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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0843-0/+43
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* Fix typos in source code using codespellRémi Verschelde2017-03-245-6/+6
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0543-5005/+3986
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Style: prevent bogus macro formatting by clang-formatRémi Verschelde2017-03-051-3/+4
| | | | Also prevent formatting of thirdparty snippet
* Merge pull request #7878 from RebelliousX/elseRémi Verschelde2017-02-281-1/+1
|\ | | | | Bunch of missing `else` statements and general logic
| * Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-281-1/+1
| | | | | | | | | | | | | | - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
* | Inf and NaN support added to GDScript.Saracen2017-02-281-1/+1
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* Merge pull request #7802 from tagcup/physics_64bitRémi Verschelde2017-02-2630-309/+261
|\ | | | | Use real_t as floating point type in physics code.
| * Use real_t as floating point type in physics code.Ferenc Arn2017-02-1330-309/+261
| | | | | | | | | | | | This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code. Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
* | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-212-2/+2
|/ | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Fixed property setter in G6DOF jointm4nu3lf2017-02-031-1/+1
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-163-3/+3
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+1
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* Style: Cosmetic fixes to play nice with clang-formatRémi Verschelde2017-01-151-8/+8
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* fixed to 2D physics, makes it work againJuan Linietsky2017-01-151-1/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-1414-71/+96
| | | | | 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.
* Type renames:Juan Linietsky2017-01-1117-85/+85
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Merge pull request #7426 from m4nu3lf/bugfix/physicsJuan Linietsky2017-01-1014-69/+143
|\ | | | | Fixed inertia tensor computation and center of mass
| * Fixed inertia tensor computation and center of massm4nu3lf2017-01-0914-69/+143
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* | Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-072-39/+39
| | | | | | | | renamed to PoolVector
* | -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-3/+3
|/ | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-023-3/+3
| | | | | | | | 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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-024-5/+5
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-034-5/+5
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-0143-43/+43
| | | | | | | | | | | | | | | | 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!
* | style: Fix PEP8 whitespace issues in Python filesRémi Verschelde2016-11-012-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
* | SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-172-0/+4
| | | | | | | | Also switch existing shebangs to "better" /usr/bin/env python.
* | Expose more 2D/3D physics options in project settingsFabio Alessandrelli2016-10-032-1/+2
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* Fix for incorrect velocity report due to a typo.Alex Piola2016-07-241-4/+4
| | | | Closes #5854
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-084-13/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* Drop fully commented-out filesRémi Verschelde2016-06-182-570/+1
| | | | Part of #5272
* Drop empty .cpp files for header-only classesRémi Verschelde2016-06-182-65/+0
| | | | Part of #5272
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-1814-28/+462
| | | Also removes a couple wrong Godot headers from third-party source files.
* Remove noisy printCarter Anderson2016-05-231-1/+0
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* First version of ProfilerJuan Linietsky2016-05-214-1/+99
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* Port collision and layer masks to 3D, fixes #1759Bojidar Marinov2016-04-096-1/+61
| | | | Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
* remove trailing whitespaceHubert Jarosz2016-03-092-53/+53
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* Merge pull request #2698 from Faless/add_area_fixJuan Linietsky2016-01-231-3/+19
|\ | | | | Fix bug in Body(2D)SW::add_area
| * Fix Body (and Body2D) add_area / remove_area when area have multiple shapesFabio Alessandrelli2015-12-021-3/+19
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* | avoid crash with empty concavepolygonshape, fixes #3169Juan Linietsky2016-01-101-0/+4
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* | change intersect_ray function to discriminate pickable objects, fixes #3203Juan Linietsky2016-01-102-3/+3
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* | skip the first integration in physics bodies, fixes #2213Juan Linietsky2016-01-022-1/+7
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* | Update copyright to 2016 in headersGeorge Marques2016-01-0134-34/+34
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* | Remove bogus argument in body_get_nodeRémi Verschelde2015-12-282-2/+2
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* | New and corrected are override modes.Ovnuniarchos2015-12-141-9/+21
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* | Merge pull request #2868 from akien-mga/pr-fix-can-move-toJuan Linietsky2015-12-081-7/+9
|\ \ | | | | | | Fix can_move_to and rename it for more clarity
| * | Fix wrong index being used to populate r_resultsRémi Verschelde2015-12-041-10/+10
| | | | | | | | | Regression from f33d9da.
| * | Fix can_move_to and rename it for more clarityRémi Verschelde2015-11-221-2/+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.
* / Areas now calculate their dampenings the same way as their gravity.Ovnuniarchos2015-12-082-9/+15
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* Cosmetic fixes to SCons buildsystemRémi Verschelde2015-11-012-5/+0
| | | | | | - Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check