Age | Commit message (Collapse) | Author |
|
Misc. typos
|
|
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
|
|
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
|
|
|
|
ability to choose between bodies and areas when colliding.
|
|
|
|
Expose bullet shape margin to UI.
|
|
physics
|
|
Added stop_on_slope on 2d part
|
|
The margin value is exposed into the UI for shape ressource.
This value can be modified through set_margin and get from get_margin
or by using the property margin. Each time the margin is modified
the associated collision shape is recreated and the margin value is
used in ShapeBullet::prepare.
|
|
fixed godotphysics sat dispatch table
|
|
Improved Physics material
|
|
parameter to material. Fixed 'change' signal connection
|
|
|
|
Extending on b68222e4e75d6cbe23c533f140733248df046c7e to ensure that it still
has the exact same behaviour as the previous code, as discussed with @hpvb.
|
|
Expose PhysicsDirectBodyState.get_contact_impulse
|
|
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
|
|
Ensured consistency between RigidBody, PhysicsDirectBodyState, PhysicsServers and their 2D counterparts
|
|
respective 2D counterparts to be more consistent and to include more useful methods.
RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse
PhysicsDirectBodyState:
- Added apply_central_impulse
Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse
PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse
Also fixed some small bugs along the way
|
|
|
|
- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
|
|
Physics material
|
|
-Add extra flag optimize=[size,speed] to be able to prioritize size
|
|
|
|
|
|
Hidden a function
Fixed travis static check
|
|
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
|
|
Changed debug max distance to avoid overflow
|
|
|
|
Changed it to roughly sqrt(FLT_MAX), it's a little less to account for float inaccuracies.
Fixes #1835
|
|
Improved kinematic body, Now can move rigid body
|
|
|
|
Improved ray shape (2D and 3D) by addiing the possibility to act as r…
|
|
shape
|
|
Added Physics state APIs
|
|
|
|
|
|
attached to a joint with bullet physics bullet
Fixes #16424
|
|
|
|
|
|
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.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500)
|
|
|
|
|
|
Fixes #12973.
|
|
|
|
others too
|
|
Rewritten kinematic system
|