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* Make heightmap shape usable from PhysicsServerMarc Gilleron2018-03-281-3/+4
| | | | | | | - Fixed bad size check - Fixed bad member initialization - Removed unused cell_size (Bullet expects us to use localScaling) - Accept precomputed min/max height, will be calculated if not provided
* Improved ray shape (2D and 3D) by addiing the possibility to act as regular ↵Andrea Catania2018-02-191-2/+3
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* Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-8/+8
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* Fixed Bullet collision shapes scaleAndreaCatania2018-01-081-1/+0
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-5/+9
| | | | | | 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 Verschelde2018-01-041-9/+11
|\ | | | | Fixed kinematic movement stuck, Changed how shape scale works.
| * Fixed kinematic movement stuck, Changed how shape scale works, OptimizedAndreaCatania2017-12-231-9/+11
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Bullet physics engine implementationAndreaCatania2017-11-041-0/+225
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.