Age | Commit message (Collapse) | Author |
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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.
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Happy new year to the wonderful Godot community!
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Fix wrong col_obj access using wrong index variable.
Related with issue #11695
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Fix joints collision exceptions, plus a bit more
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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.
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Added new API to get body direct state
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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Since joint resources are created by joint nodes and also they take care of freeing them, the physics server doesn't need to free bodies' joints explicitly.
The logic for clearing the constraints map/set is still relevant as there may be collision pairs and in their case its the server itself the one creating them and therefore releasing them.
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The first in my quest to make Godot 3.x compile with -Werror on GCC7
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exclusion lists, closes #9729
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Fixes #10244.
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Since now one-way collision is at shapes, the removed if was unneeded.
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Additionally, port the fix to 3D physics, just in case
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Port physics fixes
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Don't abort the loop when one is already released
Remove warning on already-released constraint
Clean up area's contraints as well
Clear the constraint data as well
Do the cleanup as soon as the space changes
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Fixes #9692.
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-Added system for feature overrides, it's pretty cool :)
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(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
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-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.
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Looks like @reduz really does not like that word.
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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!
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From https://github.com/lucasdemarchi/codespell
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>> which was done at 5fc084c28e912c54bf64645df3e6cf2cd2c30be6
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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
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Use real_t as floating point type in physics code.
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modified files)
-.pck and .zip exporting redone, seems to be working..
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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.
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