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path: root/modules/bullet/bullet_physics_server.cpp
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2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-11Refactored RID/RID_Owner to always use O(1) allocation.Juan Linietsky
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now.
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-08-12Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/'Robin Hübner
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
2019-05-09Change "ID" to lowercase "id"Aaron Franke
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-04-23Allow adding disabled shapesShyRed
Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-27Added function to control 6DOF precisionAndrea Catania
2018-10-07Optimitzed area overlap checksAndrea Catania
2018-10-06Improved code that handles collision shapes, fixes #21945Andrea Catania
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-24Merge pull request #21049 from AndreaCatania/jointsRémi Verschelde
Improved 6DOF joint implementation
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-21Merge pull request #20101 from panzergame/shape_marginRémi Verschelde
Expose bullet shape margin to UI.
2018-08-20Fixes to move and slide and ray separation, implement separation in Godot ↵Juan Linietsky
physics
2018-08-19Added ray shape and move_and_slide with snapping on 3D.Andrea Catania
Added stop_on_slope on 2d part
2018-08-16Expose bullet shape margin to UI.Tristan Porteries
The margin value is exposed into the UI for shape ressource. This value can be modified through set_margin and get from get_margin or by using the property margin. Each time the margin is modified the associated collision shape is recreated and the margin value is used in ShapeBullet::prepare.
2018-08-15Improved 6DOF joint implementation, and removed useless function from cone jointAndrea Catania
2018-08-07Merge pull request #20381 from AndreaCatania/phymat_2Juan Linietsky
Improved Physics material
2018-08-07Removed physics material combination mode. Added rough and absorbent ↵Andrea Catania
parameter to material. Fixed 'change' signal connection
2018-07-24Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their ↵Tiger Caldwell
respective 2D counterparts to be more consistent and to include more useful methods. RigidBody: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse RigidBody2D: - Added add_central_force - Added add_torque - Added apply_central_impulse - Added apply_torque_impulse PhysicsDirectBodyState: - Added apply_central_impulse Physics2DDirectBodyState: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse - Added apply_impulse - Added apply_torque_impulse PhysicsServer: - Added body_add_force - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse Physics2DServer: - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse - Added body_apply_torque_impulse Also fixed some small bugs along the way
2018-07-23Implemented Soft bodyAndreaCatania
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer
2018-07-23Merge pull request #12403 from AndreaCatania/phymatJuan Linietsky
Physics material
2018-07-01added cylinder shape supportmuiroc
2018-05-11Implemented physics materialAndreaCatania
Hidden a function Fixed travis static check
2018-03-13Fixed leak in BulletPhysicsServerWilson E. Alvarez
2018-02-27Implemented Bullet method omit forcesAndrea Catania
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-20Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania
2018-02-05Added physics API in order to enable/disable collisions between rigidbody ↵Andrea Catania
attached to a joint with bullet physics bullet Fixes #16424
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-30fix typo in switch statementfirefly2442
2017-12-10Implemented physics linear and angular lockAndreaCatania
2017-12-09Merge pull request #12756 from Stratos695/masterRémi Verschelde
Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500)
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-11-30Fixed bullet server null pointer checkAndrea Catania
Fixed bullet server null pointer check
2017-11-10Allow double-axis lock in RigidBody and KinematicBodyEric Rybicki
2017-11-09Merge pull request #12713 from AndreaCatania/masterJuan Linietsky
Rewritten kinematic system
2017-11-07Rewritten kinematic systemAndreaCatania
2017-11-05Bullet - Added support to multiple spacesAndreaCatania
2017-11-04Bullet physics engine implementationAndreaCatania
This is a bullet wrapper that allows Godot to use Bullet physics and benefit about all features. Also it support all specific Godot physics functionality like multi shape body, areas, RayShape, etc.. It improve the Joints, Trimesh shape, and add support to soft body even if Godot is not yet ready to it.