Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-05-27 | Improved kinematic test_body_motion code | Andrea Catania | |
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 | |
2018-01-08 | 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. |