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Copy file name to clipboardExpand all lines: CHANGELOG.md
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- Decide collider visibility from USD `purpose` and visibility rather than from a bound render material. A collider whose `purpose` resolves to `default` is viewport geometry and is drawn; mark it `guide` to state that it is collision-only. Previously an unrelated visual elsewhere in the scene could make a collider vanish. `force_show_colliders` and `hide_collision_shapes` are unchanged.
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- Preserve full-surface (edge/face) soft-contact records through `SolverCoupled`'s per-entry contact filter, which previously dropped them because it keyed on a single particle id. A record is kept only when the entry owns every corner it references, so one spanning two entries is dropped by both. Coupled sub-solvers that do not consume edge/face records (`SolverXPBD`, `SolverSemiImplicit`, `SolverStyle3D`) now raise instead of silently running with those records removed; build their collision pipeline with `enable_rigid_soft_full_surface_contact=False`.
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- Preserve full-surface (edge/face) soft-contact records for capable `SolverCoupled` entries, and gracefully drop them for sub-solvers that consume only particle contacts. A record is kept only when the entry owns every corner it references, so one spanning two entries is dropped by both.
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- Disable the implicit positive Dahl-friction defaults in `SolverVBD.register_custom_attributes()` (deprecated in 1.3.0): `vbd:dahl_eps_max` and `vbd:dahl_tau` now default to zero, and Dahl cable friction is enabled only where both are authored positive. Pass `dahl_defaults_enabled=True` to temporarily restore the old defaults; the compatibility mode will be removed in a future release.
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- Keep the authored render mesh when `ModelBuilder.add_usd()` approximates a collider. `physics:approximation` is scoped to collision, so a Mesh that is both render geometry and a collider now imports as an approximated collision shape plus a visual shape carrying the original topology, instead of replacing the render mesh with the approximation. This raises `Model.shape_count` for such prims: iterate on `ShapeFlags.COLLIDE_SHAPES` rather than assuming one shape per collider prim. The visual shape adds no mass and no collision, appends after the originals so existing shape indices and `path_shape_map` entries are unchanged, and is skipped when `load_visual_shapes=False`.
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- Compile tiled camera render kernels with CUDA fast math by default for faster rendering; set `SensorTiledCamera.render_config.enable_fast_math = False` for bit-exact, IEEE-precise output.
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