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path: root/scene/resources/world_2d.cpp
AgeCommit message (Collapse)Author
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-05Use the gravity constant to calculate weightsJohan Manuel
2017-06-18-Added AudioStreamPlayer2D, for 2D positional soundJuan Linietsky
-Added ability for Area2D to redirect positional sound to a specific audio bus
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
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
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
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
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
2017-01-14no more errors related to missing GlobalConfig::Get (or so I hope)Juan Linietsky
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
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!
2016-10-03Expose more 2D/3D physics options in project settingsFabio Alessandrelli
2016-07-28World2D: Fix typo in default_density deprecation checkRémi Verschelde
2016-07-21Some optimizations and limits for extreme zoom in and out in editor, fixes #5820Juan Linietsky
2016-06-04Physics2D: Rename default_density to default_linear_dampRémi Verschelde
Also adds a proper deprecating warning and tries to do some porting automatically. Supersedes #4109.
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-10-28Set World2D default angular damp per global `physics_2d/default_angular_damp`eska
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-03-22fixes/cleans upJuan Linietsky
-input now correctly works when using viewport scaling -added function to get areas/bodies in given point -added function to get space state directly from world
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
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky