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path: root/modules/bullet/collision_object_bullet.cpp
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* Avoid converting Quat to Euler angles when not necessary.tagcup2018-04-141-2/+2
| | | | | | | | Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis. Added various missing functions and constructors. Should close #17968.
* Fixed area overlap cleaningAndrea Catania2018-04-091-1/+1
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* Fixed physics server area cleaningAndrea Catania2018-04-061-4/+2
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* Fixed bullet physics body shape scalingAndreaCatania2018-01-161-13/+12
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* Fixed Bullet collision shapes scaleAndreaCatania2018-01-081-2/+4
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-3/+8
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Merge pull request #13257 from AndreaCatania/masterRémi Verschelde2018-01-041-4/+18
|\ | | | | Fixed kinematic movement stuck, Changed how shape scale works.
| * Fixed kinematic movement stuck, Changed how shape scale works, OptimizedAndreaCatania2017-12-231-4/+18
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Fixed bullet get_transform scaleAndreaCatania2017-12-081-2/+9
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* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-4/+11
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* Removed shape marginAndreaCatania2017-11-231-3/+3
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* Merge pull request #12713 from AndreaCatania/masterJuan Linietsky2017-11-091-1/+1
|\ | | | | Rewritten kinematic system
| * Rewritten kinematic systemAndreaCatania2017-11-071-1/+1
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* | Fixed collision exception - #12681AndreaCatania2017-11-071-0/+4
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* Bullet physics engine implementationAndreaCatania2017-11-041-0/+316
This is a bullet wrapper that allows Godot to use Bullet physics and benefit about all features. Also it support all specific Godot physics functionality like multi shape body, areas, RayShape, etc.. It improve the Joints, Trimesh shape, and add support to soft body even if Godot is not yet ready to it.