Age | Commit message (Expand) | Author |
2018-07-24 | Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their respecti... | Tiger Caldwell |
2018-05-25 | Expose methods area_set_area_monitor_callback and area_set_monitorable in Phy... | MrCdK |
2018-02-20 | Improved kinematic body 2D and 3D, Now can move rigid body | Andrea Catania |
2018-02-01 | Fix inconsistencies and typos in argument names | Paolo Perkovic |
2018-01-12 | Bind many more properties to scripts | Bojidar Marinov |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde |
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde |
2017-12-24 | Mono: Make the bindings generator output enums | Ignacio Etcheverry |
2017-11-25 | Made Vector::ptrw explicit for writing, compiler was sometimes using the wron... | Juan Linietsky |
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 |
2017-11-03 | Merge pull request #12262 from AndreaCatania/pplug | Juan Linietsky |
2017-11-04 | Implemented physics plug | AndreaCatania |
2017-10-22 | Bind unbound enums, rearrange some by value | Poommetee Ketson |
2017-09-29 | Added new API to get body direct state | AndreaCatania |
2017-09-20 | Rename pos to position in user facing methods and variables | letheed |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde |
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry |
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry |
2017-08-07 | Makes all Godot API's methods Lower Case | Indah Sylvia |
2017-07-08 | Refactor 'treshold' to 'threshold' | Poommetee Ketson |
2017-06-23 | -Trigger shapes removed in 2D, they became obsolete long ago when areas could... | Juan Linietsky |
2017-06-14 | Refactor layer_mask to collision_layer | Poommetee Ketson |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde |
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde |
2017-01-11 | Both Array and Dictionary are always in shared mode (removed copy on write). | Juan Linietsky |
2017-01-11 | Type renames: | Juan Linietsky |
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Va... | Juan Linietsky |
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde |
2016-09-01 | -Fixed issue in Kinematicbody2D | Juan Linietsky |
2016-06-12 | Documented many Physics2D* classes | Ovnuniarchos |
2016-05-04 | Fix wrong return and argument types in documentation | Ignacio Etcheverry |
2016-04-26 | RigidBody2D (add_force, set_inertia): new methods. | Josh Grams |
2016-04-20 | RigidBody2D: add and bind get_inertia() method. | Josh Grams |
2016-01-01 | Update copyright to 2016 in headers | George Marques |
2015-12-28 | Add missing argument names in GDScript bindings | Rémi Verschelde |
2015-12-22 | Merge pull request #3071 from Ovnuniarchos/NewAreaCombiners | Juan Linietsky |
2015-12-14 | replaced :var by :Variant in documentation, fixes #2897 | Juan Linietsky |
2015-12-14 | New and corrected are override modes. | Ovnuniarchos |
2015-06-07 | Merge pull request #1932 from Faless/gravity_distance_full | Juan Linietsky |
2015-05-26 | oops, previous commit was not working | Juan Linietsky |
2015-05-18 | Calculate gravity based on distance from body to gravity point (2D) | Fabio Alessandrelli |
2015-05-03 | -new collision layer & mask system for 2D, for more flexible collision masking | Juan Linietsky |
2015-05-01 | -Fixes from source code analyzizer, closes #1768 | Juan Linietsky |
2015-04-19 | -Rewritten KinematicBody2D::move to MUCH more efficient code. | Juan Linietsky |