Yes, it’s a consequence of an internal process that is ongoing parallel to the PhysX upgrade right now.
Basically, the idea is we want to make the physics module completely strippable on a wide set of platforms (think mobile games for instance). This requires an advanced modularisation pass as part of it. In turn, this depends on converting our bindings to a new format that is driven by C# and not by something else (which it’s been using since the dawn of times). You’ll see the result of the bindings conversion when you’re able to download the reference Unity C# code that’s been made available recently (check out Aras’ blog post). It’s much cleaner and concise code, with a lot less smoke and mirrors used.
The bug we’re talking here was exactly a consequence of the bindings migration. I’ll check on the backporting status of it.
Thanks for your interest in physics.