Operating system or device, Godot version, GPU Model and driver (if graphics related):
Arch Linux (also observed on Windows 10), Godot 3.0 beta-1
Issue description:
When using a RigidBody in character mode with linear damping = 1 then apply_impulse does not move the body at all.
When switching the physics server back to GodotPhysics then it works.
When using Bullet as a physics engine the result should be the same as with the old physics engine.
Steps to reproduce:
Set linear damping to 1.
in _physics_process use apply_impulse.
see that it's not moving the RigidBody
switch to GodotPhysics
observe that it does move the RigidBody
Link to minimal example project:
ApplyForceWithDampingBullet.zip
I'll check it soon
I've tested it and it seems fine. The damping in bullet works differently from Godot physics so this statment is not always true:
When using Bullet as a physics engine the result should be the same as with the old physics engine.
In this case the parameters should be changed according physics engines
So it's not a bug I guess? If so the documentation should be updated to mention this difference between both engines.
@akien-mga yes i think so
Superseded by godotengine/godot-docs#2161.
Most helpful comment
I'll check it soon