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* 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)
* Expose more 2D/3D physics options in project settingsFabio Alessandrelli2016-10-091-7/+7
| | | | (cherry picked from commit 1d09c27ba4b94e677b66d8d2c2b9e38f7829ad38)
* Now ignoring remaining collision shapes.Victor Seiji Hariki2016-10-091-0/+3
| | | | (cherry picked from commit e5edd50d6231dfc63b5309cbad56cdba05256a89)
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-4/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* First version of ProfilerJuan Linietsky2016-05-211-1/+2
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* Fixed #4163 (intersect_shape crashes on results limit)Marc Gilleron2016-04-121-1/+1
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* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable'Biliogadafr2016-02-011-2/+2
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* -Fix crash at exit due to unnecesary check in command queue, fixes #2034Juan Linietsky2016-01-041-4/+4
| | | | -Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Fix Area2D type mask matchingeska2015-10-091-2/+2
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* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-0/+7
| | | | | | | -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
* small fixesJuan Linietsky2015-06-301-2/+2
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* -improved one-way collision handling in both dynamic and character bodies ↵Juan Linietsky2015-05-101-1/+6
| | | | for 2D, fixes #1854
* improved kinematic motion, improved demos for kinematic motionJuan Linietsky2015-05-031-30/+37
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* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-031-1/+1
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* -Rewritten KinematicBody2D::move to MUCH more efficient code.Juan Linietsky2015-04-191-0/+504
| | | | | | -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/+51
| | | | also added a demo showing how this works
* Area2D can now detect overlap with other areasJuan Linietsky2015-03-171-4/+11
| | | | 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 Linietsky2015-01-131-2/+77
| | | | -Solve drawing order bug introduced in previous commit: solves #1214
* Changes to 2D physics engineJuan Linietsky2015-01-051-4/+1
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Removed "density" property -Added instead more flexible "angular damp" and "linear damp" -Added ability to override angular and linear damp in rigidbody -Added gravity scale option rigidbody Test well and iron out bugs, when it works the same will be moved to 3D
* missing files with fixes for shower of bulletsJuan Linietsky2014-11-061-1/+1
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* -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 Linietsky2014-09-021-4/+9
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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 Linietsky2014-05-141-12/+12
| | | | | | | | | | | | | -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 Linietsky2014-02-221-123/+178
| | | | -added kinematic body demos
* -improved physics ccdJuan Linietsky2014-02-191-404/+594
| | | | | | -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/+432