e0b5b21863
Add some code changes/fixes proposed by Coverity and Clang Tidy
2019-08-07 12:54:30 +02:00
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
e0574e1d98
Fix typos with codespell
...
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
```
2019-05-19 13:10:35 +02:00
856a8226a5
Small fixes, mostly dupicated code
2019-04-08 11:03:37 +02:00
87b303aa95
Fixed bugs in test body motion and removed unnecesary test in move_and_slide. Fixes #25968
2019-02-21 17:21:36 -03:00
8d51618949
Add -Wshadow=local to warnings and fix reported issues.
...
Fixes #25316 .
2019-02-20 19:44:12 +01:00
81e15358c0
Skip disabled shape when getting rest info. Fixes #25941
2019-02-16 16:32:30 -03:00
6d4eaebe1e
Support multiple ray shapes in kinematicbody, fixes #25050
2019-02-16 16:15:22 -03:00
ee464f56c4
Add a minimum treshold for acquiring rest contacts to avoid numerical precision issues. Fixes #25074
2019-02-16 13:45:01 -03:00
f439b786ea
Allow kinematic bodies without shapes to still move, fixes #24775
2019-02-16 11:06:44 -03:00
2e6c98058f
Make ray shapes not work with OWC. They don't make practical sense together. Closes #25532
2019-02-16 10:07:27 -03:00
769341e180
Cleanup after @reduz :)
...
Fixes #25172 .
2019-01-21 11:12:55 +01:00
d8b702b566
-Re-added margins in one way collision (made in a more user friendly way than in Godot 2.1), fixes #23860
...
-Fixed potential bug in OWC (i dont think anyone had it but..)
2019-01-18 14:15:05 -03:00
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
66c6dfb3fd
Ensure that even at slow speed, you will always get collision using kinematic motion. Fixes #16250
2018-11-14 21:21:51 -03:00
3226b44f79
Make sure rotated shapes with one way direction collisions work, fixes #12791
2018-11-10 10:12:35 -03:00
daa1686772
Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layers
...
Fix picking in CanvasLayer
2018-11-07 17:51:27 -03:00
121cead38e
<fales> end of the week ;-)
2018-11-03 13:30:08 -03:00
3a62f29eef
Fix condition test
2018-11-03 13:23:38 -03:00
414097ebd9
Simple workaround to make one way moving platforms work, fixes #9399
2018-11-02 16:22:23 -03:00
64f649a80c
-Fix problem in OWC logic closes #11357
...
-Fix problem with kinematic move and disabled shapes, in both 2D and 3D
2018-11-02 15:45:36 -03:00
e5041ad0f5
Add some limits on the Editor Settings
2018-10-24 19:46:33 -05:00
1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
...
Misc. typos
2018-09-13 10:59:00 +02:00
08bde5b2de
Misc. typos
...
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
...
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
6d0f4a4ad7
Fix picking in CanvasLayer
...
New APIs in 2D physics allow intersection queries filtered by CanvasLayer object instance id. Viewport keep an inventory of its descendant CanvasLayers and takes advantage of all that to test picking with the mouse/touch position correctly transformed for each CanvasLayer.
2018-08-25 00:03:26 +02:00
52466d57e9
Make some debug prints verbose-only, remove others
2018-08-24 14:59:01 +02:00
ee07fb5ebe
Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ability to choose between bodies and areas when colliding.
2018-08-21 15:31:23 -03:00
063a22851a
-Added support for raycast in KinematicBody2D
...
-Added support for snapping in KinematicBody2D
2018-07-16 20:04:07 -03:00
e790d4aafa
Merge pull request #18349 from Gorgexpress/master
...
Fixed 2D intersect_shape limiting broadphase results
2018-05-26 18:29:49 +02:00
1ba106a71e
Fixed 2D intersect_shape limiting broadphase results
...
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.
2018-04-22 06:01:29 -04:00
158c7c72c7
Resolves crash on shape2D culling for empty Concave shapes
...
Fixes https://github.com/godotengine/godot/issues/17789
2018-04-12 18:15:34 +08:00
6ed392f47a
Improved kinematic body 2D and 3D, Now can move rigid body
2018-02-20 12:43:47 +01:00
e4213e66b2
Add missing copyright headers and fix formatting
...
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.
2018-01-05 01:22:23 +01:00
b50a9114b1
Update copyright statements to 2018
...
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
d6e413bb9c
Removed type_mask and fixed some variable name
2017-11-21 22:56:40 +01:00
4deac219b0
Remove node from list before calling queries, fixes #10886
2017-11-10 08:32:02 -03:00
b37e277303
Fixing bad index used in Space2DSW
...
Fix wrong col_obj access using wrong index variable.
Related with issue #11695
2017-11-08 20:38:49 -02:00
7b12ae39f2
Rename RayCasts collision_layer to collision_mask
...
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.
2017-10-21 22:17:47 +02:00
d22ceeef1b
correction to one way collision code
2017-09-17 10:18:09 -03:00
5886f810c2
fixes to one way collision, closes #10971
2017-09-17 09:39:03 -03:00
77ec304966
Fix special case where KinematicBody fails one way collisions by adding exclusion lists, closes #9729
2017-08-31 22:55:01 -03:00
7ad14e7a3e
Dead code tells no tales
2017-08-27 22:13:45 +02:00
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
738d2ab969
Removed unnecessary assignments
2017-08-21 15:15:55 -04:00
e1bdf81008
Remove needless check in motion test
...
Since now one-way collision is at shapes, the removed if was unneeded.
2017-08-16 12:36:26 +02:00
b4129df96c
Fix crash in Space2DSW::test_body_motion()
...
Fixes #9692 .
2017-07-25 03:57:11 +02:00
2e73be99d8
Lots of work on Audio & Physics engine:
...
-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 08:32:34 -03:00
e64b82ebfc
Some more typo fixes for "threshold"
...
Looks like @reduz really does not like that word.
2017-07-15 12:01:46 +02:00
2fd204c35e
Refactor 'treshold' to 'threshold'
2017-07-08 22:24:56 +07:00