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path: root/servers/physics_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
* Implemented interface for bullet joint motorsGeoffrey2018-03-161-0/+3
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* Fixed physics server typoAndrea Catania2018-02-271-1/+1
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* Added Physics state APIsAndrea Catania2018-02-161-0/+2
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-0/+20
| | | | | | | 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!
* Implemented physics linear and angular lockAndreaCatania2017-12-101-1/+7
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* Merge pull request #12756 from Stratos695/masterRémi Verschelde2017-12-091-6/+1
|\ | | | | Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500)
| * Allow double-axis lock in RigidBody and KinematicBodyEric Rybicki2017-11-101-6/+1
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* | Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-2/+2
| | | | | | | | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* | Removed type_mask and fixed some variable nameAndreaCatania2017-11-211-33/+14
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* | classref: Sync with current sourceRémi Verschelde2017-11-131-0/+1
|/ | | | [ci skip]
* Rewritten kinematic systemAndreaCatania2017-11-071-0/+3
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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 Ketson2017-10-221-2/+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 variablesletheed2017-09-201-6/+6
| | | | | | | | | | | 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.
* Fix enums bindingsMaxim Sheronov2017-09-131-0/+14
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Fix typo 'inetria' to 'inertia'Poommetee Ketson2017-09-011-1/+1
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* 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 Etcheverry2017-08-201-120/+121
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-8/+8
| | | | Fixes #10244.
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-9/+9
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-8/+8
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* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-15/+15
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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 Verschelde2017-03-051-386/+335
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-172/+172
| | | | | | 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 Verschelde2017-01-141-8/+8
| | | | | 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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* Fixed inertia tensor computation and center of massm4nu3lf2017-01-091-0/+5
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-168/+168
| | | | | | | | 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!
* Port collision and layer masks to 3D, fixes #1759Bojidar Marinov2016-04-091-0/+8
| | | | Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-2/+2
| | | | | 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).
* New and corrected are override modes.Ovnuniarchos2015-12-141-1/+3
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* Added gravity scale, and linear/angular damp override to 3D physics.Juan Linietsky2015-08-301-7/+17
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* Calculate gravity based on distance from body to gravity pointFabio Alessandrelli2015-05-181-0/+1
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* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-031-1/+1
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* -Fixes from source code analyzizer, closes #1768Juan Linietsky2015-05-011-1/+1
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* -try to avoid errors when path using ".." is present in script include, ↵Juan Linietsky2015-04-181-1/+1
| | | | fixes #1703
* 3D Import Import & UDPJuan Linietsky2014-11-121-1/+1
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* Fix some incorrect bindings in PhysicsServerGerold312014-10-241-5/+5
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* Huge Amount of BugFixJuan Linietsky2014-10-031-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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 Linietsky2014-09-151-26/+226
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 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 Linietsky2014-09-021-3/+114
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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!