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Documented API change

Jorrit Rouwe 8 months ago
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f78a310f38
2 changed files with 2 additions and 1 deletions
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      Docs/APIChanges.md
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      Docs/ReleaseNotes.md

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Docs/APIChanges.md

@@ -6,6 +6,7 @@ Changes that make some state saved through SaveBinaryState from a prior version
 
 ## Changes between v5.2.0 and latest
 
+* 20241221 - BodyInterface::AddForce applied a force per soft body vertex rather than to the whole body, this resulted in a soft body accelerating much more compared to a rigid body of the same mass. If you are applying forces to soft bodies, you need to multiply the force by the number of vertices of the soft body to get the same effect as before. (7850b05a97d2079fc52e538507c843026a555ef3)
 * 20241125 - *SBS* - Changed the binary serialization format of MeshShape to allow for bigger meshes of up to 110M triangles. (c738b3490c72cf868bdd704db7d0191b41541751)
 * 20241119 - Removed the use of std::unordered_map and std::unordered_set and replaced them with our own implementation: UnorderedMap and UnorderedSet. The public facing interface includes some instances of these, e.g. Shape::ShapeToIDMap. Since these are typedeffed and the interface remained the same, applications should not notice the change. (f1420822d39c440492602b670eac8ae2f5821401)
 

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Docs/ReleaseNotes.md

@@ -22,7 +22,7 @@ For breaking API changes see [this document](https://github.com/jrouwe/JoltPhysi
 * `std::push_heap`/`pop_heap` behave differently on macOS vs Windows/Linux when elements compare equal, this made the cross platform deterministic build not deterministic in some cases.
 * Added overloads for placement new in the `JPH_OVERRIDE_NEW_DELETE` macro, this means it is no longer needed to do `:: new (address) JPH::class_name(constructor_arguments)` but you can do `new (address) JPH::class_name(constructor_arguments)`.
 * Fixed a GCC warning `-Wshadow=global`.
-* BodyInterface::AddForce applied a force per vertex rather than to the whole body, this resulted in a soft body accelerating much compared to a rigid body of the same mass.
+* BodyInterface::AddForce applied a force per soft body vertex rather than to the whole body, this resulted in a soft body accelerating much more compared to a rigid body of the same mass.
 
 ## v5.2.0