to be freed manually on exit.
Fix Performance Test / Contacts
Positions adjusted, some shape types were not created at the center.
This is required to benefit from crisp display on hiDPI monitors.
This also fixes issues related to fullscreen and input handling
when using an hiDPI display on Windows.
- Enable 4× MSAA in all 3D demos.
- Enable filmic tonemapping with a whitepoint of 6 in GLES3 3D demos.
- Add subtle fog to the Truck Town demo.
- Use the `2d` stretch mode and `expand` stretch aspect to support
multiple resolutions and aspect ratios.