<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/servers/physics_2d/body_pair_2d_sw.cpp, branch feature/gridmap-used-cells</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/body_pair_2d_sw.cpp?h=feature%2Fgridmap-used-cells</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics_2d/body_pair_2d_sw.cpp?h=feature%2Fgridmap-used-cells'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-08-27T12:16:55Z</updated>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bd282ff43f23fe845f29a3e25c8efc01bd65ffb0'/>
<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Trigger shapes removed in 2D, they became obsolete long ago when areas could detect their own overlap</title>
<updated>2017-06-24T02:39:52Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-06-24T02:30:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6ba1e4677ba15992c750bddffcb9f1eacd1558a1'/>
<id>urn:sha1:6ba1e4677ba15992c750bddffcb9f1eacd1558a1</id>
<content type='text'>
-Added ability to disable individual collisionshape/polygon
-Moved One Way Collision to shape, allowing more flexibility
-Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer.
-Modifying a CollisionPolygon2D on the fly now works, it can even be animated.

Will port this to 3D once well tested. Have fun!
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:11:42Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:11:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=df61dc4b2bd54a5a40c515493c76f5a458e5b541'/>
<id>urn:sha1:df61dc4b2bd54a5a40c515493c76f5a458e5b541</id>
<content type='text'>
</content>
</entry>
<entry>
<title>A Whole New World (clang-format edition)</title>
<updated>2017-03-05T15:44:50Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-05T15:44:50Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5dbf1809c6e3e905b94b8764e99491e608122261'/>
<id>urn:sha1:5dbf1809c6e3e905b94b8764e99491e608122261</id>
<content type='text'>
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
</content>
</entry>
<entry>
<title>Use real_t as floating point type in physics code.</title>
<updated>2017-02-13T23:42:02Z</updated>
<author>
<name>Ferenc Arn</name>
</author>
<published>2017-02-13T23:25:05Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=eae94ba1c87718c95768f90cda95cf665c77a362'/>
<id>urn:sha1:eae94ba1c87718c95768f90cda95cf665c77a362</id>
<content type='text'>
This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code.

Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
</content>
</entry>
<entry>
<title>fixed to 2D physics, makes it work again</title>
<updated>2017-01-15T12:50:27Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-15T12:49:58Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=52e2a1e98df9f1a7d69c2b35c7be9edc1a8e9753'/>
<id>urn:sha1:52e2a1e98df9f1a7d69c2b35c7be9edc1a8e9753</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Type renames:</title>
<updated>2017-01-11T03:52:51Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-11T03:52:51Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bc26f905817945300d397696330d1ab04a1af33c'/>
<id>urn:sha1:bc26f905817945300d397696330d1ab04a1af33c</id>
<content type='text'>
	Matrix32 -&gt; Transform2D
	Matrix3 -&gt; Basis
	AABB -&gt; Rect3
	RawArray -&gt; PoolByteArray
	IntArray -&gt; PoolIntArray
	FloatArray -&gt; PoolFloatArray
	Vector2Array -&gt; PoolVector2Array
	Vector3Array -&gt; PoolVector3Array
	ColorArray -&gt; PoolColorArray
</content>
</entry>
<entry>
<title>Various corrections in 2D math.</title>
<updated>2017-01-10T16:14:20Z</updated>
<author>
<name>Ferenc Arn</name>
</author>
<published>2017-01-06T05:27:48Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f271591ac22bd07e1b2316448dd6e9af879c218f'/>
<id>urn:sha1:f271591ac22bd07e1b2316448dd6e9af879c218f</id>
<content type='text'>
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly.

Affected code in the Godot code base is also fixed in this commit.

The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-01T21:03:33Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c7bc44d5ad9aae4902280012f7654e2318cd910e'/>
<id>urn:sha1:c7bc44d5ad9aae4902280012f7654e2318cd910e</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
</content>
</entry>
<entry>
<title>Optimized one way collision loops.</title>
<updated>2016-06-24T06:43:23Z</updated>
<author>
<name>Ovnuniarchos</name>
</author>
<published>2016-06-24T06:43:23Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b09b449615956f795bee7a0d3a64bc1e65f2cab5'/>
<id>urn:sha1:b09b449615956f795bee7a0d3a64bc1e65f2cab5</id>
<content type='text'>
</content>
</entry>
</feed>
