Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-05-16 | Revert "Revert "Implemented terrain raycast acceleration"" | Rémi Verschelde | |
2019-04-23 | Revert "Implemented terrain raycast acceleration" | Rémi Verschelde | |
2019-04-23 | Merge pull request #25543 from Zylann/optimize_bullet_heightfield_raycast2 | Hein-Pieter van Braam | |
Implemented terrain raycast acceleration | |||
2019-04-04 | Fix wrong heights data used to compute min and max heights | Marc Gilleron | |
2019-02-01 | Implemented terrain raycast acceleration using Bresenham traversal and 1 ↵ | Marc Gilleron | |
level of chunks | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-27 | Fix size in HeightMapShapeBullet::set_data | Rémi Verschelde | |
2018-12-09 | Merge pull request #20745 from Zylann/heightmap_from_image | Rémi Verschelde | |
Allow to create a heightmap collision shape from an image | |||
2018-10-06 | Improved code that handles collision shapes, fixes #21945 | Andrea Catania | |
2018-10-05 | Improved trimesh stability | Andrea Catania | |
2018-09-06 | Fixing trimesh precision | Andrea Catania | |
2018-08-29 | Fixed crash if convex has 0 vertices | Andrea Catania | |
2018-08-21 | Merge pull request #20101 from panzergame/shape_margin | Rémi Verschelde | |
Expose bullet shape margin to UI. | |||
2018-08-16 | Expose 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. | |||
2018-08-05 | Allow to create a heightmap collision shape from an image | Marc Gilleron | |
2018-07-26 | Reduce unnecessary COW on Vector by make writing explicit | Hein-Pieter van Braam | |
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case. | |||
2018-07-01 | added cylinder shape support | muiroc | |
2018-04-05 | Merge pull request #17806 from Zylann/fix_heightmap_shape_size_check | Rémi Verschelde | |
Make heightmap shape usable in PhysicsServer | |||
2018-04-02 | Fix of a possible memory leak: ConcavePolygonShapeBullet::setup was able to ↵ | Alexander Alekseev | |
exit without releasing the 'shapeInterface' pointer. | |||
2018-03-28 | Make heightmap shape usable from PhysicsServer | Marc Gilleron | |
- Fixed bad size check - Fixed bad member initialization - Removed unused cell_size (Bullet expects us to use localScaling) - Accept precomputed min/max height, will be calculated if not provided | |||
2018-02-19 | Improved ray shape (2D and 3D) by addiing the possibility to act as regular ↵ | Andrea Catania | |
shape | |||
2018-01-18 | Fix typos in code and docs with codespell | Rémi Verschelde | |
Using v1.11.0 from https://github.com/lucasdemarchi/codespell | |||
2018-01-08 | Removed useless error print on bullet shapes | 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 | |
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
2017-11-23 | Removed shape margin | 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. |