aboutsummaryrefslogtreecommitdiff
path: root/scene/3d/physics_body.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-091-1/+1
|
* adjust min stop to horizontal velocityJuan Linietsky2017-11-091-1/+1
|
* Add slope min stop velocity on 3D physics body, closes #10981Juan Linietsky2017-11-091-3/+6
|
* Rewritten kinematic systemAndreaCatania2017-11-071-2/+3
|
* Bind unbound enums, rearrange some by valuePoommetee Ketson2017-10-221-2/+2
|
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+1
|
* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Merge pull request #11230 from maxim-sheronov/fix_enum_bindingsThomas Herzog2017-09-151-0/+5
|\ | | | | Fix enums bindings
| * Fix enums bindingsMaxim Sheronov2017-09-131-0/+5
| | | | | | | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* | Added to kinematicbody2d the copy and paste of the API friendler of ↵Aron de Castro2017-09-101-1/+1
|/ | | | KinematicBody
* -Changed KinematicBody API yet again to make it friendlierJuan Linietsky2017-09-041-95/+133
| | | | -Fixed get_scale functions (and added set_scale) to make it more coherent when decomposing and composing (fixes bugs in transform interpolation)
* Fixed return of KinematicBody::_moveJames Beedie2017-08-311-1/+2
| | | | | Fixed incorrect normal Added missing collider velocity
* 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.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-7/+7
| | | | | | | | | | | | 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 Linietsky2017-08-211-4/+4
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-4/+4
| |
* | Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-2/+4
|/
* Fixes method definitions with extra number of argumentsIgnacio Etcheverry2017-08-101-1/+1
|
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
|
* Warn about resizing a rigidbody (2D or 3D), covers the most common cases, ↵Juan Linietsky2017-08-051-0/+31
| | | | closes #7615
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-412/+153
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Use the gravity constant to calculate weightsJohan Manuel2017-07-051-2/+2
|
* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
|
* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-5/+5
|
* Ported/fixed move_and_slide to KinematicBody (3D+floor/ceiling args)20kdc2017-04-211-0/+124
| | | | | | | | | | | | | | | This version of the commit has the on_ceiling/on_wall fix without any explaination of that code, since apparently it wasn't complicated enough. As for the notes at the top of the function, they're still there. move_and_slide is rather useful for character-controllers, etc. It reduces the amount of boilerplate code. Not having move_and_slide makes the APIs somewhat inconsistent. (It might be nice to figure out a way to share the code between the two move_and_slide implementations, but that's for someone who knows what the policy is on shared code like that.)
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-513/+429
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-79/+79
| | | | | | 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 Braam2017-02-131-28/+28
| | | | This saves typing and is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-9/+11
| | | | | 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 Linietsky2017-01-131-18/+19
|
* 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).
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-3/+2
|
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-6/+8
| | | | | | -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 Linietsky2017-01-021-79/+79
| | | | | | | | 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
|
* Send body inout notifications after state is applied, fixes #4683Juan Linietsky2016-06-171-11/+13
|
* Port collision and layer masks to 3D, fixes #1759Bojidar Marinov2016-04-091-1/+70
| | | | Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
* 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/+24
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* Fix can_move_to and rename it for more clarityRémi Verschelde2015-11-221-11/+4
| | | | | | | | | | Fixes #2416. The KinematicBody::can_move_to function was likely designed for two behaviours: - discrete: check if the body can "teleport" to the destination - continuous: check if the direct path to the destination is valid The continuous behaviour was however not implemented, and the discrete behaviour was broken too due to a wrong call to intersect_shape. The discrete behaviour has thus been fixed and the function renamed to can_teleport_to for more clarity.
* Added gravity scale, and linear/angular damp override to 3D physics.Juan Linietsky2015-08-301-0/+55
|
* -fixed bodyenter/bodyexit callback of physics bodies, fixes #1739Juan Linietsky2015-04-261-4/+7
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-0/+1
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* -fixed silly bug in trigger check (#1051)Juan Linietsky2015-01-021-3/+2
|
* FixesJuan Linietsky2014-12-201-0/+7
| | | | | | | | -=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes