Age | Commit message (Collapse) | Author |
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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Fix bullet crashes
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Optimized bullet trimesh collision
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Prevents branch on uninit that could result in crashes with
move_and_slide.
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`return` statements were missing, and those warnings do not need to be
behind #ifdefs, they do not expose any deprecated API.
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Improved 6DOF joint implementation
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Expose bullet shape margin to UI.
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physics
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Improved move_and_slide function stay on slope
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Added stop_on_slope on 2d part
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The margin value is exposed into the UI for shape ressource.
This value can be modified through set_margin and get from get_margin
or by using the property margin. Each time the margin is modified
the associated collision shape is recreated and the margin value is
used in ShapeBullet::prepare.
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Improved Physics material
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parameter to material. Fixed 'change' signal connection
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Expose PhysicsDirectBodyState.get_contact_impulse
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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.
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respective 2D counterparts to be more consistent and to include more useful methods.
RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse
PhysicsDirectBodyState:
- Added apply_central_impulse
Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse
PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse
Also fixed some small bugs along the way
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- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
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Physics material
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-Add extra flag optimize=[size,speed] to be able to prioritize size
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This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
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Hidden a function
Fixed travis static check
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Implemented interface for bullet linear motors
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Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
a
Implemented implicit hierarchy.
Improved
Added some physics properties
Added bone offset to preserve COM, partially fixed scaling
work in progress
WIP
wip
Implemented Joint Gizmos
Implemented pin joint joint
Implemented all joints
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Avoid converting Quat to Euler angles when not necessary.
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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.
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Fixed physics server area cleaning
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Make heightmap shape usable in PhysicsServer
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