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path: root/scene/3d/ray_cast.cpp (follow)
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* Use internal physics processing for Nodes' internal logicRémi Verschelde2018-04-111-5/+5
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* Reset collider on ray nodeAndreaCatania2018-01-121-0/+2
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* 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!
* Ported 'Exclude Parent' from Raycast2D to RaycastMarco Masselli2017-11-301-0/+35
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* Removed type_mask and fixed some variable nameAndreaCatania2017-11-211-16/+1
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* missing set/get_collision_mask_bit() for RayCastJakub Grzesik2017-10-231-0/+18
| | | | in the same fastion how it's implemented in Area or Bodies
* Rename RayCasts collision_layer to collision_maskPedro J. Estébanez2017-10-211-9/+9
| | | | | | | | The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`. Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property. Fixes #7589, where it's also discussed.
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-5/+5
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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 Braam2017-08-241-2/+2
| | | | | | | | | | | | 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/
* Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-3/+5
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* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-9/+9
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* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-2/+2
| | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* Fixed #8102, by renaming FixedSpatialMaterial to SpatialMaterialNuno Donato2017-04-241-4/+4
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* Merge pull request #8102 from bd339/iss3172Rémi Verschelde2017-04-241-0/+86
|\ | | | | Show 3D raycasts when debugging collisions
| * Show 3D raycasts when debugging collisionsBenjamin Dahse2017-03-301-0/+86
| | | | | | | | | | Represent a raycast by a line segment using the direction and magnitude of the cast_to vector. The entire line segment will become red while a collision occurs.
* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-76/+63
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-19/+19
| | | | | | 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 Braam2017-02-131-4/+4
| | | | This saves typing and is a step towards fixing #56
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-1/+1
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-19/+19
| | | | | | | | 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!
* Added force_raycast_update GDScript method for RayCast[2D]Karol Walasek2016-10-031-21/+27
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* Port collision and layer masks to 3D, fixes #1759Bojidar Marinov2016-04-091-1/+31
| | | | Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
* Fix RayCast not updating when debugging collissionsIgnacio Etcheverry2016-04-071-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-14/+44
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-5/+5
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+190