Age | Commit message (Collapse) | Author |
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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The override check was already present for 3d physics but missing for 2d
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closes #26545
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move_and_slide. Fixes #25968
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#22312
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Happy new year to the wonderful Godot community!
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This makes it stop exactly on the slope, I'm not 100% sure if this if this is the correct fix let me know what you think.
Fixes #23675
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Make it possible to call move_and_slide from _process, even if it is not recommended
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Consistency in KinematicBody
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recommended
Previously, it would reuse the _physics_process delta, causing it to move faster on faster framerates
Fixes #17516
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-Removed one and zero hints for properties, replaced by default value
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Adding this method to PhysicsBody, PhysicsBody2D and
SoftBody. It returns a list of nodes included in
collision exceptions.
Fixes #23235, cheers!
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- moved new infinite_inertia argument of move_and_slide and
move_and_slide_with_snap in KinematicBody and KinematicBody2D to the
end if not already there. This makes the order of arguments consistent
and should keep projects from 3.0 compatible as this argument did not
exist in 3.0. Docs updated accordingly.
- renamed max_bounces to max_slides for consistency. Docs updated
accordingly.
- the argument infinite_inertia in test_move is now optional, as it is
in every other movement related method. This closes #22829.
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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And don't save physics_material_override if null.
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Without this change any new PhysicsBody would show deprecation warnings
due to default values for friction and bounce being defined.
It also enforced a physics material override even when using default
values.
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Fixes #16038.
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This reverts commit 4839e5f6d9ed1c0afee933009ab44b9913310d27.
Fixes #21289.
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Fixes #18073.
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Added stop_on_slope on 2d part
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Improved Physics material
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parameter to material. Fixed 'change' signal connection
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Fixes #20483.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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respective 2D counterparts to be more consistent and to include more useful methods.
RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse
PhysicsDirectBodyState:
- Added apply_central_impulse
Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse
PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse
Also fixed some small bugs along the way
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Physics material
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-Added support for snapping in KinematicBody2D
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Hidden a function
Fixed travis static check
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Related to this comment: https://github.com/godotengine/godot/pull/16757#discussion_r169470394
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Improved kinematic body, Now can move rigid body
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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of tree notification.
Updated doc accordingly.
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Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
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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.
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Happy new year to the wonderful Godot community!
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Done by using the same method the 3d counterpart uses.
Fixes #13063.
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