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* Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-201-2/+2
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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 Linietsky2017-11-091-17/+16
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* Added new API to get body direct stateAndreaCatania2017-09-291-1/+8
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-9/+9
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* Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-221-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* 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/+3
| | | | | | | | | | | 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 Verschelde2017-03-051-148/+125
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Merge pull request #7802 from tagcup/physics_64bitRémi Verschelde2017-02-261-11/+11
|\ | | | | Use real_t as floating point type in physics 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.
* | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
|/ | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* 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
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | 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
* 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 Linietsky2016-09-011-2/+2
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* RigidBody2D (add_force, set_inertia): new methods.Josh Grams2016-04-261-0/+1
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* Expose softness parameter of pin joint to the editor.Biliogadafr2015-10-101-0/+3
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* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-0/+16
| | | | | | | -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
* -fix bug in animation editorJuan Linietsky2015-05-271-1/+1
| | | | -fix crash bug in physics motion, closes #1993
* oops, previous commit was not workingJuan Linietsky2015-05-261-3/+5
| | | | it is working now
* ability to run 2D physics in a threadJuan Linietsky2015-05-261-0/+295
also, 2D physics is now thread safe too. see physics_2d/thread_model