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2018-05-26Merge pull request #18349 from Gorgexpress/masterMax Hilbrunner
Fixed 2D intersect_shape limiting broadphase results
2018-05-07Merge pull request #18144 from ↵Juan Linietsky
Crazy-P/Resolves-crash-on-shape2D-culling-for-empty-Concave-shapes Resolves crash on shape2D culling for empty Concave shapes
2018-04-22Fixed 2D intersect_shape limiting broadphase resultsMichael
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.
2018-04-19Fix Coverity reports of uninitialized scalar variableRémi Verschelde
Fixes most current reports on Coverity Scan of uninitialized scalar variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html These happen most of the time (in our code) when instanciating structs without a constructor (or with an incomplete one), and later returning the instance. This is sometimes intended though, as some parameters are only used in some situations and should not be double-initialized for performance reasons (e.g. `constant` in ShaderLanguage::Token).
2018-04-12Resolves crash on shape2D culling for empty Concave shapesCrazy-P
Fixes https://github.com/godotengine/godot/issues/17789
2018-04-08Merge pull request #17151 from ShyRed/disabled_shapes_2dJuan Linietsky
Remove disabled shapes from physics 2D calculations
2018-03-07Bring back Vector2.cross()Bernhard Liebl
2018-03-07Remove disabled shapes from physicsShyRed
Disabling a shape removes it from physics calculations. Enabling a shape adds it back to the physics calculations.
2018-02-20Merge pull request #16757 from AndreaCatania/kinpushRémi Verschelde
Improved kinematic body, Now can move rigid body
2018-02-20Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania
2018-02-19Merge pull request #16530 from AndreaCatania/raysRémi Verschelde
Improved ray shape (2D and 3D) by addiing the possibility to act as r…
2018-02-19Improved ray shape (2D and 3D) by addiing the possibility to act as regular ↵Andrea Catania
shape
2018-02-18Fix 2d collision body update on shape removeKonrad Nowakowski
2018-02-17Clean up some bad words from code commentsArtem Varaksa
2018-02-05Added physics API in order to enable/disable collisions between rigidbody ↵Andrea Catania
attached to a joint with bullet physics bullet Fixes #16424
2018-01-05Add missing copyright headers and fix formattingRémi 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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-11-21Removed type_mask and fixed some variable nameAndreaCatania
2017-11-10Remove node from list before calling queries, fixes #10886Juan Linietsky
2017-11-09Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky
2017-11-08Fixing bad index used in Space2DSWMateusMP
Fix wrong col_obj access using wrong index variable. Related with issue #11695
2017-10-31Merge pull request #10770 from RandomShaper/fix-jointsRémi Verschelde
Fix joints collision exceptions, plus a bit more
2017-10-21Rename RayCasts collision_layer to collision_maskPedro 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.
2017-10-12Prevent a possible crash at collision_object_2d_sw.hMarcelo Fernandez
2017-10-09Merge pull request #11702 from AndreaCatania/bodyDSRémi Verschelde
Added new API to get body direct state
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-29Added new API to get body direct stateAndreaCatania
2017-09-25Removed print_line in Physics2DServerWrapMT::init()Indah Sylvia
2017-09-20Rename pos to position in user facing methods and variablesletheed
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.
2017-09-17correction to one way collision codeJuan Linietsky
2017-09-17fixes to one way collision, closes #10971Juan Linietsky
2017-09-09Remove joint freeing logic from physics serversPedro 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.
2017-09-01Fix signed and unsigned comparisonsHein-Pieter van Braam
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-31Fix special case where KinematicBody fails one way collisions by adding ↵Juan Linietsky
exclusion lists, closes #9729
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-16Remove needless check in motion testPedro J. Estébanez
Since now one-way collision is at shapes, the removed if was unneeded.
2017-08-08Fix freeze on close of game using 2D physics introduced by #9832Bojidar Marinov
Additionally, port the fix to 3D physics, just in case
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-08-01Merge pull request #9832 from RandomShaper/port-physics-fixesRémi Verschelde
Port physics fixes
2017-08-01Improve cleanup of physics constraintsPedro 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
2017-07-25Extend check for same space to all 2D/3D bodies/shapesPedro J. Estébanez
2017-07-25Fix 2D broadphase remove-while-iterating logicPedro J. Estébanez
2017-07-25Fix crash in Space2DSW::test_body_motion()Pedro J. Estébanez
Fixes #9692.
2017-07-22Clang-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)