Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
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 | |
2017-11-09 | Reworked how servers preallocate RIDs, should fix #10970 | 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 | |||
2017-10-31 | Merge pull request #10770 from RandomShaper/fix-joints | Rémi Verschelde | |
Fix joints collision exceptions, plus a bit more | |||
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. | |||
2017-10-12 | Prevent a possible crash at collision_object_2d_sw.h | Marcelo Fernandez | |
2017-10-09 | Merge pull request #11702 from AndreaCatania/bodyDS | Rémi Verschelde | |
Added new API to get body direct state | |||
2017-09-30 | Renamed fixed_process to physics_process | AndreaCatania | |
2017-09-29 | Added new API to get body direct state | AndreaCatania | |
2017-09-25 | Removed print_line in Physics2DServerWrapMT::init() | Indah Sylvia | |
2017-09-20 | Rename pos to position in user facing methods and variables | letheed | |
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. | |||
2017-09-17 | correction to one way collision code | Juan Linietsky | |
2017-09-17 | fixes to one way collision, closes #10971 | Juan Linietsky | |
2017-09-09 | Remove joint freeing logic from physics servers | Pedro J. Estébanez | |
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. | |||
2017-09-01 | Fix signed and unsigned comparisons | Hein-Pieter van Braam | |
The first in my quest to make Godot 3.x compile with -Werror on GCC7 | |||
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 | Synchronize parameter names in definition and declaration | TwistedTwigleg | |
Fixes #10244. | |||
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. | |||
2017-08-08 | Fix freeze on close of game using 2D physics introduced by #9832 | Bojidar Marinov | |
Additionally, port the fix to 3D physics, just in case | |||
2017-08-07 | Makes all Godot API's methods Lower Case | Indah Sylvia | |
2017-08-01 | Merge pull request #9832 from RandomShaper/port-physics-fixes | Rémi Verschelde | |
Port physics fixes | |||
2017-08-01 | Improve cleanup of physics constraints | Pedro J. Estébanez | |
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 | |||
2017-07-25 | Extend check for same space to all 2D/3D bodies/shapes | Pedro J. Estébanez | |
2017-07-25 | Fix 2D broadphase remove-while-iterating logic | Pedro J. Estébanez | |
2017-07-25 | Fix crash in Space2DSW::test_body_motion() | Pedro J. Estébanez | |
Fixes #9692. | |||
2017-07-22 | Clang-formatting *.cpp and *.h (some files excluded) | Poommetee Ketson | |
2017-07-19 | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky | |
-Added system for feature overrides, it's pretty cool :) | |||
2017-07-17 | -Reorganized all properties of project settings (Sorry, Again). | Juan Linietsky | |
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too) | |||
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. | |||
2017-07-08 | Refactor 'treshold' to 'threshold' | Poommetee Ketson | |
2017-06-24 | Simplified 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! | |||
2017-06-14 | Refactor layer_mask to collision_layer | Poommetee Ketson | |
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde | |
From https://github.com/lucasdemarchi/codespell | |||
2017-03-06 | Complement KinematicBody2D fix | Pedro J. Estébanez | |
>> which was done at 5fc084c28e912c54bf64645df3e6cf2cd2c30be6 | |||
2017-03-05 | A 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 | |||
2017-02-26 | Merge pull request #7802 from tagcup/physics_64bit | Rémi Verschelde | |
Use real_t as floating point type in physics code. | |||
2017-02-21 | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵ | Juan Linietsky | |
modified files) -.pck and .zip exporting redone, seems to be working.. | |||
2017-02-15 | Many fixes to make exported scenes work better, still buggy. | Juan Linietsky | |
2017-02-13 | Use 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. | |||
2017-01-16 | Overloaded basic math funcs (double and float variants). Use real_t rather ↵ | Ferenc Arn | |
than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions. |