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* Prevent a possible crash at collision_object_2d_sw.hMarcelo Fernandez2017-10-121-9/+36
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* Merge pull request #11702 from AndreaCatania/bodyDSRémi Verschelde2017-10-093-0/+25
|\ | | | | Added new API to get body direct state
| * Added new API to get body direct stateAndreaCatania2017-09-293-1/+26
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* | Renamed fixed_process to physics_processAndreaCatania2017-09-303-3/+3
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* Removed print_line in Physics2DServerWrapMT::init()Indah Sylvia2017-09-251-3/+0
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-3/+3
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* correction to one way collision codeJuan Linietsky2017-09-172-4/+4
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* fixes to one way collision, closes #10971Juan Linietsky2017-09-172-4/+14
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* Fix signed and unsigned comparisonsHein-Pieter van Braam2017-09-011-2/+2
| | | | The first in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix special case where KinematicBody fails one way collisions by adding ↵Juan Linietsky2017-08-313-7/+57
| | | | exclusion lists, closes #9729
* Dead code tells no talesRémi Verschelde2017-08-275-357/+4
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-2733-33/+33
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* Removed unnecessary assignmentsWilson E. Alvarez2017-08-212-7/+6
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-165-12/+12
| | | | Fixes #10244.
* Remove needless check in motion testPedro J. Estébanez2017-08-161-17/+13
| | | | Since now one-way collision is at shapes, the removed if was unneeded.
* Fix freeze on close of game using 2D physics introduced by #9832Bojidar Marinov2017-08-081-2/+2
| | | | Additionally, port the fix to 3D physics, just in case
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-074-23/+23
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* Merge pull request #9832 from RandomShaper/port-physics-fixesRémi Verschelde2017-08-014-9/+30
|\ | | | | Port physics fixes
| * Improve cleanup of physics constraintsPedro J. Estébanez2017-08-013-7/+19
| | | | | | | | | | | | | | | | Don't abort the loop when one is already released Remove warning on already-released constraint Clean up area's contraints as well Clear the constraint data as well Do the cleanup as soon as the space changes
| * Extend check for same space to all 2D/3D bodies/shapesPedro J. Estébanez2017-07-251-0/+7
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| * Fix 2D broadphase remove-while-iterating logicPedro J. Estébanez2017-07-251-2/+4
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* | Fix crash in Space2DSW::test_body_motion()Pedro J. Estébanez2017-07-251-1/+1
|/ | | | Fixes #9692.
* Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-223-3/+3
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-194-5/+5
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-6/+6
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-156/+0
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Some more typo fixes for "threshold"Rémi Verschelde2017-07-151-1/+1
| | | | Looks like @reduz really does not like that word.
* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-089-25/+25
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* Simplified 2D Kinematicbody.. 3D will wait a bit.Juan Linietsky2017-06-241-0/+1
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* -Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky2017-06-2310-163/+83
| | | | | | | | | | | 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 Ketson2017-06-147-37/+37
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-046-25/+25
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0833-0/+33
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* Fix typos in source code using codespellRémi Verschelde2017-03-242-2/+2
| | | | From https://github.com/lucasdemarchi/codespell
* Complement KinematicBody2D fixPedro J. Estébanez2017-03-061-0/+2
| | | | >> which was done at 5fc084c28e912c54bf64645df3e6cf2cd2c30be6
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0533-4201/+3407
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-02-2624-211/+211
|\ | | | | Use real_t as floating point type in physics code.
| * Use real_t as floating point type in physics code.Ferenc Arn2017-02-1324-211/+211
| | | | | | | | | | | | 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 Linietsky2017-02-214-4/+4
| | | | | | | | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* | Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-1/+5
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* Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-4/+4
| | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-2/+2
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* Style: Cosmetic fixes to play nice with clang-formatRémi Verschelde2017-01-151-8/+8
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* fixed to 2D physics, makes it work againJuan Linietsky2017-01-154-6/+6
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-1410-60/+99
| | | | | 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 Linietsky2017-01-1121-168/+168
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Merge pull request #7445 from tagcup/2d_math_fixesJuan Linietsky2017-01-105-14/+15
|\ | | | | Various corrections in 2D math.
| * Various corrections in 2D math.Ferenc Arn2017-01-105-14/+15
| | | | | | | | | | | | | | | | 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.
* | Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-10/+10
|/ | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-055-14/+14
| | | | | | | | 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