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* Added forgotten infinite_inertia to bindingsAndrea Catania2018-02-211-1/+1
| | | Related to this comment: https://github.com/godotengine/godot/pull/16757#discussion_r169470394
* Merge pull request #16757 from AndreaCatania/kinpushRémi Verschelde2018-02-201-13/+14
|\ | | | | Improved kinematic body, Now can move rigid body
| * Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-201-13/+14
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* | Clean up some bad words from code commentsArtem Varaksa2018-02-171-2/+0
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* Fix crash on deleted rigidbodies without contact monitor (issue 15904)Bernhard Liebl2018-01-211-0/+11
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* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵Juan Linietsky2018-01-121-2/+2
| | | | | | of tree notification. Updated doc accordingly.
* Bind many more properties to scriptsBojidar Marinov2018-01-121-0/+4
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-8/+8
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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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