Hello!
I've run into an issue with Godot 4.0.2.stable physics. I make sets of bodies connected with fixed joints. It used to work in Godot3 Bullet and was always stable. In Godot 4 it always blows up after a few seconds of simulation, see the attached video. It doesn't matter what I do. I tried increasing integration frequency, increasing/decreasing linear/angular softness. Also, softness seems to be very sensitive, as soon as it differs from the default value, the system blows up much faster.
In advanced physics settings there is a switch DEFAULT/GodotPhysics3D. I guess, it doesn't do anything as Bullet has been removed from the codebase?
Is there a way to make it work? Or I'm doomed to revert back to Godot3?