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path: root/scene/2d/physics_body_2d.cpp
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* Apply is_ceiling/is_wall swap fix to 2D move_and_slide (minus explaination)gamemanj2017-04-151-1/+1
| | | | | | | | | As it turns out, is_ceiling would be true when hitting a wall, and is_wall would be true momentarily when hitting a ceiling. This makes a tiny one-line change to fix that. Without trying to explain the code for anyone else having to mess around with it.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Merge pull request #8259 from bojidar-bg/move-slide-wall-fixRémi Verschelde2017-04-051-4/+4
|\ | | | | Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
| * Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurableBojidar Marinov2017-04-041-4/+4
| | | | | | | | Fixes #7313
* | Made slide and reflect active verbs acting on itself in Vector2 and Vector3.Ferenc Arn2017-04-031-2/+3
|/ | | | | | | This is in alignment with other functions in vector classes. Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs. Fixes #8201.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-559/+471
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-89/+89
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-26/+26
| | | | This saves typing and is a step towards fixing #56
* Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-2/+2
| | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-4/+6
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Rename collision layer as suggested in #5696Juan Linietsky2017-01-131-14/+15
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* Renamed most signals so they refer to:Juan Linietsky2017-01-121-16/+16
| | | | | -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
* Type renames:Juan Linietsky2017-01-111-7/+7
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-3/+3
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* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-7/+11
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-89/+89
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* KinematicBody: Fix wrong method bind return typeIgnacio Etcheverry2016-12-101-1/+1
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* -Fixed issue in Kinematicbody2DJuan Linietsky2016-09-011-14/+21
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* More improvements to visual script..Juan Linietsky2016-08-311-3/+12
| | | | fixed a bug of not saving when sub-nodes changed.
* Several all around fixes to visual scripting (in the process of creating demos)Juan Linietsky2016-08-281-0/+77
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* Send body inout notifications after state is applied, fixes #4683Juan Linietsky2016-06-171-12/+14
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* RigidBody2D (add_force, set_inertia): new methods.Josh Grams2016-04-261-1/+14
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* RigidBody2D: rename apply_impulse(pos) to offset.Josh Grams2016-04-241-2/+2
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* RigidBody2D: add and bind get_inertia() method.Josh Grams2016-04-201-0/+7
| | | | | | | You can't set this value very well, since it's automatically computed from the mass and the collision shapes. But since the values are higher than many people might suspect, so being able to read it helps estimate the amount of torque you might need to apply.
* RigidBody2D: add and bind get/set_applied_torque.Josh Grams2016-04-201-0/+13
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* Add a `sleeping_state_changed` signal to RigidBody and RigidBody2D classesBojidar Marinov2016-04-061-1/+5
| | | | Closes #3911
* -Properly lock and and warn about switching off contact monitoring, fixes #3041Juan Linietsky2016-01-121-0/+23
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* properly specify metadata in KB functionJuan Linietsky2016-01-031-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* new file dialog!Juan Linietsky2015-06-061-0/+39
| | | | | | | | | -ItemList control for easier lists/thumbnails -New file dialog, with support for thumbnails, favorites, recent places, etc -Moved .fscache out of the project, no more bugs due to committed/pulled .fscache! -Dir dialog now sorts directories
* -compatibility option for physicsbody layers, fixes #1842Juan Linietsky2015-05-101-0/+14
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* improved kinematic motion, improved demos for kinematic motionJuan Linietsky2015-05-031-0/+16
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* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-031-1/+17
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* -fixed bodyenter/bodyexit callback of physics bodies, fixes #1739Juan Linietsky2015-04-261-3/+13
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* -Rewritten KinematicBody2D::move to MUCH more efficient code.Juan Linietsky2015-04-191-108/+34
| | | | | | -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.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* merging okam changesJuan Linietsky2015-04-021-1/+1
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* input events on Area2D is now supportedJuan Linietsky2015-03-221-0/+1
| | | | also added a demo showing how this works
* -Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky2015-01-131-2/+22
| | | | -Solve drawing order bug introduced in previous commit: solves #1214
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-0/+15
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* Changes to 2D physics engineJuan Linietsky2015-01-051-0/+53
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Removed "density" property -Added instead more flexible "angular damp" and "linear damp" -Added ability to override angular and linear damp in rigidbody -Added gravity scale option rigidbody Test well and iron out bugs, when it works the same will be moved to 3D
* FixesJuan Linietsky2014-12-201-1/+4
| | | | | | | | -=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes
* UDP FixesJuan Linietsky2014-11-131-0/+22
| | | | | | | | | | | | | | -=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-12/+12
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* -added custom metadata to physics shapes (2D only for now)Juan Linietsky2014-10-161-0/+10
| | | | -gizmos are not displayed in camera preview
* ColladaJuan Linietsky2014-10-141-0/+10
| | | | | | | | | | | | -=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
* missing fils from yesterday comit.Juan Linietsky2014-10-031-6/+11
| | | | | must have made some mistake with git, not sure why they were not sent..
* -variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky2014-09-221-10/+35
| | | | | | | | | | | properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
* 3D Physics and Other StuffJuan Linietsky2014-09-021-1/+1
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!