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path: root/scene/2d/physics_body_2d.h
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2017-01-13Rename collision layer as suggested in #5696Juan Linietsky
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-02ObjectTypeDB 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!
2016-09-01-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
2016-04-26RigidBody2D (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
2016-01-12-Properly lock and and warn about switching off contact monitoring, fixes #3041Juan 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
2015-04-19-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
2015-01-13-Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky
-Solve drawing order bug introduced in previous commit: solves #1214
2015-01-13-begin work on unidirectional collision detectionJuan Linietsky
-fixed performance issue in new 2D engine -texscreen() working in shader 2D
2015-01-05Changes to 2D physics engineJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Removed "density" property -Added instead more flexible "angular damp" and "linear damp" -Added ability to override angular and linear damp in rigidbody -Added gravity scale option rigidbody Test well and iron out bugs, when it works the same will be moved to 3D
2014-11-13UDP FixesJuan Linietsky
-=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
2014-11-05SceneMainLoop -> SceneTreeJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
2014-10-16-added custom metadata to physics shapes (2D only for now)Juan Linietsky
-gizmos are not displayed in camera preview
2014-10-14ColladaJuan Linietsky
-=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
2014-10-03missing fils from yesterday comit.Juan Linietsky
must have made some mistake with git, not sure why they were not sent..
2014-09-22-variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky
properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
2014-05-14A bit of everything:Juan Linietsky
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
2014-02-22-added kinematic bodyJuan Linietsky
-added kinematic body demos
2014-02-19-improved physics ccdJuan Linietsky
-html5 exporter works again -disable repeat on image loader by default -can change shape offset en tileset, texture offset was broken
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky