Age | Commit message (Collapse) | Author |
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Fix physics body rotating incorrectly around it's center of mass
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Should be changing the local center of mass, which is then transformed
into `center_of_mass`.
It was causing the center of mass to be always in (0,0) by default with
multiple shapes.
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Changing the collision layer of a sleeping body was not triggering area
updates correctly.
Bodies need to be active for collision to be checked against already
overlapping bodies and areas.
Neighbors need to be activated too in order to handle the case where a
static body is modified (it can't be activated directly but paired
bodies need to check their collision again).
In 3D, moved the call to wakeup() from the physics server to
GodotBody3D::_shapes_changed to make it consistent with 2D and also
handle the case where shapes are modified (_shapes_changed is called in
both this case and collision layer changes).
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Same logic as what was done in 3D, applied to 2D center of mass.
Also did some minor cleanup in 3D and fixed center of mass transform
during the first frame after teleporting a dynamic body.
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Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
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