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2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-07-27Revert "Allow Area2D and 3D mouse events without a collision layer"Rémi Verschelde
This reverts commit 7eebb06b5571437828d8c5099558c303c72cd1f4.
2020-07-10Allow Area2D and 3D mouse events without a collision layerTomasz Chabora
Co-authored-by: madmiraal <madmiraal@users.noreply.github.com>
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-02Replace NULL with nullptrlupoDharkael
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.
2020-01-01Update 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.
2019-02-19Fix 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.