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Documented bug fix for cast sphere

Jorrit Rouwe 1 year ago
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Docs/ReleaseNotes.md

@@ -26,6 +26,7 @@ For breaking API changes see [this document](https://github.com/jrouwe/JoltPhysi
 * Multithreading the SetupVelocityConstraints job. This was causing a bottleneck in the case that there are a lot of constraints but very few possible collisions.
 * Multithreading the SetupVelocityConstraints job. This was causing a bottleneck in the case that there are a lot of constraints but very few possible collisions.
 
 
 ### Bug fixes
 ### Bug fixes
+* Fixed a bug in cast sphere vs triangle that could return a false positive hit against a degenerate triangle.
 * Fixed bug in soft body vs tapered capsule. The calculations were slightly off causing a normal on the top or bottom sphere to be returned while the tapered part was actually closest.
 * Fixed bug in soft body vs tapered capsule. The calculations were slightly off causing a normal on the top or bottom sphere to be returned while the tapered part was actually closest.
 * Fixed bug where soft bodies would collide with sensors as if they were normal bodies.
 * Fixed bug where soft bodies would collide with sensors as if they were normal bodies.
 * Sensors will no longer use speculative contacts, so will no longer report contacts before an actual contact is detected.
 * Sensors will no longer use speculative contacts, so will no longer report contacts before an actual contact is detected.