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* Merge pull request #18349 from Gorgexpress/masterMax Hilbrunner2018-05-261-1/+4
|\ | | | | Fixed 2D intersect_shape limiting broadphase results
| * Fixed 2D intersect_shape limiting broadphase resultsMichael2018-04-221-1/+4
| | | | | | | | | | | | | | | | | | Physics2DDirectSpaceStateSW was applying the result limit to broadphase collision detection instead of narrow. This is inconsistent with its 3D variant, as well as the rest of the 2D direct space state functions. Broadphase is now limited by INTERSECTION_QUERY_MAX like everything else, and narrow phase is exited early when the result limit has been reached.
* | Merge pull request #18144 from ↵Juan Linietsky2018-05-072-0/+5
|\ \ | | | | | | | | | | | | Crazy-P/Resolves-crash-on-shape2D-culling-for-empty-Concave-shapes Resolves crash on shape2D culling for empty Concave shapes
| * | Resolves crash on shape2D culling for empty Concave shapesCrazy-P2018-04-122-0/+5
| |/ | | | | | | Fixes https://github.com/godotengine/godot/issues/17789
* / Fix Coverity reports of uninitialized scalar variableRémi Verschelde2018-04-191-0/+1
|/ | | | | | | | | | | Fixes most current reports on Coverity Scan of uninitialized scalar variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html These happen most of the time (in our code) when instanciating structs without a constructor (or with an incomplete one), and later returning the instance. This is sometimes intended though, as some parameters are only used in some situations and should not be double-initialized for performance reasons (e.g. `constant` in ShaderLanguage::Token).
* Merge pull request #17151 from ShyRed/disabled_shapes_2dJuan Linietsky2018-04-082-4/+29
|\ | | | | Remove disabled shapes from physics 2D calculations
| * Remove disabled shapes from physicsShyRed2018-03-072-4/+29
| | | | | | | | Disabling a shape removes it from physics calculations. Enabling a shape adds it back to the physics calculations.
* | Bring back Vector2.cross()Bernhard Liebl2018-03-071-2/+7
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* Merge pull request #16757 from AndreaCatania/kinpushRémi Verschelde2018-02-205-7/+28
|\ | | | | Improved kinematic body, Now can move rigid body
| * Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-205-7/+28
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* | Merge pull request #16530 from AndreaCatania/raysRémi Verschelde2018-02-193-2/+13
|\ \ | | | | | | Improved ray shape (2D and 3D) by addiing the possibility to act as r…
| * | Improved ray shape (2D and 3D) by addiing the possibility to act as regular ↵Andrea Catania2018-02-193-2/+13
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* | | Fix 2d collision body update on shape removeKonrad Nowakowski2018-02-181-0/+1
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* | | Clean up some bad words from code commentsArtem Varaksa2018-02-171-1/+1
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* | Added physics API in order to enable/disable collisions between rigidbody ↵Andrea Catania2018-02-054-0/+38
|/ | | | | | attached to a joint with bullet physics bullet Fixes #16424
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-0533-0/+33
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-0133-66/+66
| | | | Happy new year to the wonderful Godot community!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-076-17/+22
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* Removed type_mask and fixed some variable nameAndreaCatania2017-11-212-28/+20
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* Remove node from list before calling queries, fixes #10886Juan Linietsky2017-11-101-2/+2
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* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-094-41/+81
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* Fixing bad index used in Space2DSWMateusMP2017-11-081-13/+13
| | | | | Fix wrong col_obj access using wrong index variable. Related with issue #11695
* Merge pull request #10770 from RandomShaper/fix-jointsRémi Verschelde2017-10-311-14/+0
|\ | | | | Fix joints collision exceptions, plus a bit more
| * Remove joint freeing logic from physics serversPedro J. Estébanez2017-09-091-14/+0
| | | | | | | | | | | | Since joint resources are created by joint nodes and also they take care of freeing them, the physics server doesn't need to free bodies' joints explicitly. The logic for clearing the constraints map/set is still relevant as there may be collision pairs and in their case its the server itself the one creating them and therefore releasing them.
* | Rename RayCasts collision_layer to collision_maskPedro J. Estébanez2017-10-212-20/+20
| | | | | | | | | | | | | | | | The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`. Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property. Fixes #7589, where it's also discussed.
* | 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)