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path: root/servers/physics/collision_object_sw.cpp
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fix multiple issues with 2D & 3D physicsPedro J. Estébanez2017-06-191-0/+1
| | | | | | | | | | | | | | | | | | | | - Use `NOTIFICATION_ENTER`/`EXIT_WORLD` for `Area` (intead of `*_TREE`). - Now both bodies' and areas' constraints are cleaned up. - And now also that happens as soon as the space is set to null (i.e., when exiting the tree) instead of only at freeing time. - When clearing constraints, the loop goes on to the next if the current is already released, instead of breaking. - When one has been already released, no error is shown from now on, as it's something expected, since a pair (our kind of constraint of interest) can be freed by any of its involved collision objects and the other will try again. - Implement index shifting (or marking as -1) for shapes indices in collision pairs shapes are removed. - Standarize behavior of bodies and areas so that anything that invalidates a given pair gives the same result (collision mask, actual collision, etc); for instance, triggering area enter/exit signals. - Add missing member initializations. - Extend the new-space-equals-area/body-current-space test to every case. - Fix 3D ray-casts early accepting Areas (skipping the mask check). - Fix unpairing of large elements (2D's `BroadPhase2DHashGrid`). Some of these prevent random crashes caused by constraints with dangling pointers to involved objects. Fixes #8856. Fixes #7589. Fixes #6676. And maybe others.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Bring that Whole New World to the Old Continent tooRémi Verschelde2017-03-191-73/+61
| | | | | Applies the clang-format style to the 2.1 branch as done for master in 5dbf1809c6e3e905b94b8764e99491e608122261.
* 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)
* Port collision and layer masks to 3D, fixes #1759Bojidar Marinov2016-04-091-0/+1
| | | | Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
* 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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* Huge Amount of BugFixJuan Linietsky2014-10-031-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
* 3D Physics and Other StuffJuan Linietsky2014-09-021-0/+1
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+219