Age | Commit message (Collapse) | Author |
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Use wakeup() function to wake sleeping bodies on impulse, force and velocities. Fix for PR #52967
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direct body state changes (forces, impulses and veloicities). this 'bug' was introduced in PR #52967
added wakeup to 2d direct body
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The path itself might not always be set in some cases, especially when
the script is just created and is already in the resource cache. Using
get_path() in this case gets the correct resource path.
This also adds a null check for safety in case the path is incorrect or
missing, to avoid a crash in the engine.
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-Physics servers test body motion use a class to hold parameters instead
of multiple arguments to make it more readable and flexible since there
are many options
-Improved documentation for test body motion and kinematic collision
-Removed read-only properties for body motion results (not handled in
scripts, so they should be get_ methods only instead)
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Fix remaining crashes with pinned vertices in GodotPhysics Soft Body
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Hide render_priority except when using SpatialMaterials
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It was wrongly updating the assigned value with the result of the
operation.
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Fix caret position and viewport centering after deleting line (Ctrl-X)
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Make `Theme` report property list changes less often
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`core` and `scene` shouldn't depend on `editor`, so they can't query this style
setting in `get_argument_options`. But we can handle it after the fact in
GDScript's completion code.
Also cleans up a couple extra unused invalid includes in `core`.
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* Usage was always confusing for users
* The ability to generate a pyramid shape was moved to Camera3D
* SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
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