Age | Commit message (Collapse) | Author |
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Fix 3D joint handling of collision exceptions, so that they lose effect when the joint is not valid in every case; also some redundant code removed.
Also avoid trying to create the joint when not neither body A nor body B are set.
Make 2D joints be handled like their 3D counterparts, which adds the fixes to them while also removing duplicated code.
(adapted from commit 4a98a59aa6810a679370e3664e89b3d83eb3d879)
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Fixes #10244.
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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