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path: root/scene/3d/physics_body.cpp
AgeCommit message (Collapse)Author
2018-05-07Implemented ragdollAndreaCatania
Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll a Implemented implicit hierarchy. Improved Added some physics properties Added bone offset to preserve COM, partially fixed scaling work in progress WIP wip Implemented Joint Gizmos Implemented pin joint joint Implemented all joints
2018-04-09Fix RigidBody's configuration warning for Z axisAlexander Alekseev
2018-02-20Merge pull request #16757 from AndreaCatania/kinpushRémi Verschelde
Improved kinematic body, Now can move rigid body
2018-02-20Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania
2018-02-19Merge pull request #16060 from sdfgeoff/apply_torqueRémi Verschelde
Exposed apply_torque_impulse to gdscript
2018-02-17Clean up some bad words from code commentsArtem Varaksa
2018-02-15Exposed apply_torque_impulse to gdscript and added documentation for added ↵sdfgeoff
apply_torque_impulse method
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).