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<title>godot.git/servers/physics_2d/physics_2d_server_sw.cpp, branch 2.1.1-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/physics_2d_server_sw.cpp?h=2.1.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics_2d/physics_2d_server_sw.cpp?h=2.1.1-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2016-05-22T00:18:16Z</updated>
<entry>
<title>First version of Profiler</title>
<updated>2016-05-22T00:18:16Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-05-22T00:18:16Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a75f8963380a1f6ae8501f21a1d3f3bef8a89d91'/>
<id>urn:sha1:a75f8963380a1f6ae8501f21a1d3f3bef8a89d91</id>
<content type='text'>
It is now possible to profile GDScript as well as some parts of Godot
internals.
</content>
</entry>
<entry>
<title>RigidBody2D (add_force, set_inertia): new methods.</title>
<updated>2016-04-26T12:15:15Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-04-26T12:15:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a7b4127481d1f377a50ac5f62ec3f20e2ba71dff'/>
<id>urn:sha1:a7b4127481d1f377a50ac5f62ec3f20e2ba71dff</id>
<content type='text'>
</content>
</entry>
<entry>
<title>physics state properly returns contact metadata, closes #1979</title>
<updated>2016-01-03T23:23:44Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-03T23:23:44Z</published>
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<id>urn:sha1:606729fa2d2741ba7abbc14bc25b80f7ee58dc64</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>
<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>Expose softness parameter of pin joint to the editor.</title>
<updated>2015-10-10T20:28:05Z</updated>
<author>
<name>Biliogadafr</name>
</author>
<published>2015-10-10T20:28:05Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2ffc90d8b4d3f420e57adefbc880183ac0635a7e'/>
<id>urn:sha1:2ffc90d8b4d3f420e57adefbc880183ac0635a7e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Ability to visually debug geometry visually:</title>
<updated>2015-09-20T16:03:46Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-09-20T16:03:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=83d9a692be648668b5b363f2424c619e15639843'/>
<id>urn:sha1:83d9a692be648668b5b363f2424c619e15639843</id>
<content type='text'>
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
</content>
</entry>
<entry>
<title>ability to run 2D physics in a thread</title>
<updated>2015-05-26T04:06:05Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-26T04:05:08Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9df77d276593ef7082e3971d1c180b8f74b0cb2e'/>
<id>urn:sha1:9df77d276593ef7082e3971d1c180b8f74b0cb2e</id>
<content type='text'>
also, 2D physics is now thread safe too.
see physics_2d/thread_model
</content>
</entry>
<entry>
<title>-new collision layer &amp; mask system for 2D, for more flexible collision masking</title>
<updated>2015-05-03T19:47:21Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-03T19:47:21Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=af068439829a3fec3a76c4c5d4dd2dba71ab6c5f'/>
<id>urn:sha1:af068439829a3fec3a76c4c5d4dd2dba71ab6c5f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>properly wake up bodies when a parameter changes, fixes #1740</title>
<updated>2015-04-26T19:20:00Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-26T19:20:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3bcb930e8ac1c8048de990f41c29cd2dfcc3c2a2'/>
<id>urn:sha1:3bcb930e8ac1c8048de990f41c29cd2dfcc3c2a2</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Rewritten KinematicBody2D::move to MUCH more efficient code.</title>
<updated>2015-04-19T23:50:55Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-19T23:50:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=28c4afeb5733f9ca9725ab2a5f4066af8e02b2a6'/>
<id>urn:sha1:28c4afeb5733f9ca9725ab2a5f4066af8e02b2a6</id>
<content type='text'>
-KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649
-Removed object type masking for KinematicBody2D
-Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there.
</content>
</entry>
</feed>
