Age | Commit message (Collapse) | Author |
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YSort now has a compatibility alias to Node2D.
Updated TileMap to use the existing Node2D y_sort_enabled property instead
of its own property.
Updated Node2D doc to include the new y_sort_enabled member.
Updated TileMap doc to remove its mention of cell_y_sort.
Deleted YSort doc.
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CharacterBody has a linear_velocity property to replace the argument in
move_and_slide.
StaticBody handles reporting linear/angular velocity correctly when
kinematic motion is used (in 3D, used in vehicle and navigation).
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Safe margin property on CharacterBody only, used as argument in
move_and_collide.
Removed kinematic_safe_margin in 3D physics server, not really useful
and now harmonized with 2D.
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Does the same thing as simulate motion from RigidBody in Kinematic mode,
and CharacterBody (previously KinematicBody).
Added support for constant linear/angular velocity with kinematic_motion
in StaticBody, which moves the body in physics.
Updated documentation for StaticBody and CharacterBody to describe their
functionalities more accurately.
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MODE_DYNAMIC instead of MODE_RIGID
MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER
No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED
(MODE_CHARACTER was forcing the body not to sleep, which is redundant
with can_sleep and wasn't done in Bullet).
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- snap property to replace move_and_slide_with_snap()
- floor_max_angle, stop_on_slope, infinite_inertia, max_slides,
up_direction properties to replace arguments from move_and_slide()
- up direction now defaults to Vector3.UP and Vector2.UP
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PhysicsBody now has methods move_and_collide/test_move and needed
properties for these methods: safe margin, locked axes (3D only).
Moved collision_exceptions from StaticBody to PhysicsBody for 3D
(same as 2D, and conforms to documentation).
RigidBody doesn't have test_motion method anymore, it's now redundant
with PhysicsBody.test_move.
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Restore TileMap's debug collision shapes and add navigation.
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The new color for screen drawing was chosen to be easier to distinguish
from the 2D viewport limits.
This also makes lines less opaque when the Camera2D has the Current
property enabled. The increased line width is enough to spot the
camera easily, and the increased opacity on top of that felt obnoxious.
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Also remove an unused function.
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Tweak dozens of editor property hints for consistency
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- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
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Fixes deprecated=no compilation option
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Support for 2D particles to collide against SDF
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-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
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Return RID instead of Object id in area-body_shape_entered-exited signals.
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Update TileMap to use Vector2i
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-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works
2D particles still not working, but stuff needed for it is now implemented.
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- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
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This makes 2D RigidBody physics feel less floaty out of the box.
This closes https://github.com/godotengine/godot-proposals/issues/98.
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value
Decide whether half offset should be added based on the value used for calculating the return value of this method.
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We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
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put distance check to target into function
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Fix crash on RigidBody _direct_state_changed
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Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
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`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
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Fix broken NavigationAgent2D collision avoidance callbacks
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can be used to influence audio
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Fix NavigationAgent2D not emitting "target_reached" Signal reliably
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Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
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Fixes #47578, partial revert of #47064.
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Use real_t in 2D nodes
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Rename Sprite.region_enabled getter and setter methods to match properties
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jmb462/fix-crash-in-uninitialized-AnimatedSprite2d-play
Fix crash on calling play() in a uninitialized AnimatedSprite2D (Fix #46013)
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When AnimatedSprite2D::play() was called before SpriteFrames has been initialized, a crach occurred (issue #46013).
Modification : An error message on null check test has been added to prevent crash.
Fix #46013.
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Allow Navigation to be more flexible
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