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Revert accidental changes to CHANGELOG.md.
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CHANGELOG.md

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see [rapier's changelog](https://github.com/dimforge/rapier/blob/master/CHANGELOG.md).
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- `RapierQueryPipeline` is no longer a component.
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- Migration: Use `RapierContext` or retrieve the needed components to pass to `RapierQueryPipeline::new_scoped` and make your logic in a scoped function. This function allows capturing and returning information.
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- a new `QueryPipelineMut` to provide the same API as rapier. It's currently used for the character controller.
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- a new `QueryPipelineMut` to provide the same API as rapier. It's currently used for the character controller.
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### Fix
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- Update bevy to 0.15.
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- `RapierContext`, `RapierConfiguration` and `SimulationToRenderTime` are now a `Component` instead of resources.
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- Rapier now supports multiple independent physics worlds, see example `multi_world3` for usage details.
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- Migration guide: - `ResMut<mut RapierContext>` -> `WriteDefaultRapierContext` - `Res<RapierContext>` -> `ReadDefaultRapierContext` - Access to `RapierConfiguration` and `SimulationToRenderTime` should query for it
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on the responsible entity owning the `RenderContext`.
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- Migration guide:
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- `ResMut<mut RapierContext>` -> `WriteDefaultRapierContext`
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- `Res<RapierContext>` -> `ReadDefaultRapierContext`
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- Access to `RapierConfiguration` and `SimulationToRenderTime` should query for it
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on the responsible entity owning the `RenderContext`.
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- If you are building a library on top of `bevy_rapier` and would want to support multiple independent physics worlds too,
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you can check out the details of [#545](https://github.com/dimforge/bevy_rapier/pull/545)
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to get more context and information.
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you can check out the details of [#545](https://github.com/dimforge/bevy_rapier/pull/545)
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to get more context and information.
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- `colliders_with_aabb_intersecting_aabb` now takes `bevy::math::bounding::Aabb3d` (or `[..]::Aabb2d` in 2D) as parameter.
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- it is now accessible with `headless` feature enabled.
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### Fix
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- Fix a crash when using `TimestepMode::Interpolated` and removing colliders
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during a frame which would not run a simulation step.
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during a frame which would not run a simulation step.
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### Added
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- Added a `TriMeshFlags` parameter for `ComputedColliderShape`,
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its default value is `TriMeshFlags::MERGE_DUPLICATE_VERTICES`,
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which was its hardcoded behaviour.
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- Added a way to configure which colliders should be debug rendered: `global` parameter for both
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its default value is `TriMeshFlags::MERGE_DUPLICATE_VERTICES`,
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which was its hardcoded behaviour.
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- Added a way to configure which colliders should be debug rendered: `global` parameter for both
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`RapierDebugColliderPlugin` and `DebugRenderContext`, as well as individual collider setup via
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a `ColliderDebug` component.
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@@ -110,7 +113,7 @@ and new features. Please have a look at the
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- Renamed `has_any_active_contacts` to `has_any_active_contact` for better consistency with rapier.
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- `ColliderDebugColor`'s property is now a `bevy::color::Hsla`.
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- `ImpulseJoint::data` and `MultibodyJoint::data` are now a more detailed enum `TypedJoint` instead of a `GenericJoint`.
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You can still access its inner `GenericJoint` with `.as_ref()` or `as_mut()`.
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You can still access its inner `GenericJoint` with `.as_ref()` or `as_mut()`.
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- `data` fields from all joints (`FixedJoint`, …) are now public, and their getters removed.
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### Added
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- Fix typo by renaming `CuboidViewMut::sed_half_extents` to `set_half_extents`.
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- Properly scale parented collider’s offset based on changes on its `ColliderScale`.
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## 0.21.0 (07 March 2023)
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## 0.21.0 (07 March 2023)
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### Modified
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### Added
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- Add a **kinematic character controller** implementation. This feature is accessible in two different ways:
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1. The first approach is to insert the `KinematicCharacterController` component to an entity. If the
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`KinematicCharacterController::custom_shape` field is set, then this shape is used for the character control.
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If this field is `None` then the `Collider` attached to the same entity as the character controller is used.
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The character controller will be automatically updated when the `KinematicCharacterController::movement` is set.
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The result position is written to the `Transform` of the character controller’s entity.
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2. The second, lower level, approach, is to call `RapierContext::move_shape` to compute the possible movement
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of a shape, taking obstacle and sliding into account.
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1. The first approach is to insert the `KinematicCharacterController` component to an entity. If the
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`KinematicCharacterController::custom_shape` field is set, then this shape is used for the character control.
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If this field is `None` then the `Collider` attached to the same entity as the character controller is used.
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The character controller will be automatically updated when the `KinematicCharacterController::movement` is set.
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The result position is written to the `Transform` of the character controller’s entity.
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2. The second, lower level, approach, is to call `RapierContext::move_shape` to compute the possible movement
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of a shape, taking obstacle and sliding into account.
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- Add implementations of `Add`, `AddAssign`, `Sub`, `SubAssign` to `ExternalForce` and `ExternalImpulse`.
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- Add `ExternalForce::at_point` and `ExternalImpulse::at_point` to apply a force/impulse at a specific point
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of a rigid-body.
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- Add the `ColliderMassProperties::Mass` variant to let the user specify a collider’s mass directly (instead of its
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density).
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As a result the collider’s angular inertia tensor will be automatically be computed based on this mass and its shape.
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- Add the `ContactForceEvent` event. It can be read by a bevy system with the `MessageReader<ContactForceEvent>`. This
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- Add the `ContactForceEvent` event. It can be read by a bevy system with the `EventReader<ContactForceEvent>`. This
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event is useful to read contact forces. A `ContactForceEvent` is generated whenever the sum of the magnitudes of the
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forces applied by contacts between two colliders exceeds the value specified by the `ContactForceEventThreshold`
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component.
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### Changed
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- Rapier configuration
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- Replaced `Gravity` and `RapierPhysicsScale` resources with a unique `RapierConfiguration` resource.
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- Added an `physics_pipeline_active` attribute to `RapierConfiguration` allowing to pause the physic simulation.
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- Added a `query_pipeline_active` attribute to `RapierConfiguration` allowing to pause the query pipeline update.
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- Replaced `Gravity` and `RapierPhysicsScale` resources with a unique `RapierConfiguration` resource.
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- Added an `physics_pipeline_active` attribute to `RapierConfiguration` allowing to pause the physic simulation.
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- Added a `query_pipeline_active` attribute to `RapierConfiguration` allowing to pause the query pipeline update.
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