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path: root/doc/classes/CharacterBody3D.xml
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2021-09-30Fix motion direction in slope for CharacterBody3DPouleyKetchoupp
- More accurate sliding in slopes to keep input direction correct - More accurate constant speed calculation - Renamed linear_velocity to motion_velocity for clarity - General code cleaning and simplifications
2021-09-28Set stop on slope on by default on CharacterBody.fabriceci
2021-09-22Port 2D improvement to move and slide 3Dfabriceci
Co-authored-by: Camille Mohr-Daurat <pouleyketchoup@gmail.com>
2021-09-20Don't generate empty doc sections and reduce code duplicationAaron Franke
2021-09-16Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBodyPouleyKetchoupp
2021-08-31Add AnimatableBody inherited from StaticBody for moving platformsPouleyKetchoupp
Instead of having a physics node named Static that can be either Static or Kinematic, AnimatableBody is added again as a separate node: -Inherited from StaticBody to make its usage clearer -Still separated from CharacterBody to make its usage more focused Properly implemented constant velocity for kinematic bodies in godot physics servers (induced velocity without actually moving). Also updated description for the different physics nodes to make their usage clearer.
2021-08-15API improvement on physics, mainly CharacterBodyfabriceci
Changes: - Rename few methods/property and group them in the editor when it's possible - Make MotionResult API consistency with KinematicCollision - Return a boolean in move_and_slide if there was a collision - New methods: - get_floor_angle on CharacterBody to get the floor angle. - get_angle on KinematicCollision to get the collision angle. - get_last_slide_collision to quickly get the latest collision of move_and_slide.
2021-08-10Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
2021-08-09Fix 3D moving platform logicPouleyKetchoupp
Same thing that was already done in 2D, applies moving platform motion by using a call to move_and_collide that excludes the platform itself, instead of making it part of the body motion. Helps with handling walls and slopes correctly when the character walks on the moving platform. Also made some minor adjustments to the 2D version and documentation. Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-30doc: Use self-closing tags for `return` and `argument`RĂ©mi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-06-08Use degrees instead of rad for floor_max_angle property in CharacterBodyPouleyKetchoupp
2021-06-04Linear velocity cleanupPouleyKetchoupp
CharacterBody has a linear_velocity property to replace the argument in move_and_slide. StaticBody handles reporting linear/angular velocity correctly when kinematic motion is used (in 3D, used in vehicle and navigation).
2021-06-04Safe margin cleanupPouleyKetchoupp
Safe margin property on CharacterBody only, used as argument in move_and_collide. Removed kinematic_safe_margin in 3D physics server, not really useful and now harmonized with 2D.
2021-06-04Support for kinematic_motion in StaticBodyPouleyKetchoupp
Does the same thing as simulate motion from RigidBody in Kinematic mode, and CharacterBody (previously KinematicBody). Added support for constant linear/angular velocity with kinematic_motion in StaticBody, which moves the body in physics. Updated documentation for StaticBody and CharacterBody to describe their functionalities more accurately.
2021-06-04More explanatory names for RigidBody modesPouleyKetchoupp
MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet).
2021-06-04Properties for move_and_slide and remove move_and_slide_with_snapPouleyKetchoupp
- snap property to replace move_and_slide_with_snap() - floor_max_angle, stop_on_slope, infinite_inertia, max_slides, up_direction properties to replace arguments from move_and_slide() - up direction now defaults to Vector3.UP and Vector2.UP
2021-06-04KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.