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The changelog fragments now state only the speedup and the
floating-point tolerance of the result shift; the gather docstring and
candidate-sort docstring describe the mechanics without claiming any
reproducibility property; test wording is neutral. The behavior itself
(fixed consumption order, no output atomics) is unchanged and remains
pinned by the order-permutation and repeated-step tests.
Sort soft-contact candidate pairs by shape on every device. With sufficient contact capacity this keeps the same contacts in a different order, so CPU and deterministic results can shift within floating-point tolerance (when capacity overflows, the retained subset can differ too). Faster on scenes with many shapes or worlds; a little slower on small dense-contact scenes.
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Sort soft-contact candidate pairs by shape on every device. Results can shift within floating-point tolerance, and when contact capacity overflows the retained subset can differ. Faster on scenes with many shapes or worlds; a little slower on small dense-contact scenes.
Speed up `SolverVBD` rigid-soft contact and deformable elasticity on CUDA, most in scenes with many contacts or worlds. Contact forces now use one per-particle gather on every device and determinism mode, with no accumulation atomics: for a given set of detected contacts the sums are deterministic, and exact values can shift within floating-point tolerance relative to earlier releases.
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Speed up `SolverVBD` rigid-soft contact and deformable elasticity on CUDA, most in scenes with many contacts or worlds. Exact values can shift within floating-point tolerance relative to earlier releases.
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