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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 ofArea3D
overlapping with complex collision shapes, as discussed in jrouwe/JoltPhysics#1476, thereby allowing us to remove the dreadedphysics/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.