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path: root/servers/physics_2d/space_2d_sw.cpp
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2018-02-20Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-21Removed type_mask and fixed some variable nameAndreaCatania
2017-11-10Remove node from list before calling queries, fixes #10886Juan Linietsky
2017-11-08Fixing bad index used in Space2DSWMateusMP
Fix wrong col_obj access using wrong index variable. Related with issue #11695
2017-10-21Rename RayCasts collision_layer to collision_maskPedro J. Estébanez
The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`. Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property. Fixes #7589, where it's also discussed.
2017-09-17correction to one way collision codeJuan Linietsky
2017-09-17fixes to one way collision, closes #10971Juan Linietsky
2017-08-31Fix special case where KinematicBody fails one way collisions by adding ↵Juan Linietsky
exclusion lists, closes #9729
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez
2017-08-16Remove needless check in motion testPedro J. Estébanez
Since now one-way collision is at shapes, the removed if was unneeded.
2017-07-25Fix crash in Space2DSW::test_body_motion()Pedro J. Estébanez
Fixes #9692.
2017-07-15Lots of work on Audio & Physics engine:Juan Linietsky
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
2017-07-15Some more typo fixes for "threshold"Rémi Verschelde
Looks like @reduz really does not like that word.
2017-07-08Refactor 'treshold' to 'threshold'Poommetee Ketson
2017-06-24Simplified 2D Kinematicbody.. 3D will wait a bit.Juan Linietsky
2017-06-23-Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky
could detect their own overlap -Added ability to disable individual collisionshape/polygon -Moved One Way Collision to shape, allowing more flexibility -Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer. -Modifying a CollisionPolygon2D on the fly now works, it can even be animated. Will port this to 3D once well tested. Have fun!
2017-06-14Refactor layer_mask to collision_layerPoommetee Ketson
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-06Complement KinematicBody2D fixPedro J. Estébanez
>> which was done at 5fc084c28e912c54bf64645df3e6cf2cd2c30be6
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
2017-02-26Merge pull request #7802 from tagcup/physics_64bitRémi Verschelde
Use real_t as floating point type in physics code.
2017-02-15Many fixes to make exported scenes work better, still buggy.Juan Linietsky
2017-02-13Use real_t as floating point type in physics code.Ferenc Arn
This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code. Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
2017-01-15fixed to 2D physics, makes it work againJuan Linietsky
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10Various corrections in 2D math.Ferenc Arn
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly. Affected code in the Godot code base is also fixed in this commit. The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
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
2017-01-01Welcome 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!
2016-10-09Merge pull request #6691 from Faless/expose_more_physicsRémi Verschelde
Expose more 2D/3D physics options in project settings (#5029)
2016-10-03Expose more 2D/3D physics options in project settingsFabio Alessandrelli
2016-09-26Now ignoring remaining collision shapes.Victor Seiji Hariki
2016-09-01-Fixed issue in Kinematicbody2DJuan Linietsky
2016-08-31More improvements to visual script..Juan Linietsky
fixed a bug of not saving when sub-nodes changed.
2016-07-08Remove unused variables (fourth pass) + dead codeRémi Verschelde
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
2016-05-21First version of ProfilerJuan Linietsky
It is now possible to profile GDScript as well as some parts of Godot internals.
2016-04-12Fixed #4163 (intersect_shape crashes on results limit)Marc Gilleron
2016-03-09remove trailing whitespaceHubert Jarosz
2016-02-01Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable'Biliogadafr
2016-01-04-Fix crash at exit due to unnecesary check in command queue, fixes #2034Juan Linietsky
-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-10-09Fix Area2D type mask matchingeska
2015-09-20Ability to visually debug geometry visually:Juan Linietsky
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
2015-06-30small fixesJuan Linietsky
2015-05-10-improved one-way collision handling in both dynamic and character bodies ↵Juan Linietsky
for 2D, fixes #1854