Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-11 | Fix code formatting issues and VS compilation | Rémi Verschelde | |
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356. | |||
2020-02-11 | Added a spinlock template as well as a thread work pool class. | Juan Linietsky | |
Also, optimized shader compilation to happen on threads. | |||
2020-02-11 | Refactored RID/RID_Owner to always use O(1) allocation. | Juan Linietsky | |
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now. | |||
2020-01-16 | Merge pull request #33615 from raphael10241024/fix_shape_change | Rémi Verschelde | |
refresh area2d collision when shape changes | |||
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. | |||
2019-12-10 | Removed unused variables, add some constants numbers | Rafał Mikrut | |
2019-11-14 | refresh area2d collision when shape changes, close #33369 | RaphaelHunter | |
2019-10-25 | Merge pull request #32845 from madmiraal/rigidbody-mode-change | Rémi Verschelde | |
Activate Body(2D)SW when switching to rigid or character mode. | |||
2019-10-24 | Fix leak in Physics2DServerSW | Rafał Mikrut | |
2019-10-15 | Activate Body(2D)SW when switching to rigid or character mode. | Marcel Admiraal | |
2019-10-12 | Fix mismatch between RigidBody(2D) and Body(2D)SW can_sleep defaults. | Marcel Admiraal | |
- Set Body2DSW can_sleep default to true. - Set Body2D can_sleep default to true. | |||
2019-08-23 | Fix uninitialized inertia value in Body2DSW | Andrii Doroshenko (Xrayez) | |
2019-08-22 | Fix custom inertia in physics2d, closes#30838 | RaphaelHunter | |
2019-08-09 | Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directories | Michael Alexsander Silva Dias | |
2019-08-07 | Add some code changes/fixes proposed by Coverity and Clang Tidy | qarmin | |
2019-07-30 | Correct typo and format of comments | IAmActuallyCthulhu | |
2019-07-27 | Remove physics thread getting the gl context | santouits | |
2019-07-23 | Update some dead links in the codebase | Michael Alexsander Silva Dias | |
2019-07-23 | Fix some code found by Coverity Scan and PVS Studio | qarmin | |
2019-07-20 | Changed some code showed in LGTM and Coverage | qarmin | |
2019-07-06 | Added release function to PoolVector::Access. | Ibrahn Sahir | |
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope) | |||
2019-07-01 | Merge pull request #29951 from raphael10241024/add_physics_2d_optimize | Rémi Verschelde | |
add 2d physic optimization similar to 3d physics | |||
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-06-21 | add 2d physic optimization simlilar to 3d physics | yakun.zhang | |
2019-06-11 | Fix error macro calls not ending with semicolon | Rémi Verschelde | |
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently. | |||
2019-05-20 | Fix some shape2d get_moment_of_inertia error | yakun.zhang | |
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 ``` | |||
2019-05-09 | Change "ID" to lowercase "id" | Aaron Franke | |
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json. | |||
2019-04-30 | Merge pull request #27371 from ShyRed/fixdisabled2dcollisions | Rémi Verschelde | |
Allow adding disabled shapes | |||
2019-04-25 | Use approximate equallity methods in many places | Aaron Franke | |
2019-04-23 | Allow adding disabled shapes | ShyRed | |
Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step. | |||
2019-04-22 | Merge pull request #27673 from qarmin/small_fixes | Rémi Verschelde | |
Small fixes, mostly duplicated code | |||
2019-04-09 | Style: Apply new changes from clang-format 8.0 | Rémi Verschelde | |
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes). | |||
2019-04-08 | Small fixes, mostly dupicated code | qarmin | |
2019-03-27 | Remove hardcoded joint bias | ShyRed | |
Use user provided bias instead of hardcoded bias. | |||
2019-03-02 | Make query checks less agressive, fixes #24694 | Juan Linietsky | |
2019-02-21 | Fixed bugs in test body motion and removed unnecesary test in ↵ | Juan Linietsky | |
move_and_slide. Fixes #25968 | |||
2019-02-21 | Merge pull request #26103 from nekomatata/area2d-rectangle-collision-fix | Rémi Verschelde | |
Fixed Area2d input events ignoring the top and left edge of rectangle shape | |||
2019-02-21 | Area2d rectangle collision check doesn't ignore the first pixel row and ↵ | PouleyKetchoupp | |
column (fix #25462) | |||
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 | |||
2019-02-12 | Core: Ensure classes match their header filename | Rémi Verschelde | |
Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp` | |||
2019-02-12 | Fixed OWC for rigid bodies, closes #25732 | Juan Linietsky | |
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! |