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path: root/scene/2d/physics_body_2d.cpp
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* Fix the prevention for sliding on slopes in the 2d version of move_and_slideEric Wiltfang2017-11-201-1/+4
| | | | | | Done by using the same method the 3d counterpart uses. Fixes #13063.
* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-091-1/+2
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* Bind unbound enums, rearrange some by valuePoommetee Ketson2017-10-221-2/+2
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+1
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* Added to kinematicbody2d the copy and paste of the API friendler of ↵Aron de Castro2017-09-101-91/+133
| | | | KinematicBody
* DocData and type hints fixesIgnacio Etcheverry2017-08-291-1/+1
| | | | | | | - Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
* Dead code tells no talesRémi Verschelde2017-08-271-23/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-12/+10
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-7/+7
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-7/+7
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* | Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-2/+4
|\ \ | |/ |/| Adds Engine::is_editor_hint() method
| * Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-2/+4
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* | Fix missing and incorrect values in return value of _move methodNathan Hold2017-08-121-1/+2
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* Fixes method definitions with extra number of argumentsIgnacio Etcheverry2017-08-101-1/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-3/+3
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* Warn about resizing a rigidbody (2D or 3D), covers the most common cases, ↵Juan Linietsky2017-08-051-0/+34
| | | | closes #7615
* Use the gravity constant to calculate weightsJohan Manuel2017-07-051-2/+3
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* Simplified 2D Kinematicbody.. 3D will wait a bit.Juan Linietsky2017-06-241-270/+148
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* -Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky2017-06-231-30/+0
| | | | | | | | | | | could detect their own overlap -Added ability to disable individual collisionshape/polygon -Moved One Way Collision to shape, allowing more flexibility -Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer. -Modifying a CollisionPolygon2D on the fly now works, it can even be animated. Will port this to 3D once well tested. Have fun!
* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-10/+10
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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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