Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-10-07 | Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵ | bruvzg | |
change warnings=all to use /W4. | |||
2022-10-05 | Revert "Turn on recovery as collisions only for floor snapping as this leads ↵ | Ricardo Buring | |
to unwanted behaviour for other surface than the floor." This reverts commit 10395f5df2a1cac6ed83e674c084e62a88fcdde9. | |||
2022-09-22 | Merge pull request #66110 from Zylann/reference_get_count | Rémi Verschelde | |
get_reference_count()` | |||
2022-09-21 | Rename and expose `RefCounted::get_reference_count()` | Marc Gilleron | |
2022-09-21 | Merge pull request #65828 from rburing/body_state_sync_callable | Rémi Verschelde | |
make `body_set_state_sync_callback` take a `Callable` | |||
2022-09-19 | Merge pull request #66112 from Zylann/get_configuration_warnings_psa | Rémi Verschelde | |
Change return type of `get_configuration_warnings` to `PackedStringArray` | |||
2022-09-19 | Change return type of `get_configuration_warnings` to `PackedStringArray` | Marc Gilleron | |
2022-09-18 | Turn on recovery as collisions only for floor snapping as this leads to ↵ | fabriceci | |
unwanted behaviour for other surface than the floor. | |||
2022-09-17 | Add recovery_as_collision in move_and_collide/test_move | fabriceci | |
2022-09-15 | PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take ↵ | Ricardo Buring | |
a Callable Prefer Callable to a C-style callback. This is helpful for GDExtension. | |||
2022-09-02 | Rename `or_lesser` range property hint to `or_less` | Hugo Locurcio | |
"less" should be used for quantity, rather than "lesser". Existing scripts that use `or_lesser` in `_get_property_list()` will need to be updated to account for this change. | |||
2022-09-02 | Add `is_zero_approx` methods to `Vector2`, `3`, and `4` | Jonathan Nicholl | |
2022-08-26 | Restore RigidBody2/3D, SoftBody names in physics | fabriceci | |
2022-08-25 | Shorten variable names for moving platforms in CharacterBody | fabriceci | |
2022-08-24 | Improves the API for monitoring contacts in RigidDynamicBody | fabriceci | |
2022-08-24 | Merge pull request #64009 from KoBeWi/arrayy_lmao | Rémi Verschelde | |
Replace Array return types with TypedArray (part 2) | |||
2022-08-23 | Replace Array return types with TypedArray 2 | kobewi | |
2022-08-23 | Rename properties unnecessarily using slash (`/`) in their names | Rémi Verschelde | |
This is a legacy of Godot 2 days before the inspector had support for groups. "Properties" with a slash in their name can't be accessed from script unless using `set()`/`get()` so they were not actual properties as far as script languages are concerned. Part of #17558. | |||
2022-08-22 | Make `_validate_property` a multilevel method | Yuri Sizov | |
2022-08-18 | Remove unintentional PROPERTY_USAGE_INTERNAL | RedMser | |
The flag only matters for property definition, but was also used in _validate_property a lot. | |||
2022-08-10 | add get_depth() to KinematicCollision3D as same of 2D | Silc Renew | |
2022-07-29 | Remove Signal connect binds | Juan Linietsky | |
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind() | |||
2022-06-11 | Add suffixes to all nodes and resources | FireForge | |
2022-05-19 | Use suffixes for units in nodes and resources | Aaron Franke | |
2022-05-18 | Add motion parameter to toggle whether recovery is reported as a collision | Ricardo Buring | |
This makes the intent explicit in each use case. | |||
2022-05-16 | Replace most uses of Map by HashMap | reduz | |
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated! | |||
2022-05-03 | Merge pull request #60627 from aaronfranke/rename-elements | Rémi Verschelde | |
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively | |||
2022-04-29 | Merge pull request #59297 from fabriceci/fix-jitter-2D-slight-slope | Rémi Verschelde | |
2022-04-29 | Rename Transform2D "elements" to "columns" | Aaron Franke | |
2022-04-28 | Merge pull request #59438 from ↵ | Rémi Verschelde | |
fabriceci/fix-move-and-collide-reported-collisions Fix wrong collision reported on move_and_collide | |||
2022-04-06 | Fix some issues found by cppcheck. | bruvzg | |
2022-03-28 | Merge pull request #59525 from fire-forge/fix-group-names | Rémi Verschelde | |
2022-03-28 | Fix inspector group name capitalization | FireForge | |
2022-03-28 | String: Remove TTR and DTR defines in non-tools build | Rémi Verschelde | |
This ensures we don't use TTR in runtime code, as it's specifically meant to source translations for the editor. | |||
2022-03-23 | When only a recovery occurs, don't report a collision on move_and_collide | fabriceci | |
2022-03-21 | Fix 2D jitter on slight slope | fabriceci | |
2022-02-22 | Rename motion_velocity to velocity | Chris Bradfield | |
2022-02-15 | Use `switch` consistently in `_notification` (`scene` folder) | Rémi Verschelde | |
2022-01-26 | Revert #53174 (applying the delta in move and collide), rename rec_vel to ↵ | fabriceci | |
distance and improve the doc description | |||
2022-01-24 | rename free mode to floating mode | fabriceci | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-10 | Improve RigidDynamicBody force and torque API | PouleyKetchoupp | |
Makes the API for forces and impulses more flexible, easier to understand and harmonized between 2D and 3D. Rigid bodies now have 3 sets of methods for forces and impulses: -apply_impulse() for impulses (one-shot and time independent) -apply_force() for forces (time dependent) applied for the current step -add_constant_force() for forces that keeps being applied each step Also updated the documentation to clarify the different methods and parameters in rigid body nodes, body direct state and physics servers. | |||
2021-11-19 | Scales the horizontal velocity according to the wall slope in 2D | fabriceci | |
2021-11-10 | Merge pull request #54847 from nekomatata/fix-test-move-regression | Rémi Verschelde | |
2021-11-10 | Fix test_move reporting collision when touching another body | PouleyKetchoupp | |
Reporting rest collision information is needed for move_and_collide and move_and_slide so floor detection can be done properly, but in the case of just testing the motion for collision, it makes sense to return false if the body is able to move all along the path without being stopped. Updated the logic in test_move and clarified the documentation for test_move and move_and_collide. | |||
2021-11-10 | Fix errors in CharacterBody when floor is destroyed or removed | PouleyKetchoupp | |
In all physics servers, body_get_direct_state() now silently returns nullptr when the body has been already freed or is removed from space, so the client code can detect this state and invalidate the body rid. In 2D, there is no change in behavior (just no more errors). In 3D, the Bullet server returned a valid direct body state when the body was removed from the physics space, but in this case it didn't make sense to use the information from the body state. | |||
2021-11-03 | Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR` | Hugo Locurcio | |
This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`. | |||
2021-11-01 | Merge pull request #37880 from nekomatata/rigid-body-damping-override | Camille Mohr-Daurat | |
Improved RigidDynamicBody linear/angular damping override | |||
2021-10-27 | Fix #54298 where a CharacterBody2D can be stuck on the wall. | fabriceci | |
2021-10-25 | Improved RigidDynamicBody linear/angular damping override | PouleyKetchoupp | |
Damping values are now non-negative. Add new properties linear_damp_mode and angular_damp_mode to set the way RigidDynamicBody and PhysicalBone (2D & 3D) use damping values. It can now be Combine (default) to add to the default/areas, or Replace to override the value completely (current behavior). |