What changed
- Introduced an elliptic friction cone model for more accurate static friction, preventing robots from fake-slipping when pushing boxes or screwing, making grasping and dragging more realistic.
- The batch renderer now supports rendering rigid, soft, and articulated bodies together in a single pass, eliminating the need for separate rendering pipelines.
- Raycasting sensors like LiDAR and depth cameras added a 'distances-only' mode, skipping complex material interactions to significantly cut CPU load for large-scale parallel simulations.
- Added an option to ignore the default ground plane, making it easier to create custom terrains like slopes and pits, or run zero-gravity floating experiments.
- Fixed a bug where rotation angle calculations conflicted, preventing unexpected twisting or deformation of models during simulation.
- Fixed a collision detection bug for plane entities, eliminating phantom collisions or objects bouncing around for no reason.
- Corrected the mass calculation for attached entities like tools mounted on grippers, ensuring the inertia and wobbling of the robotic arm match real-world physics.