aboutsummaryrefslogtreecommitdiff
path: root/servers/physics_2d
Commit message (Collapse)AuthorAgeFilesLines
* -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260Juan Linietsky2015-11-191-1/+1
|
* 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
| |
* | Expose softness parameter of pin joint to the editor.Biliogadafr2015-10-105-0/+38
|/
* 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
|
* Added gravity scale, and linear/angular damp override to 3D physics.Juan Linietsky2015-08-301-3/+3
|
* small fixesJuan Linietsky2015-06-301-2/+2
|
* 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
| |
* | -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
|
* -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
|
* -Made one way collision work with 2D physics (rigidbody)Juan Linietsky2015-05-033-1/+61
|
* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-037-14/+37
|
* properly wake up bodies when a parameter changes, fixes #1740Juan Linietsky2015-04-263-2/+19
|
* casting line into physics on negative space now works properly, fixes #1726Juan Linietsky2015-04-241-3/+4
|
* -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
| |
| * Implement Area2D space_override_mode combineFabio Alessandrelli2015-04-142-18/+26
| |
* | Updated copyright year in all headersJuan Linietsky2015-04-1832-32/+32
|/
* fix area center of gravityJuan Linietsky2015-03-221-1/+1
|
* 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
|
* 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)
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* 3D Physics and Other StuffJuan Linietsky2014-09-028-7/+68
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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 Linietsky2014-05-147-18/+47
| | | | | | | | | | | | | -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 google play services (needed for some stuff)Juan Linietsky2014-04-141-1/+1
| | | | | | | | | -Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
* -Support for changing fontsJuan Linietsky2014-04-052-2/+15
| | | | | | | -Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
* -added kinematic bodyJuan Linietsky2014-02-2213-335/+698
| | | | -added kinematic body demos
* -improved physics ccdJuan Linietsky2014-02-1921-3095/+3869
| | | | | | -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 Linietsky2014-02-0933-0/+9573