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path: root/servers/physics_2d_server.cpp
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* Expose methods area_set_area_monitor_callback and area_set_monitorable in ↵MrCdK2018-05-251-0/+2
| | | | PhysicsServer and Physics2DServer
* Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-201-3/+4
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* Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-2/+2
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-0/+29
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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 Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Mono: Make the bindings generator output enumsIgnacio Etcheverry2017-12-241-0/+4
| | | | - Switch to PascalCase for constants names
* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-3/+3
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Removed type_mask and fixed some variable nameAndreaCatania2017-11-211-36/+17
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* Remove node from list before calling queries, fixes #10886Juan Linietsky2017-11-101-1/+1
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* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-091-1/+9
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* Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky2017-11-031-0/+67
|\ | | | | Physics server plug
| * Implemented physics plugAndreaCatania2017-11-041-0/+67
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
* | Bind unbound enums, rearrange some by valuePoommetee Ketson2017-10-221-1/+2
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* Added new API to get body direct stateAndreaCatania2017-09-291-0/+2
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-4/+4
| | | | | | | | | | | 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.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-67/+67
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-8/+8
| | | | Fixes #10244.
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-10/+10
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-4/+4
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* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-2/+2
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* -Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky2017-06-231-8/+3
| | | | | | | | | | | 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 Ketson2017-06-141-16/+16
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-364/+322
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-155/+155
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-6/+6
| | | | | 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.
* Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky2017-01-111-4/+4
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* Type renames:Juan Linietsky2017-01-111-5/+5
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-155/+155
| | | | | | | | 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()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* -Fixed issue in Kinematicbody2DJuan Linietsky2016-09-011-3/+3
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* Documented many Physics2D* classesOvnuniarchos2016-06-121-0/+8
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* Fix wrong return and argument types in documentationIgnacio Etcheverry2016-05-041-1/+1
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* RigidBody2D (add_force, set_inertia): new methods.Josh Grams2016-04-261-0/+1
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* RigidBody2D: add and bind get_inertia() method.Josh Grams2016-04-201-0/+1
| | | | | | | 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.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-7/+7
| | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* Merge pull request #3071 from Ovnuniarchos/NewAreaCombinersJuan Linietsky2015-12-221-1/+3
|\ | | | | New and corrected area override modes.
| * New and corrected are override modes.Ovnuniarchos2015-12-141-1/+3
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* | replaced :var by :Variant in documentation, fixes #2897Juan Linietsky2015-12-141-1/+1
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* Merge pull request #1932 from Faless/gravity_distance_fullJuan Linietsky2015-06-071-0/+1
|\ | | | | Calculate gravity based on distance from body to gravity point
| * Calculate gravity based on distance from body to gravity point (2D)Fabio Alessandrelli2015-05-181-0/+1
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* | oops, previous commit was not workingJuan Linietsky2015-05-261-1/+1
|/ | | | it is working now
* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-031-2/+4
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* -Fixes from source code analyzizer, closes #1768Juan Linietsky2015-05-011-1/+1
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* -Rewritten KinematicBody2D::move to MUCH more efficient code.Juan Linietsky2015-04-191-0/+75
| | | | | | -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.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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