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path: root/modules/bullet/godot_result_callbacks.cpp
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2019-02-19Fix RayShape collision when used with a KinematicBody (Bullet Physics)Daniel Rakos
- Added code handling non-compound collision to recover_from_penetration_ray() which is now needed due to the optimization avoiding the use of compound collisions when only a single collision shape is used. - Removed arbitrary margin applied in the collision algorithm of RayShapes which causes jittered movement. For lack of a better replacement and for lack of any explanation on why it has been introduced, it's now using the shape's margin property instead which is small enough to not show visible jitter. - Tried to get rid of inconsistent uses of the collision margin. - Removed hack from GodotDeepPenetrationContactResultCallback::addContactPoint for RayShape collision as it's no longer needed as the collision algorithm of RayShapes correctly calculates the contact normal for a while now. Fixes #25227.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-22`GodotRestInfoContactResultCallback::addSingleResult` now returns normalDaniel Abbott
`PhysicsDirectSpaceState.get_rest_info()` now provides normals in result Addresses issue 24558
2018-11-26Add more max-checking to physics queriesFlorian Jung
Fixes some out-of-bounds problems when there are more collisions than have been requested for. This extends what has been done in 444b8471a3. Fixes godotengine/godot#23990
2018-09-16Add null check in godot result callbackmuiroc
2018-09-06Fixing trimesh precisionAndrea Catania
2018-08-21Added ray / shape / point / motion / rest cast exclusion of area and or bodyAndrea Catania
2018-08-20Merge pull request #20908 from AndreaCatania/kiSlopeJuan Linietsky
Improved move_and_slide function stay on slope
2018-08-19Bullet picking will now ignore objects without input_ray_pickableJohn Teasdale
2018-08-19Added ray shape and move_and_slide with snapping on 3D.Andrea Catania
Added stop_on_slope on 2d part
2018-05-07Implemented ragdollAndreaCatania
Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll a Implemented implicit hierarchy. Improved Added some physics properties Added bone offset to preserve COM, partially fixed scaling work in progress WIP wip Implemented Joint Gizmos Implemented pin joint joint Implemented all joints
2018-04-12Removed useless checkAndrea Catania
2018-04-04Corrected physics query max result checkingAndrea Catania
2018-04-04Fixed kinematic sliding on trimeshAndrea Catania
2018-02-25Fixed kinematic char slidingAndrea Catania
2018-02-20Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania
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!
2017-12-23Fixed intersect_shape crash, closes #13697AndreaCatania
2017-11-19Fixed kinematic movement on concave shapeAndreaCatania
2017-11-07Rewritten kinematic systemAndreaCatania
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.