Age | Commit message (Collapse) | Author | |
---|---|---|---|
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. |