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Releases: naelstrof/JigglePhysics

Bugfixes

06 Mar 04:00

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  • Fixed personal colliders from not working.

Bugfixes

08 Feb 00:10

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  • Added a JigglePhysicsUpdater.prefab so it's easier to drag-n-drop it into new projects.
  • Added dependencies to mathematics and collections, fixes #54
  • Fixed bug where rotation-only animation would drift positions over time.

Compiler fixes.

23 Jan 22:34

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  • Fixed defining JIGGLEPHYSICS_DISABLE_ON_ENABLE or JIGGLEPHYSICS_DISABLE_ON_DISABLE from creating compiler errors.
  • Additionally, calling OnInitialize() more than once without calling OnRemove() is now properly checked for and handled.

Small fixes

08 Jan 05:06

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  • Fixed JiggleMemoryBus throwing an exception when given a JiggleRig that got deleted before it tried to read it.
  • Fixed JiggleMemoryBus failing to resize properly when too many colliders were added.
  • Fixed issue where initialization ran twice: doubling initialization performance!
  • Added ability to set JiggleInputParameters through code.

First stable jobs version!

16 Sep 22:22

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  • Fixed jitter on objects moving during LateUpdate()
  • Root snapping now proportionally enables based on Root Stretch.
  • Limited Root Stretch to a maximum of 0.9
  • Added documentation and readme material!
  • Added NaN scrubbing on output
  • Added player-compatible debug rendering.
  • Fixed astronomically scaled colliders from ruining performance.

Jobs support

10 Sep 01:23

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v13.2.0

version bump

Bugfixes

09 May 21:02

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Discovered a few bugs by using it in production and fixed them.

v10.2.1 Optimizations, LOD rework

02 Jan 02:00

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Drastically optimized things.

Old ScriptableObject LOD system has been replaced with a mono-behavior based one.

Bugfixes

10 Jul 01:15

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  • Disabling domain reloading no longer desyncs colliders.
  • Changing Time.fixedDeltaTime at runtime no longer causes the jiggle physics to behave incorrectly.

Bugfixes

19 Sep 01:26

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  • Fixed micro stutters caused from extrapolation errors. This was mostly visible on rigid bodies doing jumping arcs.
  • Jiggle precision no longer decays after 9 hours of playtime. We've just started using doubles, so now it decays over several centuries instead.