Fixed a bug that was reported here: Part.Massless still affects center of mass
If you did not use massless parts, feel free to ignore this post! Just want to inform developers and users of a subtle behavior change.
What was the bug?:
If you had a part you were trying to rotate with physics, if that part had massless parts (.Massless = true) attached to it, despite them having no mass they still made the object require more torque to rotate! (It would act more rotationally heavy).
Now that this is fixed, what can we expect?
If you were fine-tuning games that applied torques (or used various constraints) to rotate objects, these objects may have become easier to rotate now (if massless parts are attached). Please re-check your tuning!
Please let me know if something is unclear, or any other issues with respect to this! I don’t expect this to impact gameplay significantly unless you were applying raw torques to rotate things perfectly, but wanted to make sure developers are informed!