Age | Commit message (Collapse) | Author |
|
(cherry picked from commit 68117d2fc7b68c544e16f8968b13d40b145c5bf4)
|
|
Using non-uniform scale is known to cause many issues.
Add warnings to the editor and to the class reference.
Also remove the warning from SoftBody3D since it is
not relevant there: it simulates in global space.
|
|
The naming of static bodies has raised a lot of questions and
discussions, because they are actually movable (not being static). This
commit explains that the reason for "static" is that they are immovable
from the point of view of the physics engine. This makes it easier to
understand why the user can move static bodies manually.
|
|
|
|
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
|
|
|
|
|
|
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.
|
|
Same implementation as in 2D.
|
|
|
|
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.
|
|
|
|
A few extra renames for classes which were missed in last week's PRs.
|