Age | Commit message (Collapse) | Author |
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[4.x] BVH - Sync BVH with 3.x
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instead of for every shape
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Templated mask checks and generic NUM_TREES
Fix leaking leaves
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Happy new year to the wonderful Godot community!
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Margin needs to have a high enough value for test body motion to work
properly (separate using the margin, move without then gather rest info
with the margin again).
Fixes issues with test motion returning no collision in some cases with
margin equal to 0.
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Helps with discovery and setup of physics solver settings, in a specific
project settings section for both 2D and 3D.
Other changes for cleanup:
-Removed unused space parameters in 3D
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS
-Added custom solver bias for Shape3D (same as Shape2D)
-Improved documentation for solver settings
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Clarified space parameters for contacts and added missing ones.
List of changes:
-Add contact bias to space parameters
-Add solver iterations to space parameters, instead of a specific
physics server function
-Renamed BODY_MAX_ALLOWED_PENETRATION to CONTACT_MAX_ALLOWED_PENETRATION
to make it consistent with other contact parameters
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Apply the same logic as in test_body_motion to make sure the minimum
allowed depth doesn't filter out all contacts in this case.
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Makes the results consistent for all shape types with options to set
the desired behavior.
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Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.
Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
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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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