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path: root/servers/physics_2d/space_2d_sw.cpp
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-7/+7
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Complement KinematicBody2D fixPedro J. Estébanez2017-03-061-0/+2
| | | | >> which was done at 5fc084c28e912c54bf64645df3e6cf2cd2c30be6
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-511/+407
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-02-261-27/+27
|\ | | | | Use real_t as floating point type in physics code.
| * Use real_t as floating point type in physics code.Ferenc Arn2017-02-131-27/+27
| | | | | | | | | | | | 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.
* | Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-1/+5
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* fixed to 2D physics, makes it work againJuan Linietsky2017-01-151-2/+2
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-11/+16
| | | | | 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 Linietsky2017-01-111-14/+14
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Various corrections in 2D math.Ferenc Arn2017-01-101-6/+6
| | | | | | | | This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly. Affected code in the Godot code base is also fixed in this commit. The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
* -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
* 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!
* Merge pull request #6691 from Faless/expose_more_physicsRémi Verschelde2016-10-091-7/+7
|\ | | | | Expose more 2D/3D physics options in project settings (#5029)
| * Expose more 2D/3D physics options in project settingsFabio Alessandrelli2016-10-031-7/+7
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* | Now ignoring remaining collision shapes.Victor Seiji Hariki2016-09-261-0/+3
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* -Fixed issue in Kinematicbody2DJuan Linietsky2016-09-011-9/+18
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* More improvements to visual script..Juan Linietsky2016-08-311-1/+11
| | | | fixed a bug of not saving when sub-nodes changed.
* 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