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path: root/scene/2d/physics_body_2d.cpp
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2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-21Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky
ClassDB: Provide the enum name of integer constants
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-20Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky
Adds Engine::is_editor_hint() method
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
2017-08-12Fix missing and incorrect values in return value of _move methodNathan Hold
2017-08-10Fixes method definitions with extra number of argumentsIgnacio Etcheverry
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-05Warn about resizing a rigidbody (2D or 3D), covers the most common cases, ↵Juan Linietsky
closes #7615
2017-07-05Use the gravity constant to calculate weightsJohan Manuel
2017-06-24Simplified 2D Kinematicbody.. 3D will wait a bit.Juan Linietsky
2017-06-23-Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky
could detect their own overlap -Added ability to disable individual collisionshape/polygon -Moved One Way Collision to shape, allowing more flexibility -Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer. -Modifying a CollisionPolygon2D on the fly now works, it can even be animated. Will port this to 3D once well tested. Have fun!
2017-06-14Refactor layer_mask to collision_layerPoommetee Ketson
2017-04-15Apply is_ceiling/is_wall swap fix to 2D move_and_slide (minus explaination)gamemanj
As it turns out, is_ceiling would be true when hitting a wall, and is_wall would be true momentarily when hitting a ceiling. This makes a tiny one-line change to fix that. Without trying to explain the code for anyone else having to mess around with it.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-05Merge pull request #8259 from bojidar-bg/move-slide-wall-fixRémi Verschelde
Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
2017-04-04Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurableBojidar Marinov
Fixes #7313
2017-04-03Made slide and reflect active verbs acting on itself in Vector2 and Vector3.Ferenc Arn
This is in alignment with other functions in vector classes. Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs. Fixes #8201.
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-16Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn
than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-13Rename collision layer as suggested in #5696Juan Linietsky
2017-01-12Renamed most signals so they refer to:Juan Linietsky
-An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10It is now possible to name layers of different kinds!Juan Linietsky
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
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()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-12-10KinematicBody: Fix wrong method bind return typeIgnacio Etcheverry
2016-09-01-Fixed issue in Kinematicbody2DJuan Linietsky
2016-08-31More improvements to visual script..Juan Linietsky
fixed a bug of not saving when sub-nodes changed.
2016-08-28Several all around fixes to visual scripting (in the process of creating demos)Juan Linietsky
2016-06-17Send body inout notifications after state is applied, fixes #4683Juan Linietsky
2016-04-26RigidBody2D (add_force, set_inertia): new methods.Josh Grams
2016-04-24RigidBody2D: rename apply_impulse(pos) to offset.Josh Grams
2016-04-20RigidBody2D: add and bind get_inertia() method.Josh Grams
You can't set this value very well, since it's automatically computed from the mass and the collision shapes. But since the values are higher than many people might suspect, so being able to read it helps estimate the amount of torque you might need to apply.
2016-04-20RigidBody2D: add and bind get/set_applied_torque.Josh Grams
2016-04-06Add a `sleeping_state_changed` signal to RigidBody and RigidBody2D classesBojidar Marinov
Closes #3911
2016-01-12-Properly lock and and warn about switching off contact monitoring, fixes #3041Juan Linietsky
2016-01-03properly specify metadata in KB functionJuan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-06-06new file dialog!Juan Linietsky
-ItemList control for easier lists/thumbnails -New file dialog, with support for thumbnails, favorites, recent places, etc -Moved .fscache out of the project, no more bugs due to committed/pulled .fscache! -Dir dialog now sorts directories
2015-05-10-compatibility option for physicsbody layers, fixes #1842Juan Linietsky
2015-05-03improved kinematic motion, improved demos for kinematic motionJuan Linietsky
2015-05-03-new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky
2015-04-26-fixed bodyenter/bodyexit callback of physics bodies, fixes #1739Juan Linietsky
2015-04-19-Rewritten KinematicBody2D::move to MUCH more efficient code.Juan Linietsky
-KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649 -Removed object type masking for KinematicBody2D -Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there.
2015-04-18Updated copyright year in all headersJuan Linietsky