This sounds like a great change, I’ve definitely come across sleeping parts before without even knowing this was intentional.
Is there any chance that this issue was due to the part sleeping as a result of it moving at such a low angular velocity? And if so, would this be fixed too? I’m not on my computer to test, but maybe this is a completely unrelated issue anyway.
EDIT: This issue doesn’t seeem to be fixed by this change, at least not in the beta. Perhaps the part isn’t sleeping, and it’s another issue? I don’t know, and I’m not sure how I could find out if it’s sleeping.
Either way, this is a great change for physics based games!
The issue I’m referring to in this post is this:
As you can see, when the angular velocity is set to values below ~0.3, it appears that the part ends up sleeping after moving a small amount. This issue is the same regardless of friction, as I have tested it with the part suspended in the air. This issue seems to be present for both new and legacy body movers, no matter what constraint is used.