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Ughuuu committed Jul 31, 2023
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5 changes: 3 additions & 2 deletions CHANGELOG.md
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## [v0.5](https://github.com/godot-box2d/godot-box2d/releases/tag/v0.5)

- Fix shapes not updating(changing shape geometry)
- Fix deleting shapes/body/spaces bug
- Fix [shapes not updating(changing shape geometry)](https://github.com/godot-box2d/godot-box2d/issues/16)
- Fix [deleting shapes/body/spaces bug](https://github.com/godot-box2d/godot-box2d/issues/18)
- Possible fix for [collision between static body and area bug](https://github.com/godot-box2d/godot-box2d/issues/19)

## [v0.4](https://github.com/godot-box2d/godot-box2d/releases/tag/v0.4)

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8 changes: 8 additions & 0 deletions README.md
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A [box2D](https://github.com/erincatto/box2d) physics server for [Godot Engine](https://github.com/godotengine/godot) 4.1, implemented as a GDExtension.

Currently passes 127/150 of [Godot-Physics-Tests](https://github.com/fabriceci/Godot-Physics-Tests).

## Determinism

Box2D is binary deterministic, but doesn't make any guaratee as for cross platform determinism.
Godot Box2D should also be binary deterministic, however no such tests were run yet.
However, when Box2C gets released, that will be one of this repo's goals to make it cross platform deterministic (from what I spoke to Erin, it should be just the cos and sin functions that are not determinstic).

## Limitations

- Having non symetrical physics mask/layers results in no collision. Eg. if we had the following:
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