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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+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! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* Expose more 2D/3D physics options in project settingsFabio Alessandrelli2016-10-091-6/+0
| | | | (cherry picked from commit 1d09c27ba4b94e677b66d8d2c2b9e38f7829ad38)
* World2D: Fix typo in default_density deprecation checkRémi Verschelde2016-07-281-1/+1
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* Some optimizations and limits for extreme zoom in and out in editor, fixes #5820Juan Linietsky2016-07-211-9/+42
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* Physics2D: Rename default_density to default_linear_dampRémi Verschelde2016-06-041-1/+9
| | | | | Also adds a proper deprecating warning and tries to do some porting automatically. Supersedes #4109.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Set World2D default angular damp per global `physics_2d/default_angular_damp`eska2015-10-281-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* fixes/cleans upJuan Linietsky2015-03-221-0/+9
| | | | | | -input now correctly works when using viewport scaling -added function to get areas/bodies in given point -added function to get space state directly from world
* Changes to 2D physics engineJuan Linietsky2015-01-051-2/+2
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Removed "density" property -Added instead more flexible "angular damp" and "linear damp" -Added ability to override angular and linear damp in rigidbody -Added gravity scale option rigidbody Test well and iron out bugs, when it works the same will be moved to 3D
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+386