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<title>godot.git/scene/3d/physics_body.cpp, branch 2.0.3-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/scene/3d/physics_body.cpp?h=2.0.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/3d/physics_body.cpp?h=2.0.3-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2016-04-06T16:49:51Z</updated>
<entry>
<title>Add a `sleeping_state_changed` signal to RigidBody and RigidBody2D classes</title>
<updated>2016-04-06T16:49:51Z</updated>
<author>
<name>Bojidar Marinov</name>
</author>
<published>2016-04-06T14:14:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=63e33cfdd28886921d72f6c9e9fcd5f7d91a9d7e'/>
<id>urn:sha1:63e33cfdd28886921d72f6c9e9fcd5f7d91a9d7e</id>
<content type='text'>
Closes #3911

(cherry picked from commit 6dcd1354c2e0c489eea9cf111ddbf11804c39c4b)
</content>
</entry>
<entry>
<title>-Properly lock and and warn about switching off contact monitoring, fixes #3041</title>
<updated>2016-01-12T09:14:15Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-12T09:14:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a625f7d07317ac4fac21962a99a7896ed13010c7'/>
<id>urn:sha1:a625f7d07317ac4fac21962a99a7896ed13010c7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Update copyright to 2016 in headers</title>
<updated>2016-01-01T13:50:53Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-01-01T13:50:53Z</published>
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<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix can_move_to and rename it for more clarity</title>
<updated>2015-11-22T13:14:07Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2015-11-22T13:14:07Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f33d9dab5bf05356f9a2c882537e83390a710e0b'/>
<id>urn:sha1:f33d9dab5bf05356f9a2c882537e83390a710e0b</id>
<content type='text'>
Fixes #2416.
The KinematicBody::can_move_to function was likely designed for two behaviours:
 - discrete: check if the body can "teleport" to the destination
 - continuous: check if the direct path to the destination is valid
The continuous behaviour was however not implemented, and the discrete behaviour was broken too due to a wrong call to intersect_shape.

The discrete behaviour has thus been fixed and the function renamed to can_teleport_to for more clarity.
</content>
</entry>
<entry>
<title>Added gravity scale, and linear/angular damp override to 3D physics.</title>
<updated>2015-08-30T21:57:17Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-08-30T21:57:17Z</published>
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<id>urn:sha1:2d8866574dd2c06ac03e7055642b917a0a3c6dac</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-fixed bodyenter/bodyexit callback of physics bodies, fixes #1739</title>
<updated>2015-04-26T20:46:20Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-26T20:46:20Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=79d5b7f2580e5da87d8c962558517d7cc65fdf45'/>
<id>urn:sha1:79d5b7f2580e5da87d8c962558517d7cc65fdf45</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Updated copyright year in all headers</title>
<updated>2015-04-18T17:38:54Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-18T17:38:54Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fdaa2920eb21fff3320a17e9239e04dfadecdb00'/>
<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-begin work on unidirectional collision detection</title>
<updated>2015-01-13T13:49:26Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-13T13:49:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2ef5a342e34df3863ac512bb3673eba28f15e9f4'/>
<id>urn:sha1:2ef5a342e34df3863ac512bb3673eba28f15e9f4</id>
<content type='text'>
-fixed performance issue in new 2D engine
-texscreen() working in shader 2D
</content>
</entry>
<entry>
<title>-fixed silly bug in trigger check (#1051)</title>
<updated>2015-01-02T16:30:59Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-02T16:30:59Z</published>
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<id>urn:sha1:bbaddfa70f3c69d040f1f2b6edcbdb5ded9e1979</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fixes</title>
<updated>2014-12-20T18:30:06Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-12-20T18:30:06Z</published>
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<id>urn:sha1:a36a774897ae191ebb90ba803bac7f919e92bd6c</id>
<content type='text'>
-=-=-=

-Added missing quaternion constructor
-code completion fixes
-winrt fixes
</content>
</entry>
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