Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-05-07 | Add transform support to deal with Bullets centering of shapes | Bastiaan Olij | |
2019-04-23 | Allow adding disabled shapes | ShyRed | |
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. | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-10-07 | Optimitzed area overlap checks | Andrea Catania | |
2018-10-06 | Improved code that handles collision shapes, fixes #21945 | Andrea Catania | |
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi 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. | |||
2018-09-06 | Optimized in case is used just 1 shape with no transform | Andrea Catania | |
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 | |
2017-11-04 | 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. |