<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/servers/physics/shape_sw.h, branch 2.0-beta</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/servers/physics/shape_sw.h?h=2.0-beta</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics/shape_sw.h?h=2.0-beta'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2016-01-01T13:50:53Z</updated>
<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>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>
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<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</content>
</entry>
<entry>
<title>should fixes #1284</title>
<updated>2015-02-26T18:27:32Z</updated>
<author>
<name>UsernameIsAReservedWord</name>
</author>
<published>2015-02-26T18:27:32Z</published>
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<id>urn:sha1:69cf996ce60f9419922b0de4590b7ece7fa0a8be</id>
<content type='text'>
I could reproduce the crash described in #1284 only with 32bits versions of godot.

The test scene contains a Plane collision shape, and a kinematicsbody with a Sphere collision shape.
 
The crash occurs into `CollisionSolverSW::solve_distance_plane()` on line 299 when `p_shape_A` is a `PlaneShapeSW` object and when `p_shape_B` is a `MotionShapeSW` object, because `int support_count;` is not initialized by default, and because `MotionShapeSW::get_supports()` does not change `support_count` once passed as referenced parameter, and if the default value of `support_count` is greater than the length of `supports[16]`.

I don't know if it is the good way to fix it because i'm not skilled ennough with the physics server inner working, but this fix prevents the crash and the test-scene seems to work correctly.</content>
</entry>
<entry>
<title>3D Physics and Other Stuff</title>
<updated>2014-09-03T02:13:40Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-09-03T02:13:40Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1a2cb755e2d8b9d59178f36702f6dff7235b9088'/>
<id>urn:sha1:1a2cb755e2d8b9d59178f36702f6dff7235b9088</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=

-New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too.
-A lot of fixes to the 3D physics engine
-Added KinematicBody with demo
-Fixed the space query API for 2D (demo will come soon). 3D is WIP.
-Fixed long-standing bug with body_enter/body_exit for Area and Area2D
-Performance variables now includes physics (active bodies, collision pairs and islands)
-Ability to see what's inside of instanced scenes!
-Fixed Blend Shapes (no bs+skeleton yet)
-Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
</content>
</entry>
<entry>
<title>GODOT IS OPEN SOURCE</title>
<updated>2014-02-10T01:10:30Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-02-10T01:10:30Z</published>
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<id>urn:sha1:0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac</id>
<content type='text'>
</content>
</entry>
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