Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-09-06 | Fixing trimesh precision | Andrea Catania | |
2018-09-06 | Optimized in case is used just 1 shape with no transform | Andrea Catania | |
2018-09-05 | Fixed bullet area vs Trimesh shape overlap | Andrea Catania | |
2018-08-29 | Initialise rays_found count in test_ray_separation. | Ibrahn Sahir | |
Prevents branch on uninit that could result in crashes with move_and_slide. | |||
2018-08-26 | Correctly set safe_motion on cast_motion query Fixes: #21212 | Andrea Catania | |
2018-08-21 | Added ray / shape / point / motion / rest cast exclusion of area and or body | Andrea Catania | |
2018-08-20 | Fixes to move and slide and ray separation, implement separation in Godot ↵ | Juan Linietsky | |
physics | |||
2018-08-19 | Added ray shape and move_and_slide with snapping on 3D. | Andrea Catania | |
Added stop_on_slope on 2d part | |||
2018-08-18 | Improved move_and_slide function to stay on slope and fall on steep slope | Andrea Catania | |
2018-08-07 | Merge pull request #20381 from AndreaCatania/phymat_2 | Juan Linietsky | |
Improved Physics material | |||
2018-08-07 | Removed physics material combination mode. Added rough and absorbent ↵ | Andrea Catania | |
parameter to material. Fixed 'change' signal connection | |||
2018-07-26 | Merge pull request #15643 from organicpencil/bullet_contact_impulse | Rémi Verschelde | |
Expose PhysicsDirectBodyState.get_contact_impulse | |||
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. | |||
2018-07-23 | Implemented Soft body | AndreaCatania | |
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer | |||
2018-07-23 | Merge pull request #12403 from AndreaCatania/phymat | Juan Linietsky | |
Physics material | |||
2018-05-27 | Improved kinematic test_body_motion code | Andrea Catania | |
2018-05-11 | Implemented physics material | AndreaCatania | |
Hidden a function Fixed travis static check | |||
2018-04-14 | Avoid converting Quat to Euler angles when not necessary. | tagcup | |
Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis. Added various missing functions and constructors. Should close #17968. | |||
2018-04-12 | Fixed wrong function call | Andrea Catania | |
2018-04-12 | Rigidbody wake up when hitten by a kinematic body | Andrea Catania | |
2018-04-04 | Merge pull request #17959 from AndreaCatania/kinfix2 | Rémi Verschelde | |
Fixed kinematic sliding on trimesh | |||
2018-04-04 | Fixed kinematic sliding on trimesh | Andrea Catania | |
2018-04-01 | physics area added monitorable check | Andrea Catania | |
2018-02-25 | Fixed kinematic char sliding | Andrea Catania | |
2018-02-21 | Fix typos with codespell | luz.paz | |
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ``` | |||
2018-02-20 | Improved kinematic body 2D and 3D, Now can move rigid body | Andrea Catania | |
2018-02-14 | Added return true o collide when no rusult is NULL | Andrea Catania | |
2018-02-01 | Fix inconsistencies and typos in argument names | Paolo Perkovic | |
2018-01-12 | Expose PhysicsDirectBodyState.get_contact_impulse | Lee Pugh | |
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 | |
2017-12-10 | Ray cast return shape id. Fixes #14473 | AndreaCatania | |
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
2017-11-23 | Merge pull request #13202 from AndreaCatania/master | Rémi Verschelde | |
Space override scratching when body is add to world | |||
2017-11-23 | Space override scratching when body is add to world | AndreaCatania | |
Fixes #13182 | |||
2017-11-21 | Removed type_mask and fixed some variable name | AndreaCatania | |
2017-11-20 | bullet cast_motion: reordered null check | muiroc | |
2017-11-19 | Added null check in Bullet cast_motion API | AndreaCatania | |
2017-11-19 | Fixed gravity scale | AndreaCatania | |
2017-11-19 | Removed dynamic_cast from Bullet Server | AndreaCatania | |
2017-11-19 | Fixed kinematic movement on concave shape | AndreaCatania | |
2017-11-07 | Rewritten kinematic system | 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. |