- Hide some items so speed is better in editor(skeleton and remote transform)
- Update to support angular limits (Godot 4.2)
- Fix issue where the addon icon would be too small.
- Fix issue where sofbody didn't get refreshed
- Add joint property both ways(create 1 or 2 joints for each rigdbody)
- Fix errors when editing softbody and not updating.
- Make rigidbody configuration be without script but with scene instead.
- Fix lookat for case of breaking rigidbodies
- Remove breakable_rigidbody script, instead do all logic on SoftBody2D script
- Add
exclude_texture
to support hollow softbodies. - Remove
soft_center
as it makes physics simulation unstable - Remove
look_at_center
- Add
SkeletonModification2DLookAt
and removeLookAtCenter2D
script - Remove
bake
andclear
options and only allow baking if you change a property
- Add
rest_length_ratio
andlength_ratio
, useful to set rest_length and length of damped spring based on the distance between bones. This number is multiplied with that distance.
- Add license to exported addons also
- Fix problem that would happen when cutting and vertices would remain
- Add realtime updates to softbody
- Fix center calculation
- Add square as shape type
- Fix look_at_center if it's connected to only 2 shapes
- Add soft_on_inside propert. This makes them look more squishy.
- Add look_at_center option. This makes them look more natural, if you don't need breakable objects.
- Update documentation.
- Remove video recording from repo so that it has less mb.
- Only export addons folder to asset store.
- Update some default params in scene.
- Fix issue that occured when breaking softbody and bone wouldn't look in correct direction. Also improved how bones look for direction in general.
- Use also PinJoin2D for joints to obtain more bouncy softbodies. Also let option to generate with old SpringJoint.
- Change how softbodies are generated. Use voronoi for generating polygons, then store polygons for each bone. This is used for cutting softbodies.
- There is now option to cut softbodies, making them breakable. This is done by adding breakable_rigidboy2d.gd script(you can also extend it). Still wip.
- Create just one script, SoftBody2D that you can put on a Polygon2D that generates all nodes below.
- Fix bug where if object is rotated weight generation isn't correct.
- Add more tips on how to get a good simulation
- Fix case where if root object is rotated, generation doesn't work.
- Fix bug with version 4.0 RC3.
- Add more options, make defaults more stable.
- Add more docs on how to use.
- Initial Release