Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-11-30 | Fixed bullet server null pointer check | Andrea Catania | |
Fixed bullet server null pointer check | |||
2017-11-24 | doc: Update header version for 3.0-beta | Rémi Verschelde | |
2017-11-23 | Removed shape margin | AndreaCatania | |
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 | |||
2017-11-22 | Merge pull request #13159 from AndreaCatania/ray | Rémi Verschelde | |
Removed type_mask and fixed some variable name | |||
2017-11-21 | Removed type_mask and fixed some variable name | AndreaCatania | |
2017-11-21 | Set gravity on change body mode | AndreaCatania | |
Fixes #13140 | |||
2017-11-20 | bullet cast_motion: reordered null check | muiroc | |
2017-11-19 | Merge pull request #13046 from AndreaCatania/kinfix | Rémi Verschelde | |
Some Bullet bug fix | |||
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 | |
2017-11-15 | doc: Make all module docs self-contained | Rémi Verschelde | |
2017-11-09 | Merge pull request #12713 from AndreaCatania/master | Juan Linietsky | |
Rewritten kinematic system | |||
2017-11-07 | Fixed collision exception - #12681 | AndreaCatania | |
2017-11-07 | Rewritten kinematic system | AndreaCatania | |
2017-11-05 | Bullet - Added support to multiple spaces | 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. |