Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-10-01 | Rename Joint2D and Joint3D files for consistency | PouleyKetchoupp | |
Now matches the class names to be consistent between 2D and 3D and with other node types. | |||
2021-09-30 | Merge pull request #53272 from fabriceci/bug-platform-ceiling | Camille Mohr-Daurat | |
Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D | |||
2021-09-30 | Fix body stuck on descending platform | fabriceci | |
2021-09-30 | Use range iterators for `Map` | Lightning_A | |
2021-09-30 | Remove shape metadata from 2D physics server | PouleyKetchoupp | |
Shape metadata was only used to get tile information when colliding with tilemaps. It's not needed anymore since there's an API in tilemap using body ids instead. | |||
2021-09-30 | Add latest changes added in the 3D version | fabriceci | |
2021-09-30 | Merge pull request #53239 from nekomatata/fix-animatable-body-initial-state | Rémi Verschelde | |
2021-09-29 | Fix AnimatableBody moving and colliding during the first frame | PouleyKetchoupp | |
_update_kinematic_motion() shouldn't be called in the constructor It's too early and causes a first call to set the body position to 0. Then the second call to set the actual position triggers kinematic motion, colliding with objects on the path to the initial position. Side effect of sync to physics now enabled by default. | |||
2021-09-29 | Improve TileMap physics for moving platforms and conveyor belts like movements | Gilles Roudière | |
2021-09-28 | Merge pull request #52754 from nekomatata/dynamic-body-modes | Camille Mohr-Daurat | |
Clarify RigidDynamicBody modes | |||
2021-09-28 | Set stop on slope on by default on CharacterBody. | fabriceci | |
2021-09-28 | Merge pull request #53174 from fabriceci/apply-delta-move-and-collide | Camille Mohr-Daurat | |
Physic API change: apply the delta in move and collide like move and slide | |||
2021-09-28 | Sync to physics true by default for AnimatableBody | fabriceci | |
2021-09-28 | Apply delta in move and collide | fabriceci | |
2021-09-28 | Merge pull request #52953 from nekomatata/fix-collision-recovery-depth | Rémi Verschelde | |
2021-09-27 | Improved logic for CharacterBody collision recovery depth | PouleyKetchoupp | |
Allows 2D character controller to work without applying gravity when touching the ground (also more safely in 3D), and collision detection is more flexible with different safe margin values. Character body motion changes in 2D and 3D: -Recovery only for depth > min contact depth to help with collision detection consistency (rest info could be lost if recovery was too much) -Adaptive min contact depth (based on margin) instead of space parameter Extra CharacterBody changes: -2D: apply changes made in 3D for stop on slope and floor snap that help fixing some jittering cases -3D: fix minor inconsistencies in stop on slope and floor snap logic | |||
2021-09-27 | Fix TileMap layer loading | kobewi | |
2021-09-24 | Merge pull request #52430 from AnilBK/vector2-replacements | Rémi Verschelde | |
2021-09-23 | Construct values only when necessary. | Anilforextra | |
2021-09-23 | Implement animated tiles | Gilles Roudière | |
2021-09-22 | Don't override KinematicCollision reference when still in use in script | PouleyKetchoupp | |
In case the reference is stored in script, create a new instance to avoid overriding the previous values. Otherwise, re-use the reference as before to avoid extra allocations. | |||
2021-09-22 | Port 2D improvement to move and slide 3D | fabriceci | |
Co-authored-by: Camille Mohr-Daurat <pouleyketchoup@gmail.com> | |||
2021-09-21 | Add Get Center Method for Rect2/Rect2i and AABB. | Anilforextra | |
2021-09-16 | Clarify RigidDynamicBody modes | PouleyKetchoupp | |
RigidDynamicBody modes are replaced with several properties to make their usage clearer: -lock_rotation: disable body's rotation (instead of MODE_LOCKED) -freeze: no gravity or forces (instead of MODE_STATIC and MODE_KINEMATIC) -freeze_mode: Static (can be only teleported) or Kinematic (can be animated) Also renamed MODE_DYNAMIC_LOCKED to MODE_DYNAMIC_LINEAR in the physics servers. | |||
