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* Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-201-1/+1
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* Added physics API in order to enable/disable collisions between rigidbody ↵Andrea Catania2018-02-051-0/+3
| | | | | | attached to a joint with bullet physics bullet Fixes #16424
* 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!
* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-091-2/+13
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* Merge pull request #11702 from AndreaCatania/bodyDSRémi Verschelde2017-10-091-0/+3
|\ | | | | Added new API to get body direct state
| * Added new API to get body direct stateAndreaCatania2017-09-291-0/+3
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* | Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+1
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* Fix special case where KinematicBody fails one way collisions by adding ↵Juan Linietsky2017-08-311-0/+1
| | | | exclusion lists, closes #9729
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-4/+4
| | | | Fixes #10244.
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-4/+4
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* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-2/+2
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* -Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky2017-06-231-8/+4
| | | | | | | | | | | could detect their own overlap -Added ability to disable individual collisionshape/polygon -Moved One Way Collision to shape, allowing more flexibility -Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer. -Modifying a CollisionPolygon2D on the fly now works, it can even be animated. Will port this to 3D once well tested. Have fun!
* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-3/+3
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-67/+50
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Use real_t as floating point type in physics code.Ferenc Arn2017-02-131-11/+11
| | | | | | 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.
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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 Linietsky2017-01-111-11/+11
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | 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!
* -Fixed issue in Kinematicbody2DJuan Linietsky2016-09-011-1/+1
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* First version of ProfilerJuan Linietsky2016-05-211-0/+1
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* RigidBody2D (add_force, set_inertia): new methods.Josh Grams2016-04-261-0/+2
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* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* physics state properly returns contact metadata, closes #1979Juan Linietsky2016-01-031-1/+2
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Expose softness parameter of pin joint to the editor.Biliogadafr2015-10-101-0/+2
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* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-0/+5
| | | | | | | -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
* ability to run 2D physics in a threadJuan Linietsky2015-05-261-3/+6
| | | | | also, 2D physics is now thread safe too. see physics_2d/thread_model
* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-031-2/+4
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* -Rewritten KinematicBody2D::move to MUCH more efficient code.Juan Linietsky2015-04-191-0/+3
| | | | | | -KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649 -Removed object type masking for KinematicBody2D -Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* input events on Area2D is now supportedJuan Linietsky2015-03-221-0/+5
| | | | also added a demo showing how this works
* Area2D can now detect overlap with other areasJuan Linietsky2015-03-171-1/+2
| | | | this should make everything simpler, specially for newcomers to Godot
* -Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky2015-01-131-0/+6
| | | | -Solve drawing order bug introduced in previous commit: solves #1214
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-0/+3
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* -added custom metadata to physics shapes (2D only for now)Juan Linietsky2014-10-161-0/+4
| | | | -gizmos are not displayed in camera preview
* 3D Physics and Other StuffJuan Linietsky2014-09-021-0/+7
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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!
* A bit of everything:Juan Linietsky2014-05-141-0/+3
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -added kinematic bodyJuan Linietsky2014-02-221-5/+8
| | | | -added kinematic body demos
* -improved physics ccdJuan Linietsky2014-02-191-5/+16
| | | | | | -html5 exporter works again -disable repeat on image loader by default -can change shape offset en tileset, texture offset was broken
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+215