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path: root/scene/3d/physics_body.cpp
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2018-01-21Fix crash on deleted rigidbodies without contact monitor (issue 15904)Bernhard Liebl
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-12Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵Juan Linietsky
of tree notification. Updated doc accordingly.
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-11Fixed bad bindingsAndreaCatania
2017-12-10Implemented physics linear and angular lockAndreaCatania
2017-12-09Merge pull request #12756 from Stratos695/masterRémi Verschelde
Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500)
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-11-10Allow double-axis lock in RigidBody and KinematicBodyEric Rybicki
2017-11-09Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky
2017-11-09adjust min stop to horizontal velocityJuan Linietsky
2017-11-09Add slope min stop velocity on 3D physics body, closes #10981Juan Linietsky
2017-11-07Rewritten kinematic systemAndreaCatania
2017-10-22Bind unbound enums, rearrange some by valuePoommetee Ketson
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-15Merge pull request #11230 from maxim-sheronov/fix_enum_bindingsThomas Herzog
Fix enums bindings
2017-09-13Fix enums bindingsMaxim Sheronov
Add missed bindings for enums Move some enums to class to have correct output of api.json
2017-09-10Added to kinematicbody2d the copy and paste of the API friendler of ↵Aron de Castro
KinematicBody
2017-09-04-Changed KinematicBody API yet again to make it friendlierJuan Linietsky
-Fixed get_scale functions (and added set_scale) to make it more coherent when decomposing and composing (fixes bugs in transform interpolation)
2017-08-31Fixed return of KinematicBody::_moveJames Beedie
Fixed incorrect normal Added missing collider velocity
2017-08-29DocData and type hints fixesIgnacio Etcheverry
- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
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
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
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
2017-07-15Lots of work on Audio & Physics engine:Juan Linietsky
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
2017-07-05Use the gravity constant to calculate weightsJohan Manuel
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-06-14Refactor layer_mask to collision_layerPoommetee Ketson
2017-04-21Ported/fixed move_and_slide to KinematicBody (3D+floor/ceiling args)20kdc
This version of the commit has the on_ceiling/on_wall fix without any explaination of that code, since apparently it wasn't complicated enough. As for the notes at the top of the function, they're still there. move_and_slide is rather useful for character-controllers, etc. It reduces the amount of boilerplate code. Not having move_and_slide makes the APIs somewhat inconsistent. (It might be nice to figure out a way to share the code between the two move_and_slide implementations, but that's for someone who knows what the policy is on shared code like that.)
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
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
2017-01-14Style: 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).
2017-01-10It 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
2016-06-17Send body inout notifications after state is applied, fixes #4683Juan Linietsky
2016-04-09Port collision and layer masks to 3D, fixes #1759Bojidar Marinov
Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.