Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-08-07 | Add some code changes/fixes proposed by Coverity and Clang Tidy | qarmin | |
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-05-19 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ``` | |||
2019-04-08 | Small fixes, mostly dupicated code | qarmin | |
2019-02-21 | Fixed bugs in test body motion and removed unnecesary test in ↵ | Juan Linietsky | |
move_and_slide. Fixes #25968 | |||
2019-02-20 | Add -Wshadow=local to warnings and fix reported issues. | marxin | |
Fixes #25316. | |||
2019-02-16 | Skip disabled shape when getting rest info. Fixes #25941 | Juan Linietsky | |
2019-02-16 | Support multiple ray shapes in kinematicbody, fixes #25050 | Juan Linietsky | |
2019-02-16 | Add a minimum treshold for acquiring rest contacts to avoid numerical ↵ | Juan Linietsky | |
precision issues. Fixes #25074 | |||
2019-02-16 | Allow kinematic bodies without shapes to still move, fixes #24775 | Juan Linietsky | |
2019-02-16 | Make ray shapes not work with OWC. They don't make practical sense together. ↵ | Juan Linietsky | |
Closes #25532 | |||
2019-01-21 | Cleanup after @reduz :) | Rémi Verschelde | |
Fixes #25172. | |||
2019-01-18 | -Re-added margins in one way collision (made in a more user friendly way ↵ | Juan Linietsky | |
than in Godot 2.1), fixes #23860 -Fixed potential bug in OWC (i dont think anyone had it but..) | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-14 | Ensure that even at slow speed, you will always get collision using ↵ | Juan Linietsky | |
kinematic motion. Fixes #16250 | |||
2018-11-10 | Make sure rotated shapes with one way direction collisions work, fixes #12791 | Juan Linietsky | |
2018-11-07 | Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layers | Juan Linietsky | |
Fix picking in CanvasLayer | |||
2018-11-03 | <fales> end of the week ;-) | Juan Linietsky | |
2018-11-03 | Fix condition test | Juan Linietsky | |
2018-11-02 | Simple workaround to make one way moving platforms work, fixes #9399 | Juan Linietsky | |
2018-11-02 | -Fix problem in OWC logic closes #11357 | Juan Linietsky | |
-Fix problem with kinematic move and disabled shapes, in both 2D and 3D | |||
2018-10-24 | Add some limits on the Editor Settings | Superwaitsum | |
2018-09-13 | Merge pull request #21982 from luzpaz/misc-typos | Rémi Verschelde | |
Misc. typos | |||
2018-09-12 | Misc. typos | luz.paz | |
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"` | |||
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
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. | |||
2018-08-25 | Fix picking in CanvasLayer | Pedro J. Estébanez | |
New APIs in 2D physics allow intersection queries filtered by CanvasLayer object instance id. Viewport keep an inventory of its descendant CanvasLayers and takes advantage of all that to test picking with the mouse/touch position correctly transformed for each CanvasLayer. | |||
2018-08-24 | Make some debug prints verbose-only, remove others | Rémi Verschelde | |
2018-08-21 | Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ↵ | Juan Linietsky | |
ability to choose between bodies and areas when colliding. | |||
2018-07-16 | -Added support for raycast in KinematicBody2D | Juan Linietsky | |
-Added support for snapping in KinematicBody2D | |||
2018-05-26 | Merge pull request #18349 from Gorgexpress/master | Max Hilbrunner | |
Fixed 2D intersect_shape limiting broadphase results | |||
2018-04-22 | Fixed 2D intersect_shape limiting broadphase results | Michael | |
Physics2DDirectSpaceStateSW was applying the result limit to broadphase collision detection instead of narrow. This is inconsistent with its 3D variant, as well as the rest of the 2D direct space state functions. Broadphase is now limited by INTERSECTION_QUERY_MAX like everything else, and narrow phase is exited early when the result limit has been reached. | |||
2018-04-12 | Resolves crash on shape2D culling for empty Concave shapes | Crazy-P | |
Fixes https://github.com/godotengine/godot/issues/17789 | |||
2018-02-20 | Improved kinematic body 2D and 3D, Now can move rigid body | Andrea Catania | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi 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. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-11-21 | Removed type_mask and fixed some variable name | AndreaCatania | |
2017-11-10 | Remove node from list before calling queries, fixes #10886 | Juan Linietsky | |
2017-11-08 | Fixing bad index used in Space2DSW | MateusMP | |
Fix wrong col_obj access using wrong index variable. Related with issue #11695 | |||
2017-10-21 | Rename RayCasts collision_layer to collision_mask | Pedro 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. | |||
2017-09-17 | correction to one way collision code | Juan Linietsky | |
2017-09-17 | fixes to one way collision, closes #10971 | Juan Linietsky | |
2017-08-31 | Fix special case where KinematicBody fails one way collisions by adding ↵ | Juan Linietsky | |
exclusion lists, closes #9729 | |||
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-21 | Removed unnecessary assignments | Wilson E. Alvarez | |
2017-08-16 | Remove needless check in motion test | Pedro J. Estébanez | |
Since now one-way collision is at shapes, the removed if was unneeded. | |||
2017-07-25 | Fix crash in Space2DSW::test_body_motion() | Pedro J. Estébanez | |
Fixes #9692. | |||
2017-07-15 | Lots 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. | |||
2017-07-15 | Some more typo fixes for "threshold" | Rémi Verschelde | |
Looks like @reduz really does not like that word. |