Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-02-01 | Fix inconsistencies and typos in argument names | Paolo Perkovic | |
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. |