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Jolt: Update to 5.3.0 #104449

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Merged
merged 1 commit into from
Apr 4, 2025
Merged

Jolt: Update to 5.3.0 #104449

merged 1 commit into from
Apr 4, 2025

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mihe
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@mihe mihe commented Mar 21, 2025

This bumps Jolt Physics from jrouwe/JoltPhysics@f094082 (roughly version 5.2.1) to jrouwe/JoltPhysics@0373ec0 (version 5.3.0).

The official release notes aren't going to be entirely applicable here, since we were previously using a non-versioned commit, along with some cherrypicks on top of that, but most of it still applies: https://github.com/jrouwe/JoltPhysics/releases/tag/v5.3.0

This brings with it some fixes to JPH::CylinderShape that I would deem quite important, as seen in godot-jolt/godot-jolt#1049, along with changes needed for #100463 and #101588, as well as a slew of other bug fixes and optimizations.

It also introduces a new JPH::PhysicsSystem::SimCollideBodyVsBody callback, which will allow us to greatly reduce the cost of Area3D overlapping with complex collision shapes, as discussed in jrouwe/JoltPhysics#1476, thereby allowing us to remove the dreaded physics/jolt_physics_3d/simulation/areas_detect_static_bodies project setting that keeps tripping people up.

I haven't tested this PR very extensively, but the 3D physics tests still seem fine, and GDQuest's Robo Blast still behaves as expected.

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mihe commented Mar 21, 2025

CC @jrouwe

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Looks good to me. You found the 1 breaking change in this version (mManifoldToleranceSq -> mManifoldTolerance) and resolved it correctly.

@Repiteo Repiteo merged commit 2fe029d into godotengine:master Apr 4, 2025
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Repiteo commented Apr 4, 2025

Thanks!

@mihe mihe deleted the jolt/v5.3.0 branch April 4, 2025 15:02
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Thank you !

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5 participants