Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-08 | Removed useless error print on bullet shapes | AndreaCatania | |
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! | |||
2017-12-30 | fix typo in switch statement | firefly2442 | |
2017-12-23 | Fixed kinematic movement stuck, Changed how shape scale works, Optimized | AndreaCatania | |
2017-12-23 | Fixed dispatch callback | AndreaCatania | |
2017-12-23 | Fixed rigidbody sleping, Fixes #13952 | AndreaCatania | |
2017-12-23 | Fixed intersect_shape crash, closes #13697 | AndreaCatania | |
2017-12-13 | Scons: Build modules in seperate env. | Andreas Haas | |
2017-12-11 | Merge pull request #13836 from AndreaCatania/scale | Rémi Verschelde | |
Fixed bullet scale on get_transform and joints | |||
2017-12-11 | Merge pull request #14516 from AndreaCatania/patch-2 | Rémi Verschelde | |
Implemented physics linear and angular lock | |||
2017-12-10 | Implemented physics linear and angular lock | AndreaCatania | |
2017-12-10 | Ray cast return shape id. Fixes #14473 | AndreaCatania | |
2017-12-09 | Changed how 6DOF limits works | AndreaCatania | |
2017-12-09 | Merge pull request #12756 from Stratos695/master | Rémi Verschelde | |
Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500) | |||
2017-12-09 | Fixed joint scale | AndreaCatania | |
2017-12-08 | Fixed bullet get_transform scale | AndreaCatania | |
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
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 | |
2017-11-10 | Allow double-axis lock in RigidBody and KinematicBody | Eric Rybicki | |
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. |