Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-01-14 | Merge pull request #43923 from madmiraal/fix-43588 | Rémi Verschelde | |
Fix cast_motion sometimes failing | |||
2021-01-13 | Only remove Bullet's body constraints when removing body from space | Marcel Admiraal | |
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
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 🎆 | |||
2020-12-31 | Add signal to inform joint that body has exited tree | Marcel Admiraal | |
2020-12-28 | Merge pull request #42881 from madmiraal/fix-39767 | Rémi Verschelde | |
Set Bullet collision shape index to zero when using a single shape or ConcavePolygonShape | |||
2020-12-28 | Rename empty() to is_empty() | Marcel Admiraal | |
2020-12-19 | Merge pull request #43898 from madmiraal/fix-43852 | Rémi Verschelde | |
Remove any constraints connected to a Bullet body when removing it | |||
2020-12-18 | SCons: Add explicit dependencies on thirdparty code in cloned env | Rémi Verschelde | |
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate. | |||
2020-12-15 | Remove Generic6DOFJoint precision property | Marcel Admiraal | |
2020-11-27 | Fix cast_motion sometimes failing | Marcel Admiraal | |
- 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. | |||
2020-11-26 | Remove any constraints connected to a Bullet body when removing it | Marcel Admiraal | |
2020-11-25 | Fixed ccd enabled by default on Bullet bodies | PouleyKetchoupp | |
It was due to main_shape_changed being called two times for each added body. The first time it disables ccd, which sets the internal ccd threshold to be 10000. The second time, it enables ccd again because the internal threshold is > 0. Bodies are now consistently set with a ccd threshold of 0 when ccd is disabled. This was causing crashing asserts in Bullet when adding bodies in some scenarios, in btVector3::normalize(): btAssert(!fuzzyZero()); These crashes will still happen with ccd enabled. | |||
2020-11-16 | Merge pull request #42167 from madmiraal/fix-42108 | Rémi Verschelde | |
Remove the unnecessary sync() and the restrictions it imposes on 3D Physics. | |||
2020-11-07 | Reorganized core/ directory, it was too fatty already | reduz | |
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code | |||
2020-10-19 | Set Bullet collision shape index to zero when using a single shape | Marcel Admiraal | |
or ConcavePolygonShape3D. | |||
2020-10-18 | Refactor MethodBind to use variadic templates | reduz | |
Removed make_binders and the old style generated binders. | |||
2020-10-15 | Merge pull request #42649 from madmiraal/reapply-41806 | Rémi Verschelde | |
Reapply -Avoid adding margin twice along capsule Y axis | |||
2020-10-13 | Merge pull request #42592 from madmiraal/fix-42567 | Rémi Verschelde | |
Initialise Bullet RigidBody friction to the expected value of 1.0 | |||
2020-10-08 | Reapply -Avoid adding margin twice along capsule Y axis | Marcel Admiraal | |
Co-authored-by: Andrea Catania <info@andreacatania.com> | |||
2020-10-08 | Fixed #41040 in an alternative way now that #39726 is reverted | Andrea Catania | |
2020-10-08 | Revert "Optimized physics object spawn time and optimized shape usage when ↵ | Andrea Catania | |
the shape is not scaled" This reverts commit 7709a8349354b469361ec7e1429af0dc8af80b2a. | |||
2020-10-08 | Revert "- Enhanced the flush mechanism by flushing only needed thing." | Andrea Catania | |
This reverts commit 8d0d6d6921d5dfb398f4ab04e4d3937ab550c4ff. | |||
2020-10-06 | Initialise Bullet RigidBody friction to the expected value of 1.0 | Marcel Admiraal | |
2020-10-02 | Updated getters and setters names for toplevel | Duroxxigar | |
2020-10-02 | Check entire basis column for zero size when unscaling Bullet basis. | Marcel Admiraal | |
2020-09-20 | Merge pull request #41426 from madmiraal/fix-bullet-zero-scale | Rémi Verschelde | |
Check and correct for zero scaling when unscaling Bullet basis. | |||
2020-09-18 | Remove the unnecessary sync() and the restrictions it imposes on 3D Physics. | Marcel Admiraal | |
2020-09-14 | Fix RigidBodyBullet areasWhereIam element shift. | Marcel Admiraal | |
2020-09-06 | Avoid adding margin twice along capsule Y axis | Andrea Catania | |
2020-08-22 | Check and correct for zero scaling when unscaling Bullet basis. | Marcel Admiraal | |
2020-08-05 | Merge pull request #40989 from madmiraal/fix-40739 | Andrea Catania | |
Reload Bullet space override modifier even when RigidBody is inactive. | |||
2020-08-05 | Fixes leak when creating bullet shape | Rafał Mikrut | |
2020-08-03 | Reload Bullet space override modifier even when RigidBody is inactive. | Marcel Admiraal | |
2020-07-27 | Revert "Allow Area2D and 3D mouse events without a collision layer" | Rémi Verschelde | |
This reverts commit 7eebb06b5571437828d8c5099558c303c72cd1f4. | |||
2020-07-27 | Merge pull request #40252 from AndreaCatania/flush | Rémi Verschelde | |
Improved Bullet Physics flush algorithm, Lazy collision filter reload, Shape reload regression fix. | |||
2020-07-27 | - Enhanced the flush mechanism by flushing only needed thing. | Andrea Catania | |
- 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 | |||
2020-07-24 | Ensure Bullet HeightMapShape3D data width and depth are at least 2. | Marcel Admiraal | |
2020-07-18 | Use difference in position to check whether motion in Bullet is too close | Marcel Admiraal | |
to zero. | |||
2020-07-14 | Fix overlappingObjects vector crash | volzhs | |
use clear_overlaps() instead of clearing overlappingObjects directly | |||
2020-07-12 | Set isScratchedSpaceOverrideModificator to false when removing a | Marcel Admiraal | |
RigidBodyBullet from a space. | |||
2020-07-11 | Merge pull request #40193 from KoBeWi/dem_pikks | Rémi Verschelde | |
Allow Area2D and 3D mouse events without collision layer | |||
2020-07-10 | Add override keywords. | Marcel Admiraal | |
2020-07-10 | Allow Area2D and 3D mouse events without a collision layer | Tomasz Chabora | |
Co-authored-by: madmiraal <madmiraal@users.noreply.github.com> | |||
2020-07-08 | Move Bullet physics query flush from Bullet space pre-tick callback to | Marcel Admiraal | |
Bullet physics flush_queries() as is done in Godot physics, and remove the pre-tick callback. | |||
2020-07-07 | Merge pull request #39726 from AndreaCatania/add_body_impr_physics | Rémi Verschelde | |
Optimized physics object spawn time | |||
2020-07-07 | Merge pull request #39735 from AndreaCatania/bullet_phy_add_api | Rémi Verschelde | |
Added BulletPhysics APIs to return internal objects. | |||
2020-07-06 | Clear a Bullet Area's overlappingObjects vector when removing an area | Marcel Admiraal | |
from a space. | |||
2020-07-02 | Merge pull request #37350 from aaronfranke/force-impulse | Rémi Verschelde | |
Refactor physics force and impulse code to use (force, position) order | |||
2020-06-24 | Added BulletPhysics APIs to return internal objects and fixed a typo. | Andrea Catania | |
2020-06-24 | Optimized physics object spawn time and optimized shape usage when the shape ↵ | Andrea Catania | |
is not scaled |