Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-04-14 | Avoid converting Quat to Euler angles when not necessary. | tagcup | |
Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis. Added various missing functions and constructors. Should close #17968. | |||
2018-04-09 | Fixed area overlap cleaning | Andrea Catania | |
2018-04-06 | Fixed physics server area cleaning | Andrea Catania | |
2018-01-16 | Fixed bullet physics body shape scaling | AndreaCatania | |
2018-01-08 | Fixed Bullet collision shapes scale | AndreaCatania | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi 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. | |||
2018-01-04 | Merge pull request #13257 from AndreaCatania/master | Rémi Verschelde | |
Fixed kinematic movement stuck, Changed how shape scale works. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-23 | Fixed kinematic movement stuck, Changed how shape scale works, Optimized | AndreaCatania | |
2017-12-08 | Fixed bullet get_transform scale | AndreaCatania | |
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
2017-11-23 | Removed shape margin | AndreaCatania | |
2017-11-09 | Merge pull request #12713 from AndreaCatania/master | Juan Linietsky | |
Rewritten kinematic system | |||
2017-11-07 | Fixed collision exception - #12681 | AndreaCatania | |
2017-11-07 | Rewritten kinematic system | AndreaCatania | |
2017-11-04 | Bullet physics engine implementation | AndreaCatania | |
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. |