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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-0547-155/+341
| | | | | | 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 Verschelde2018-01-049-171/+220
|\ | | | | Fixed kinematic movement stuck, Changed how shape scale works.
| * Fixed kinematic movement stuck, Changed how shape scale works, OptimizedAndreaCatania2017-12-239-171/+220
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* | Update copyright statements to 2018Rémi Verschelde2018-01-0147-94/+94
| | | | | | | | Happy new year to the wonderful Godot community!
* | fix typo in switch statementfirefly24422017-12-301-1/+1
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* | Fixed dispatch callbackAndreaCatania2017-12-231-1/+1
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* | Fixed rigidbody sleping, Fixes #13952AndreaCatania2017-12-232-11/+29
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* | Fixed intersect_shape crash, closes #13697AndreaCatania2017-12-231-1/+4
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* Scons: Build modules in seperate env.Andreas Haas2017-12-131-3/+7
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* Merge pull request #13836 from AndreaCatania/scaleRémi Verschelde2017-12-119-57/+100
|\ | | | | Fixed bullet scale on get_transform and joints
| * Changed how 6DOF limits worksAndreaCatania2017-12-092-35/+31
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| * Fixed joint scaleAndreaCatania2017-12-095-14/+49
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| * Fixed bullet get_transform scaleAndreaCatania2017-12-083-8/+20
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* | Merge pull request #14516 from AndreaCatania/patch-2Rémi Verschelde2017-12-114-26/+34
|\ \ | | | | | | Implemented physics linear and angular lock
| * | Implemented physics linear and angular lockAndreaCatania2017-12-104-26/+34
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* | | Ray cast return shape id. Fixes #14473AndreaCatania2017-12-102-2/+9
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* | Merge pull request #12756 from Stratos695/masterRémi Verschelde2017-12-094-39/+22
|\ \ | |/ |/| Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500)
| * Allow double-axis lock in RigidBody and KinematicBodyEric Rybicki2017-11-104-39/+22
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* | Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-0724-157/+206
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* | Fixed bullet server null pointer checkAndrea Catania2017-11-301-1/+1
| | | | | | Fixed bullet server null pointer check
* | doc: Update header version for 3.0-betaRémi Verschelde2017-11-242-2/+2
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* | Removed shape marginAndreaCatania2017-11-232-3/+4
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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
* | | Merge pull request #13159 from AndreaCatania/rayRémi Verschelde2017-11-222-24/+24
|\ \ \ | | | | | | | | Removed type_mask and fixed some variable name
| * | | Removed type_mask and fixed some variable nameAndreaCatania2017-11-212-24/+24
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* / / Set gravity on change body modeAndreaCatania2017-11-211-0/+2
|/ / | | | | | | Fixes #13140
* | bullet cast_motion: reordered null checkmuiroc2017-11-201-3/+3
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* | Merge pull request #13046 from AndreaCatania/kinfixRémi Verschelde2017-11-194-88/+177
|\ \ | | | | | | Some Bullet bug fix
| * | 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 shapeAndreaCatania2017-11-194-64/+146
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* / doc: Make all module docs self-containedRémi Verschelde2017-11-153-1/+39
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* Merge pull request #12713 from AndreaCatania/masterJuan Linietsky2017-11-099-344/+228
|\ | | | | Rewritten kinematic system
| * Rewritten kinematic systemAndreaCatania2017-11-079-344/+228
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* | Fixed collision exception - #12681AndreaCatania2017-11-072-0/+5
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* | Bullet - Added support to multiple spacesAndreaCatania2017-11-052-19/+23
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* Bullet physics engine implementationAndreaCatania2017-11-0450-0/+9846
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.