diff --git a/CHANGELOG.md b/CHANGELOG.md index 827e8af5..2c34d5e2 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -153,14 +153,14 @@ performance of the other parts of the simulation. - Add a joint for simulating ropes: the `RopeJoint`. - Add `Velocity::linear_velocity_at_point` to calculate the linear velocity at the given world-space point. -- Add the `ComputedColliderShape::ConvexHull` variant to automatcially calculate the convex-hull of an imported mesh. +- Add the `ComputedColliderShape::ConvexHull` variant to automatically calculate the convex-hull of an imported mesh. - Implement `Reflect` for the debug-renderer. ### Fix - Fix broken interpolation for rigid-bodies with the `TransformInterpolation` component. - Fix compilation when `bevy_rapier` is being used with headless bevy. -- Improved performance of the writeback system by not iterting on non-rigid-body entities. +- Improved performance of the writeback system by not iterating on non-rigid-body entities. - Fix typo by renaming `CuboidViewMut::sed_half_extents` to `set_half_extents`. - Properly scale parented collider’s offset based on changes on its `ColliderScale`. @@ -170,7 +170,7 @@ performance of the other parts of the simulation. - Update to Bevy 0.10. - The `PhysicsHooksWithQuery` trait has been renamed to by the `BevyPhysicsHooks`. -- Bevy resources and queries accessed by the physics hook are now specified by the implementor of `BevyPhysicsHooks` +- Bevy resources and queries accessed by the physics hook are now specified by the implementer of `BevyPhysicsHooks` which must derive Bevy’s `SystemParam` trait. This implies that the physics hook’s `filter_contact_pair` (and all its other methods) no longer take the Bevy `Query` as argument. Queries and resources are accessed through `self`. @@ -461,7 +461,7 @@ Finally, there is now a prelude: `use bevy_rapier2d::prelude::*`. is used. It will silently ignore the shape instead. - The crate has now a `render` feature that allows building it without any rendering support (avoiding some dependencies that may not compile when - targetting WASM). + targeting WASM). ## 0.7.0 @@ -491,7 +491,7 @@ Finally, there is now a prelude: `use bevy_rapier2d::prelude::*`. - It is now possible to attach multiple colliders to a single rigid-body by using Bevy hierarchy: an entity contains - the `RigidBodyBuider` whereas its children contain the `ColliderBuilder`. + the `RigidBodyBuilder` whereas its children contain the `ColliderBuilder`. ### Changed diff --git a/src/control/character_controller.rs b/src/control/character_controller.rs index 8edfd41f..3ce31619 100644 --- a/src/control/character_controller.rs +++ b/src/control/character_controller.rs @@ -81,7 +81,7 @@ pub struct MoveShapeOptions { /// Increase this number if your character appears to get stuck when sliding against surfaces. /// /// This is a small distance applied to the movement toward the contact normals of shapes hit - /// by the character controller. This helps shape-casting not getting stuck in an alway-penetrating + /// by the character controller. This helps shape-casting not getting stuck in an always-penetrating /// state during the sliding calculation. /// /// This value should remain fairly small since it can introduce artificial "bumps" when sliding @@ -151,7 +151,7 @@ pub struct KinematicCharacterController { /// Increase this number if your character appears to get stuck when sliding against surfaces. /// /// This is a small distance applied to the movement toward the contact normals of shapes hit - /// by the character controller. This helps shape-casting not getting stuck in an alway-penetrating + /// by the character controller. This helps shape-casting not getting stuck in an always-penetrating /// state during the sliding calculation. /// /// This value should remain fairly small since it can introduce artificial "bumps" when sliding diff --git a/src/lib.rs b/src/lib.rs index bb1a0372..8b544df3 100644 --- a/src/lib.rs +++ b/src/lib.rs @@ -5,7 +5,7 @@ //! physics simulation. Its target application include video games, animation, robotics, etc. //! //! The `bevy_rapier` projects implements two other crates `bevy_rapier2d` and `bevy_rapier3d` which -//! defines physics plugins for the Bevy game engine. +//! define physics plugins for the Bevy game engine. //! //! User documentation for `bevy_rapier` is on [the official Rapier site](https://rapier.rs/docs/). //! diff --git a/src/plugin/context.rs b/src/plugin/context.rs index ce8bda56..e9de587c 100644 --- a/src/plugin/context.rs +++ b/src/plugin/context.rs @@ -339,8 +339,8 @@ impl RapierContext { } } - /// This method makes sure tha the rigid-body positions have been propagated to - /// their attached colliders, without having to perform a srimulation step. + /// This method makes sure that the rigid-body positions have been propagated to + /// their attached colliders, without having to perform a stimulation step. pub fn propagate_modified_body_positions_to_colliders(&mut self) { self.bodies .propagate_modified_body_positions_to_colliders(&mut self.colliders); diff --git a/src/plugin/plugin.rs b/src/plugin/plugin.rs index 4eba8975..3a5d6b7d 100644 --- a/src/plugin/plugin.rs +++ b/src/plugin/plugin.rs @@ -96,7 +96,7 @@ where systems::init_colliders, systems::init_joints, systems::sync_removals, - // Run this here so the folowwing systems do not have a 1 frame delay. + // Run this here so the following systems do not have a 1 frame delay. apply_deferred, systems::apply_scale, systems::apply_collider_user_changes, diff --git a/src/render/mod.rs b/src/render/mod.rs index 8b1968e1..e55761ab 100644 --- a/src/render/mod.rs +++ b/src/render/mod.rs @@ -85,7 +85,7 @@ pub struct DebugRenderContext { pub enabled: bool, /// Whether to show debug gizmos for all colliders. /// - /// Can be overriden for individual colliders by adding a [`ColliderDebug`] component. + /// Can be overridden for individual colliders by adding a [`ColliderDebug`] component. pub default_collider_debug: ColliderDebug, /// Pipeline responsible for rendering. Access `pipeline.mode` and `pipeline.style` /// to modify the set of rendered elements, and modify the default coloring rules.