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path: root/modules/bullet/space_bullet.cpp
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* Improved kinematic test_body_motion codeAndrea Catania2018-05-271-48/+34
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* Avoid converting Quat to Euler angles when not necessary.tagcup2018-04-141-3/+3
| | | | | | | | 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 wrong function callAndrea Catania2018-04-121-1/+1
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* Rigidbody wake up when hitten by a kinematic bodyAndrea Catania2018-04-121-1/+4
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* Merge pull request #17959 from AndreaCatania/kinfix2Rémi Verschelde2018-04-041-1/+1
|\ | | | | Fixed kinematic sliding on trimesh
| * Fixed kinematic sliding on trimeshAndrea Catania2018-04-041-1/+1
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* | physics area added monitorable checkAndrea Catania2018-04-011-1/+4
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* Fixed kinematic char slidingAndrea Catania2018-02-251-10/+5
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* Fix typos with codespellluz.paz2018-02-211-1/+1
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-201-26/+6
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* Added return true o collide when no rusult is NULLAndrea Catania2018-02-141-0/+2
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* Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-2/+2
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* Fixed Bullet collision shapes scaleAndreaCatania2018-01-081-54/+47
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-10/+16
| | | | | | 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 Verschelde2018-01-041-105/+124
|\ | | | | Fixed kinematic movement stuck, Changed how shape scale works.
| * Fixed kinematic movement stuck, Changed how shape scale works, OptimizedAndreaCatania2017-12-231-105/+124
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Ray cast return shape id. Fixes #14473AndreaCatania2017-12-101-1/+1
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* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-26/+27
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* Merge pull request #13202 from AndreaCatania/masterRémi Verschelde2017-11-231-0/+1
|\ | | | | Space override scratching when body is add to world
| * Space override scratching when body is add to worldAndreaCatania2017-11-231-0/+1
| | | | | | | | Fixes #13182
* | Removed type_mask and fixed some variable nameAndreaCatania2017-11-211-18/+18
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* bullet cast_motion: reordered null checkmuiroc2017-11-201-3/+3
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* Added null check in Bullet cast_motion APIAndreaCatania2017-11-191-10/+12
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* Fixed gravity scaleAndreaCatania2017-11-191-1/+2
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* Removed dynamic_cast from Bullet ServerAndreaCatania2017-11-191-14/+18
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* Fixed kinematic movement on concave shapeAndreaCatania2017-11-191-60/+91
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* Rewritten kinematic systemAndreaCatania2017-11-071-220/+158
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* Bullet physics engine implementationAndreaCatania2017-11-041-0/+1163
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.