Age | Commit message (Collapse) | Author |
|
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.
`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
|
|
Happy new year to the wonderful Godot community!
|
|
Helps with discovery and setup of physics solver settings, in a specific
project settings section for both 2D and 3D.
Other changes for cleanup:
-Removed unused space parameters in 3D
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS
-Added custom solver bias for Shape3D (same as Shape2D)
-Improved documentation for solver settings
|
|
|
|
Update Bullet Area overlaps when Area properties or shapes change.
|
|
Ignore Bullet collision contact points with distance = 0
|
|
|
|
prevent a crash when calling test_body_motion. Call reload_kinematic_shapes from init_kinematic_utilities as they are always called together.
|
|
Synchronize fixes from the 3.x branch to keep Bullet code in sync for
later, even if it's disabled for now.
|
|
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
|
|
Check for each body individually if it collides with the other one or
ignores it.
When a body is being ignored, the other body's mass is considered
infinite when applying impulses to avoid extra overlapping.
|
|
|
|
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
|
|
|
|
|
|
|
|
|
|
|
|
Fix cast_motion sometimes failing
|
|
|
|
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|
|
|
|
Set Bullet collision shape index to zero when using a single shape or ConcavePolygonShape
|
|
|
|
- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.
|
|
|
|
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|
|
or ConcavePolygonShape3D.
|
|
|
|
|
|
the shape is not scaled"
This reverts commit 7709a8349354b469361ec7e1429af0dc8af80b2a.
|
|
This reverts commit 8d0d6d6921d5dfb398f4ab04e4d3937ab550c4ff.
|
|
|
|
|
|
Improved Bullet Physics flush algorithm, Lazy collision filter reload, Shape reload regression fix.
|
|
- Flushing Areas before anything else.
- Make sure to correctly fetch gravity when the integrate_forces function is used
- Lazy reload body when layer and mask changes
- Shapes are reloaded just before the physics step starts.
- Improved some other parts of the code.
- Added override keyword
- Using LocalVector
|
|
to zero.
|
|
Bullet physics flush_queries() as is done in Godot physics, and remove
the pre-tick callback.
|
|
Optimized physics object spawn time
|
|
Added BulletPhysics APIs to return internal objects.
|
|
|
|
is not scaled
|
|
Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
|
|
|
|
Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
|
|
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
|
|
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
|
|
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
|
|
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
|
|
Apply old method for linear & angular damping in Bullet, in order to
make it easier to tweak and consistent with Godot Physics.
|