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* 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
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-023-3/+3
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-024-5/+5
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-034-5/+5
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-0133-33/+33
| | | | | | | | | | | | | | | | 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!
* | style: Fix PEP8 whitespace issues in Python filesRémi Verschelde2016-11-011-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
* | SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| | | | | | | | Also switch existing shebangs to "better" /usr/bin/env python.
* | Merge pull request #6691 from Faless/expose_more_physicsRémi Verschelde2016-10-092-7/+8
|\ \ | | | | | | Expose more 2D/3D physics options in project settings (#5029)
| * | Expose more 2D/3D physics options in project settingsFabio Alessandrelli2016-10-032-7/+8
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* / Now ignoring remaining collision shapes.Victor Seiji Hariki2016-09-261-0/+3
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* Fix for #6158. Converting Vector2 to Size2 for scaling functions.anneomcl2016-09-192-16/+16
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* -Fixed issue in Kinematicbody2DJuan Linietsky2016-09-015-15/+24
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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.
* Merge pull request #5383 from Ovnuniarchos/OptimizeOneWayRémi Verschelde2016-07-181-23/+18
|\ | | | | Optimized one-way collision loops.
| * Optimized one way collision loops.Ovnuniarchos2016-06-241-23/+18
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* | Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-082-7/+0
|/ | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* Fixed a stupid bug with segment-segment collision in SAT physics, closes ↵Juan Linietsky2016-06-181-22/+39
| | | | #4801 , closes #4984
* Change hash grid in 2D physics to contemplate large objects as separate ↵Juan Linietsky2016-06-182-16/+127
| | | | cases, to avoid huge memory and performance penalty. Fixes #4662
* Drop empty .cpp files for header-only classesRémi Verschelde2016-06-181-30/+0
| | | | Part of #5272
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-182-0/+56
| | | Also removes a couple wrong Godot headers from third-party source files.
* First version of ProfilerJuan Linietsky2016-05-215-4/+102
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* RigidBody2D (add_force, set_inertia): new methods.Josh Grams2016-04-265-3/+32
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* RigidBody2D: rename apply_impulse(pos) to offset.Josh Grams2016-04-241-3/+3
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* RigidBody2D: add and bind get_inertia() method.Josh Grams2016-04-201-0/+4
| | | | | | | You can't set this value very well, since it's automatically computed from the mass and the collision shapes. But since the values are higher than many people might suspect, so being able to read it helps estimate the amount of torque you might need to apply.
* Fixed #4163 (intersect_shape crashes on results limit)Marc Gilleron2016-04-121-1/+1
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* Merge pull request #3999 from neikeq/issues_3650_3990Rémi Verschelde2016-03-101-8/+12
|\ | | | | Fix crash when resizing ConcavePolygonShape2D segments