Age | Commit message (Expand) | Author |
2021-09-28 | Merge pull request #52754 from nekomatata/dynamic-body-modes | Camille Mohr-Daurat |
2021-09-28 | Merge pull request #52953 from nekomatata/fix-collision-recovery-depth | Rémi Verschelde |
2021-09-27 | Improved logic for CharacterBody collision recovery depth | PouleyKetchoupp |
2021-09-24 | Added set_active(true) to all body direct state force apply/impulses. #52915 | Daniel |
2021-09-16 | Clarify RigidDynamicBody modes | PouleyKetchoupp |
2021-09-16 | Merge pull request #52668 from qarmin/cppcheck_servers_physics | Camille Mohr-Daurat |
2021-09-15 | Initialize variables in servers/physics | qarmin |
2021-09-14 | Rename WorldMarginShape to WorldBoundaryShape | PouleyKetchoupp |
2021-09-06 | Proper support for custom mass properties in 2D/3D physics bodies | PouleyKetchoupp |
2021-09-06 | Merge pull request #52271 from nekomatata/query-layer-default-mask | Camille Mohr-Daurat |
2021-08-31 | Add AnimatableBody inherited from StaticBody for moving platforms | PouleyKetchoupp |
2021-08-31 | Merge pull request #49471 from nekomatata/body-state-sync-callback | Juan Linietsky |
2021-08-30 | Harmonize default value for collision mask in ray/shape queries | PouleyKetchoupp |
2021-08-28 | Merge pull request #52070 from nekomatata/area-point-gravity-fix | Fabio Alessandrelli |
2021-08-27 | Optimize area detection and intersect_shape queries with concave shapes | PouleyKetchoupp |
2021-08-27 | Merge pull request #51896 from nekomatata/restore-ray-shape | Camille Mohr-Daurat |
2021-08-26 | Merge pull request #51801 from nekomatata/area-one-directional-layer-check | Camille Mohr-Daurat |
2021-08-25 | Clean physics direct body state usage in 2D and 3D physics | PouleyKetchoupp |
2021-08-24 | Rename RayShape to SeparationRayShape | PouleyKetchoupp |
2021-08-24 | Rename slips_on_slope to slide_on_slope | PouleyKetchoupp |
2021-08-24 | Fix CharacterBody motion with RayShape | PouleyKetchoupp |
2021-08-24 | Fix RayShape collision detection | PouleyKetchoupp |
2021-08-24 | Restore RayShape as a regular shape type | PouleyKetchoupp |
2021-08-24 | Fix point gravity calculation | PouleyKetchoupp |
2021-08-19 | Fix compilation warnings in Shape2DSW/Shape3DSW | PouleyKetchoupp |
2021-08-17 | One-directional layer check for Area vs. RigidBody/SoftBody/Area | PouleyKetchoupp |
2021-08-15 | API improvement on physics, mainly CharacterBody | fabriceci |
2021-08-14 | Rename LineShape2D to WorldMarginShape2D | Hugo Locurcio |
2021-08-11 | Make radius & height in CapsuleShape2D independent | Tomasz Chabora |
2021-08-10 | Remove infinite inertia and ray shapes from CharacterBody | PouleyKetchoupp |
2021-08-09 | Fix applied rotation from moving platforms in move_and_slide | PouleyKetchoupp |
2021-07-31 | Merge pull request #50625 from nekomatata/body-one-direction-layers | Rémi Verschelde |
2021-07-25 | Use const references where possible for List range iterators | Rémi Verschelde |
2021-07-23 | Use C++ iterators for Lists in many situations | Aaron Franke |
2021-07-19 | One-directional collision layer check for rigid bodies and soft bodies | PouleyKetchoupp |
2021-07-19 | Ensure KinematicBodies only interact with other Bodies with matching mask. | Marcel Admiraal |
2021-07-15 | Fixing 2D moving platform logic | fabriceci |
2021-07-13 | Merge pull request #50063 from nekomatata/more-accurate-move-and-slide | Rémi Verschelde |
2021-07-02 | Expose body_test_motion in 3D physics server | PouleyKetchoupp |
2021-07-01 | Make move_and_slide collision detection more accurate | PouleyKetchoupp |
2021-06-30 | Merge pull request #49844 from nekomatata/physics-disabled-shapes | Rémi Verschelde |
2021-06-28 | Fix move_and_collide causing sliding on slopes | PouleyKetchoupp |
2021-06-22 | Fix and clean disabled shapes handling in godot physics servers | PouleyKetchoupp |
2021-06-09 | Refactor CommandQueueMT | reduz |
2021-06-04 | Safe margin cleanup | PouleyKetchoupp |
2021-06-04 | More explanatory names for RigidBody modes | PouleyKetchoupp |
2021-06-03 | Rename Vector2 clamped to limit_length and add limit_length to Vector3 | Aaron Franke |
2021-05-19 | Enable setting of collision iterations in PhysicsServer2D | Rhathe |
2021-05-10 | Dynamic BVH broadphase in 2D & 3D Godot Physics | PouleyKetchoupp |
2021-04-26 | Godot Physics collisions and solver processed on threads | PouleyKetchoupp |