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path: root/scene/3d/physics_body.cpp (follow)
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* Allow editing of some unbound properties when hinted (or no range hinted)Juan Linietsky2018-05-161-1/+1
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* Improved API to active / deactive ragdollAndrea Catania2018-05-101-6/+3
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* Fix some enums missing its bindMarcelo Fernandez2018-05-081-0/+7
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* Implemented ragdollAndreaCatania2018-05-071-0/+1109
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll a Implemented implicit hierarchy. Improved Added some physics properties Added bone offset to preserve COM, partially fixed scaling work in progress WIP wip Implemented Joint Gizmos Implemented pin joint joint Implemented all joints
* Fix RigidBody's configuration warning for Z axisAlexander Alekseev2018-04-091-1/+1
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* Merge pull request #16757 from AndreaCatania/kinpushRémi Verschelde2018-02-201-11/+11
|\ | | | | Improved kinematic body, Now can move rigid body
| * Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-201-11/+11
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* | Merge pull request #16060 from sdfgeoff/apply_torqueRémi Verschelde2018-02-191-0/+5
|\ \ | | | | | | Exposed apply_torque_impulse to gdscript
| * | Exposed apply_torque_impulse to gdscript and added documentation for added ↵sdfgeoff2018-02-151-0/+5
| |/ | | | | | | apply_torque_impulse method
* / 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.
* 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!
* Fixed bad bindingsAndreaCatania2017-12-111-2/+2
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* Implemented physics linear and angular lockAndreaCatania2017-12-101-68/+28
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* Merge pull request #12756 from Stratos695/masterRémi Verschelde2017-12-091-16/+90
|\ | | | | Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500)
| * Allow double-axis lock in RigidBody and KinematicBodyEric Rybicki2017-11-101-16/+90
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* | Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-8/+8
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* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-091-1/+1
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* adjust min stop to horizontal velocityJuan Linietsky2017-11-091-1/+1
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* Add slope min stop velocity on 3D physics body, closes #10981Juan Linietsky2017-11-091-3/+6
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* Rewritten kinematic systemAndreaCatania2017-11-071-2/+3
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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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* 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
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* 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
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* | Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-2/+4
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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 Etcheverry2017-08-101-2/+2
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* 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
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-5/+5
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* 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
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* 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