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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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* | -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
* | physics state properly returns contact metadata, closes #1979Juan Linietsky2016-01-034-2/+28
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* | skip the first integration in physics bodies, fixes #2213Juan Linietsky2016-01-022-1/+5
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* | properly removing unprocessed objects from physics islands fixes one way ↵Juan Linietsky2016-01-013-5/+55
| | | | | | | | platforms for rigidbodies, closes #2345
* | Update copyright to 2016 in headersGeorge Marques2016-01-0132-32/+32
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* | remove error print in area collision, should be a valid situation, closes #2463Juan Linietsky2015-12-311-2/+1
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* | New and corrected are override modes.Ovnuniarchos2015-12-141-10/+23
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* | Areas now calculate their dampenings the same way as their gravity.Ovnuniarchos2015-12-082-11/+16
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* -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260Juan Linietsky2015-11-191-1/+1
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* Cosmetic fixes to SCons buildsystemRémi Verschelde2015-11-011-1/+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 #2587 from eska014/fix-area2d-mask-matchingJuan Linietsky2015-10-171-2/+2
|\ | | | | Fix Area/Area2D mask matching
| * Fix Area2D type mask matchingeska2015-10-091-2/+2
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* | Expose softness parameter of pin joint to the editor.Biliogadafr2015-10-105-0/+38
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* Ability to visually debug geometry visually:Juan Linietsky2015-09-206-1/+69
| | | | | | | -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 Linietsky2015-09-031-0/+8
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* Added gravity scale, and linear/angular damp override to 3D physics.Juan Linietsky2015-08-301-3/+3
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* small fixesJuan Linietsky2015-06-301-2/+2
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* Merge pull request #1932 from Faless/gravity_distance_fullJuan Linietsky2015-06-073-3/+13
|\ | | | | Calculate gravity based on distance from body to gravity point
| * Calculate gravity based on distance from body to gravity point (2D)Fabio Alessandrelli2015-05-183-3/+13
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* | -fix bug in animation editorJuan Linietsky2015-05-271-1/+1
| | | | | | | | -fix crash bug in physics motion, closes #1993
* | oops, previous commit was not workingJuan Linietsky2015-05-262-4/+14
| | | | | | | | it is working now
* | ability to run 2D physics in a threadJuan Linietsky2015-05-264-9/+474
|/ | | | | also, 2D physics is now thread safe too. see physics_2d/thread_model
* sleeping property now should work properly, fixes #1892Juan Linietsky2015-05-162-1/+3
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* -improved one-way collision handling in both dynamic and character bodies ↵Juan Linietsky2015-05-103-4/+19
| | | | for 2D, fixes #1854
* improved kinematic motion, improved demos for kinematic motionJuan Linietsky2015-05-032-30/+39
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* -Made one way collision work with 2D physics (rigidbody)Juan Linietsky2015-05-033-1/+61
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* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-037-14/+37
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* properly wake up bodies when a parameter changes, fixes #1740Juan Linietsky2015-04-263-2/+19
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* casting line into physics on negative space now works properly, fixes #1726Juan Linietsky2015-04-241-3/+4
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* -Rewritten KinematicBody2D::move to MUCH more efficient code.Juan Linietsky2015-04-194-0/+521
| | | | | | -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.
* Merge pull request #1691 from Faless/area_combine_2dJuan Linietsky2015-04-182-18/+26
|\ | | | | Implement Area2D space_override_mode = COMBINE
| * Fix operator definition for AreaCMPFabio Alessandrelli2015-04-141-1/+1
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| * Implement Area2D space_override_mode combineFabio Alessandrelli2015-04-142-18/+26
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* | Updated copyright year in all headersJuan Linietsky2015-04-1832-32/+32
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* fix area center of gravityJuan Linietsky2015-03-221-1/+1
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* input events on Area2D is now supportedJuan Linietsky2015-03-228-0/+150
| | | | also added a demo showing how this works
* Area2D can now detect overlap with other areasJuan Linietsky2015-03-177-6/+222
| | | | this should make everything simpler, specially for newcomers to Godot
* -intentional breakage of shader graph to fix issues, existing graphs will be ↵Juan Linietsky2015-01-182-1/+1
| | | | broken, sorry :(
* -Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky2015-01-135-2/+118
| | | | -Solve drawing order bug introduced in previous commit: solves #1214
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-133-0/+24
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* -CCD in 3D physics was not working (code was not even there!) re-added, ↵Juan Linietsky2015-01-051-1/+1
| | | | fixes 1067
* Changes to 2D physics engineJuan Linietsky2015-01-056-19/+67
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -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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* Bug FixesJuan Linietsky2014-11-024-30/+45
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* -added custom metadata to physics shapes (2D only for now)Juan Linietsky2014-10-166-0/+39
| | | | -gizmos are not displayed in camera preview
* ColladaJuan Linietsky2014-10-142-1/+13
| | | | | | | | | | | | -=-=-=- -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 Linietsky2014-10-034-20/+17
| | | | | must have made some mistake with git, not sure why they were not sent..
* Huge Amount of BugFixJuan Linietsky2014-10-032-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)