<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/servers/physics_2d/area_2d_sw.cpp, branch 2.0.4-stable</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_2d/area_2d_sw.cpp?h=2.0.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics_2d/area_2d_sw.cpp?h=2.0.4-stable'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5be9ff7b6715a661e85f99b108f96340de7ef435'/>
<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>merged some stuff for okam</title>
<updated>2015-09-04T02:24:55Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-09-04T02:24:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b0aa49accbd7e45dae38f1bd43b0fbdd11714211'/>
<id>urn:sha1:b0aa49accbd7e45dae38f1bd43b0fbdd11714211</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Calculate gravity based on distance from body to gravity point (2D)</title>
<updated>2015-05-18T01:32:26Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2015-04-29T16:06:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=590afbcac461f87b05391996ca85d32627c81a75'/>
<id>urn:sha1:590afbcac461f87b05391996ca85d32627c81a75</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>Area2D can now detect overlap with other areas</title>
<updated>2015-03-17T03:45:25Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-17T03:45:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a969e2e6f17d6810771e9c9c31551d57e5d1efdb'/>
<id>urn:sha1:a969e2e6f17d6810771e9c9c31551d57e5d1efdb</id>
<content type='text'>
this should make everything simpler, specially for newcomers to Godot
</content>
</entry>
<entry>
<title>Changes to 2D physics engine</title>
<updated>2015-01-05T21:37:12Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-05T21:37:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b51f64571151cad5da8e5ed20ef52a8b0ffc3534'/>
<id>urn:sha1:b51f64571151cad5da8e5ed20ef52a8b0ffc3534</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Removed "density" property
-Added instead more flexible "angular damp" and "linear damp"
-Added ability to override angular and linear damp in rigidbody
-Added gravity scale option rigidbody

Test well and iron out bugs, when it works the same will be moved to 3D
</content>
</entry>
<entry>
<title>Huge Amount of BugFix</title>
<updated>2014-10-03T03:10:51Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-10-03T03:10:51Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b24fe3dd206ce391ec4c5f68d32fc2259f275563'/>
<id>urn:sha1:b24fe3dd206ce391ec4c5f68d32fc2259f275563</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear-&gt;SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB-&gt;Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
</content>
</entry>
<entry>
<title>3D Physics Rework, Other Stuff</title>
<updated>2014-09-15T14:33:30Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-09-15T14:33:30Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8cab401d08f8e25aa9b2dc710204785858ff3dbb'/>
<id>urn:sha1:8cab401d08f8e25aa9b2dc710204785858ff3dbb</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-

3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
</content>
</entry>
<entry>
<title>-improved physics ccd</title>
<updated>2014-02-19T14:57:14Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-02-19T14:57:14Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d7d65fa2f2b51d03f7bdfcbceedca99188ce979c'/>
<id>urn:sha1:d7d65fa2f2b51d03f7bdfcbceedca99188ce979c</id>
<content type='text'>
-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
</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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac'/>
<id>urn:sha1:0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac</id>
<content type='text'>
</content>
</entry>
</feed>
