Age | Commit message (Collapse) | Author |
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Remove scene code in physics servers
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Remove editor code in PhysicalBone3D
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Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
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_set_gizmo_move_joint is only used in PhysicalBone3DEditor, so the
editor plugin call can be done directly there.
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interface.
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built-in font.
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Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D
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Value was uninitialized, which lead to undefined behavior.
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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.
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Fix motion direction in slope for CharacterBody3D
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Add latest API changes added in the 3D version of move_and_slide to the 2D version
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Rename Node's `filename` property to `scene_file_path` for clarity
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- More accurate sliding in slopes to keep input direction correct
- More accurate constant speed calculation
- Renamed linear_velocity to motion_velocity for clarity
- General code cleaning and simplifications
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Added preview of breakpoint placement on hover. Added override of icon for the Editor to use an SVG so it is no longer blurry.
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_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.
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Clarify RigidDynamicBody modes
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Physic API change: apply the delta in move and collide like move and slide
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