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AgeCommit message (Collapse)Author
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-28Use real_t in physics codeAaron Franke
2021-01-14Merge pull request #43923 from madmiraal/fix-43588Rémi Verschelde
Fix cast_motion sometimes failing
2021-01-13Only remove Bullet's body constraints when removing body from spaceMarcel Admiraal
2021-01-01Update copyright statements to 2021Rémi 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 🎆
2020-12-31Add signal to inform joint that body has exited treeMarcel Admiraal
2020-12-28Merge pull request #42881 from madmiraal/fix-39767Rémi Verschelde
Set Bullet collision shape index to zero when using a single shape or ConcavePolygonShape
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-19Merge pull request #43898 from madmiraal/fix-43852Rémi Verschelde
Remove any constraints connected to a Bullet body when removing it
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi 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.
2020-12-15Remove Generic6DOFJoint precision propertyMarcel Admiraal
2020-11-27Fix cast_motion sometimes failingMarcel 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.
2020-11-26Remove any constraints connected to a Bullet body when removing itMarcel Admiraal
2020-11-25Fixed ccd enabled by default on Bullet bodiesPouleyKetchoupp
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.
2020-11-16Merge pull request #42167 from madmiraal/fix-42108Rémi Verschelde
Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-19Set Bullet collision shape index to zero when using a single shapeMarcel Admiraal
or ConcavePolygonShape3D.
2020-10-18Refactor MethodBind to use variadic templatesreduz
Removed make_binders and the old style generated binders.
2020-10-15Merge pull request #42649 from madmiraal/reapply-41806Rémi Verschelde
Reapply -Avoid adding margin twice along capsule Y axis
2020-10-13Merge pull request #42592 from madmiraal/fix-42567Rémi Verschelde
Initialise Bullet RigidBody friction to the expected value of 1.0
2020-10-08Reapply -Avoid adding margin twice along capsule Y axisMarcel Admiraal
Co-authored-by: Andrea Catania <info@andreacatania.com>
2020-10-08Fixed #41040 in an alternative way now that #39726 is revertedAndrea Catania
2020-10-08Revert "Optimized physics object spawn time and optimized shape usage when ↵Andrea Catania
the shape is not scaled" This reverts commit 7709a8349354b469361ec7e1429af0dc8af80b2a.
2020-10-08Revert "- Enhanced the flush mechanism by flushing only needed thing."Andrea Catania
This reverts commit 8d0d6d6921d5dfb398f4ab04e4d3937ab550c4ff.
2020-10-06Initialise Bullet RigidBody friction to the expected value of 1.0Marcel Admiraal
2020-10-02Updated getters and setters names for toplevelDuroxxigar
2020-10-02Check entire basis column for zero size when unscaling Bullet basis.Marcel Admiraal
2020-09-20Merge pull request #41426 from madmiraal/fix-bullet-zero-scaleRémi Verschelde
Check and correct for zero scaling when unscaling Bullet basis.
2020-09-18Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.Marcel Admiraal
2020-09-14Fix RigidBodyBullet areasWhereIam element shift.Marcel Admiraal
2020-09-06Avoid adding margin twice along capsule Y axisAndrea Catania
2020-08-22Check and correct for zero scaling when unscaling Bullet basis.Marcel Admiraal
2020-08-05Merge pull request #40989 from madmiraal/fix-40739Andrea Catania
Reload Bullet space override modifier even when RigidBody is inactive.
2020-08-05Fixes leak when creating bullet shapeRafał Mikrut
2020-08-03Reload Bullet space override modifier even when RigidBody is inactive.Marcel Admiraal
2020-07-27Revert "Allow Area2D and 3D mouse events without a collision layer"Rémi Verschelde
This reverts commit 7eebb06b5571437828d8c5099558c303c72cd1f4.
2020-07-27Merge pull request #40252 from AndreaCatania/flushRémi 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
2020-07-24Ensure Bullet HeightMapShape3D data width and depth are at least 2.Marcel Admiraal
2020-07-18Use difference in position to check whether motion in Bullet is too closeMarcel Admiraal
to zero.
2020-07-14Fix overlappingObjects vector crashvolzhs
use clear_overlaps() instead of clearing overlappingObjects directly
2020-07-12Set isScratchedSpaceOverrideModificator to false when removing aMarcel Admiraal
RigidBodyBullet from a space.
2020-07-11Merge pull request #40193 from KoBeWi/dem_pikksRémi Verschelde
Allow Area2D and 3D mouse events without collision layer
2020-07-10Add override keywords.Marcel Admiraal
2020-07-10Allow Area2D and 3D mouse events without a collision layerTomasz Chabora
Co-authored-by: madmiraal <madmiraal@users.noreply.github.com>
2020-07-08Move Bullet physics query flush from Bullet space pre-tick callback toMarcel Admiraal
Bullet physics flush_queries() as is done in Godot physics, and remove the pre-tick callback.
2020-07-07Merge pull request #39726 from AndreaCatania/add_body_impr_physicsRémi Verschelde
Optimized physics object spawn time
2020-07-07Merge pull request #39735 from AndreaCatania/bullet_phy_add_apiRémi Verschelde
Added BulletPhysics APIs to return internal objects.
2020-07-06Clear a Bullet Area's overlappingObjects vector when removing an areaMarcel Admiraal
from a space.
2020-07-02Merge pull request #37350 from aaronfranke/force-impulseRémi Verschelde
Refactor physics force and impulse code to use (force, position) order