| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| 5.5.0 source code.tar.gz | 2025-12-28 | 18.9 MB | |
| 5.5.0 source code.zip | 2025-12-28 | 19.6 MB | |
| README.md | 2025-12-28 | 2.3 kB | |
| Totals: 3 Items | 38.4 MB | 3 | |
There are a few minor breaking changes, see this document.
New Functionality
- Added new define
JPH_TRACK_SIMULATION_STATSwhich tracks simulation statistics on a per body basis. This can be used to figure out bodies are the most expensive to simulate. - Added
RagdollSettings::CalculateConstraintPrioritieswhich calculates constraint priorities that boost the priority of joints towards the root of the ragdoll. BoxShape,CylinderShapeandTaperedCylinderShapewill now automatically reduce the convex radius if the specified value is too big for the shape (instead of erroring out).- Added ability to configure the thickness of triangles when colliding with soft bodies through
CollideSoftBodyVerticesVsTriangles::sTriangleThickness. - Added
JPH_DEFAULT_ALLOCATE_ALIGNMENTwhich allows defining the defaultAllocatealignment if your allocator's alignment is different from the alignment as defined by__STDCPP_DEFAULT_NEW_ALIGNMENT__. - Visual Studio 2026 support.
Bug Fixes
- A 6DOF constraint that constrains all rotation axis in combination with a body that has some of its rotation axis locked would not constrain the rotation in the unlocked axis.
- Added include
type_traitsforstd::is_trivialto avoid compile error on macOS with clang 21. - Fixed compilation error when using Jolt in conjunction with the
_CRTDBG_MAP_ALLOCdefine on Windows. - Fixed cast shape possibly not returning a hit when a shape cast starts touching (but not intersecting) another shape and requesting the deepest hit.
- Fixed division by zero when doing a really long (6 KM) sphere cast against a triangle. In this case the floating point accuracy became low enough so that the distance between the sphere center and the triangle (which should be 'radius') became zero instead.
- Fixed memory leak when providing invalid parameters to
TaperedCylinderShapeSettingsand creating the shape. - Fixed collision between soft body and
TriangleShape/MeshShape/HeightFieldShape. This would not find the closest collision point in case the shape was scaled. It would also make the triangles much thicker than intended causing collisions with back facing triangles that were very far away.