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* 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
* Merge pull request #2479 from firefly2442/cppcheck-unusedvarsJuan Linietsky2015-10-171-1/+0
|\ | | | | ran cppcheck, found unused variables
| * ran cppcheck, found unused variablesfirefly24422015-09-161-1/+0
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* | Fix 3D Area mask matchingeska2015-10-101-3/+3
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* | newline fixesreduz2015-10-082-933/+933
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* | Ability to visually debug geometry visually:Juan Linietsky2015-09-205-1/+48
|/ | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
* merged some stuff for okamJuan Linietsky2015-09-032-0/+9
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* Added gravity scale, and linear/angular damp override to 3D physics.Juan Linietsky2015-08-304-16/+71
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* added ability for Area (3D) to detect other areasJuan Linietsky2015-06-127-8/+219
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* Calculate gravity based on distance from body to gravity pointFabio Alessandrelli2015-05-183-3/+13
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* sleeping property now should work properly, fixes #1892Juan Linietsky2015-05-162-1/+3
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* optional formal changesehriche2015-05-061-1/+3
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* PhysicsServerSW::body_is_shape_set_as_trigger - missing return statementehriche2015-05-061-1/+1
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* -Fixes from source code analyzizer, closes #1768Juan Linietsky2015-05-011-1/+1
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* properly wake up bodies when a parameter changes, fixes #1740Juan Linietsky2015-04-263-0/+18
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* fixes crash related to empty concavecollisionshape, fixes #1709Juan Linietsky2015-04-261-0/+13
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* Merge pull request #1691 from Faless/area_combine_2dJuan Linietsky2015-04-181-1/+1
|\ | | | | Implement Area2D space_override_mode = COMBINE
| * Fix operator definition for AreaCMPFabio Alessandrelli2015-04-141-1/+1
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* | Updated copyright year in all headersJuan Linietsky2015-04-1832-32/+32
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* Re-sort Area array during integration stepFabio Alessandrelli2015-03-241-0/+1
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* Implement combine mode for areaFabio Alessandrelli2015-03-241-13/+18
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* Use Vector for storing areasFabio Alessandrelli2015-03-241-5/+4
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* fix area center of gravityJuan Linietsky2015-03-221-1/+1
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* Merge pull request #1446 from ↵Juan Linietsky2015-03-221-1/+1
|\ | | | | | | | | UsernameIsAReservedWord/fixes_kinematicbody_move_crash should fixes #1284 (KinematicBody .move() crash)
| * should fixes #1284UsernameIsAReservedWord2015-02-261-1/+1
| | | | | | | | | | | | | | | | | | I could reproduce the crash described in #1284 only with 32bits versions of godot. The test scene contains a Plane collision shape, and a kinematicsbody with a Sphere collision shape. The crash occurs into `CollisionSolverSW::solve_distance_plane()` on line 299 when `p_shape_A` is a `PlaneShapeSW` object and when `p_shape_B` is a `MotionShapeSW` object, because `int support_count;` is not initialized by default, and because `MotionShapeSW::get_supports()` does not change `support_count` once passed as referenced parameter, and if the default value of `support_count` is greater than the length of `supports[16]`. I don't know if it is the good way to fix it because i'm not skilled ennough with the physics server inner working, but this fix prevents the crash and the test-scene seems to work correctly.
* | input events on Area2D is now supportedJuan Linietsky2015-03-221-1/+1
|/ | | | also added a demo showing how this works
* -CCD in 3D physics was not working (code was not even there!) re-added, ↵Juan Linietsky2015-01-052-1/+62
| | | | fixes 1067
* -WIP to add proper key swapping according to keyboard layoutJuan Linietsky2015-01-041-1/+1
| | | | -fix with non working removal of collision exception in 3D physics
* Batch of BugfixesJuan Linietsky2014-12-073-2/+45
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* ColladaJuan Linietsky2014-10-142-0/+12
| | | | | | | | | | | | -=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
* missing fils from yesterday comit.Juan Linietsky2014-10-035-7/+22
| | | | | must have made some mistake with git, not sure why they were not sent..
* Huge Amount of BugFixJuan Linietsky2014-10-0310-16/+90
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)
* Fixing Issues...Juan Linietsky2014-09-192-1/+19
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)