2021-09-16 | Rename Listener2D/Listener3D to AudioListener2D/AudioListener3D | Wilson E. Alvarez | |
2021-09-16 | Merge pull request #52681 from nekomatata/rename-rigid-body | Camille Mohr-Daurat | |
Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody | |||
2021-09-16 | Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody | PouleyKetchoupp | |
2021-09-16 | Retrieve platform layer from PhysicsServer2D | fabriceci | |
2021-09-15 | Merge pull request #52308 from ↵ | Rémi Verschelde | |
rxlecky/parallax-layer-position-reset-fix-issue-51914 Fix ParallaxLayer's transform resetting in editor | |||
2021-09-15 | Merge pull request #52622 from rileylyman/tilemap-crash | Gilles Roudière | |
Break TileMap _clear_internals out from _recreate_internals | |||
2021-09-14 | Break TileMap _clear_internals out from _recreate_internals | Riley Lyman | |
2021-09-14 | Fix transform of TileMap nodes and tilemap selection | Gilles Roudière | |
2021-09-10 | Merge pull request #52433 from groud/document_tiles | Max Hilbrunner | |
Tiles renames and documentation | |||
2021-09-09 | Merge pull request #44844 from KoBeWi/hey_listen!_but_2d | Juan Linietsky | |
Add Listener2D | |||
2021-09-08 | Tiles renames/bugfixing and documentation | Gilles Roudière | |
2021-09-07 | Merge pull request #52237 from ellenhp/polyphony | Juan Linietsky | |
Add optional polyphonic playback to built-in audio player nodes | |||
2021-09-07 | Add polyphony to Audio Stream Player nodes | Ellen Poe | |
2021-09-07 | Merge pull request #52277 from groud/implement_array_property_hint | Juan Linietsky | |
Implement properties arrays in the Inspector. | |||
2021-09-07 | Implement properties arrays in the Inspector. | Gilles Roudière | |
2021-09-07 | Use builtin Vector2 functions for calculation of angles. | Anilforextra | |
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2021-09-06 | Proper support for custom mass properties in 2D/3D physics bodies | PouleyKetchoupp | |
Changes: -Added support for custom inertia and center of mass in 3D -Added support for custom center of mass in 2D -Calculated center of mass from shapes in 2D (same as in 3D) -Fixed mass properties calculation with disabled shapes in 2D/3D -Removed first_integration which is not used in 2D and doesn't seem to make a lot of sense (prevents omit_force_integration to work during the first frame) -Support for custom inertia on different axes for RigidBody3D | |||
2021-09-06 | Merge pull request #52286 from nekomatata/restore-kinematic-body | Camille Mohr-Daurat | |
Add AnimatableBody inherited from StaticBody for moving platforms | |||
2021-09-06 | Fix crash in TileMap physics | Gilles Roudière | |
2021-09-01 | Fix ParallaxLayer's transform resetting in editor | SeleckyErik | |
Disable resetting of ParallaxLayer's position and scale in editor to allow setting the initial values. | |||
2021-08-31 | Add AnimatableBody inherited from StaticBody for moving platforms | PouleyKetchoupp | |
Instead of having a physics node named Static that can be either Static or Kinematic, AnimatableBody is added again as a separate node: -Inherited from StaticBody to make its usage clearer -Still separated from CharacterBody to make its usage more focused Properly implemented constant velocity for kinematic bodies in godot physics servers (induced velocity without actually moving). Also updated description for the different physics nodes to make their usage clearer. | |||
2021-08-31 | Merge pull request #49471 from nekomatata/body-state-sync-callback | Juan Linietsky | |
Clean physics direct body state usage in 2D and 3D physics | |||
2021-08-31 | Merge pull request #52279 from fabriceci/delta-double | Camille Mohr-Daurat | |
Change delta type to double in Physics_body_2/3D | |||
2021-08-31 | Add Listener2D | kobewi | |
2021-08-31 | delta time as double | fabriceci | |
2021-08-31 | Change platform detection by allowing select layers by type (wall or floor) | fabriceci | |