Commit Graph

242 Commits

Author SHA1 Message Date
6fd4afa96b Merge pull request #33615 from raphael10241024/fix_shape_change
refresh area2d collision when shape changes
2020-01-16 22:56:16 +01:00
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
8330e70e2c refresh area2d collision when shape changes, close #33369 2019-11-14 15:48:41 +08:00
5cdecb8227 Merge pull request #32845 from madmiraal/rigidbody-mode-change
Activate Body(2D)SW when switching to rigid or character mode.
2019-10-25 23:36:17 +02:00
d468e28874 Fix leak in Physics2DServerSW 2019-10-24 20:12:46 +02:00
13798746e7 Activate Body(2D)SW when switching to rigid or character mode. 2019-10-15 07:41:13 +02:00
42a9ae7a82 Fix mismatch between RigidBody(2D) and Body(2D)SW can_sleep defaults.
- Set Body2DSW can_sleep default to true.

- Set Body2D can_sleep default to true.
2019-10-12 12:11:11 +02:00
718f09ad20 Fix uninitialized inertia value in Body2DSW 2019-08-23 20:13:57 +03:00
74713fe970 Fix custom inertia in physics2d, closes#30838 2019-08-22 20:30:03 +08:00
5ca7460421 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directories 2019-08-09 11:27:39 -03:00
e0b5b21863 Add some code changes/fixes proposed by Coverity and Clang Tidy 2019-08-07 12:54:30 +02:00
4e617d2ca2 Correct typo and format of comments 2019-07-30 16:43:07 -05:00
472cda9047 Remove physics thread getting the gl context 2019-07-27 22:08:10 +03:00
12ae7a4c02 Update some dead links in the codebase 2019-07-23 21:06:12 -03:00
aab8da25ad Fix some code found by Coverity Scan and PVS Studio 2019-07-23 09:14:31 +02:00
6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
d40dbd6d11 Merge pull request #29951 from raphael10241024/add_physics_2d_optimize
add 2d physic optimization similar to 3d physics
2019-07-01 17:08:05 +02:00
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
434fd71d2a add 2d physic optimization simlilar to 3d physics 2019-06-21 19:33:01 +08:00
6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
1808c5113a Fix some shape2d get_moment_of_inertia error 2019-05-20 12:19:14 +08:00
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
702b539405 Change "ID" to lowercase "id"
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-09 06:25:32 -04:00
f40c62fa29 Merge pull request #27371 from ShyRed/fixdisabled2dcollisions
Allow adding disabled shapes
2019-04-30 11:43:11 +02:00
b659e1eb2b Use approximate equallity methods in many places 2019-04-25 13:20:29 -04:00
a9d4cde0f5 Allow adding disabled shapes
Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
2019-04-23 18:06:48 +02:00
a342131eba Merge pull request #27673 from qarmin/small_fixes
Small fixes, mostly duplicated code
2019-04-22 12:00:34 +02:00
c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
96093778ed Remove hardcoded joint bias
Use user provided bias instead of hardcoded bias.
2019-03-27 19:21:07 +01:00
b84b015225 Make query checks less agressive, fixes #24694 2019-03-02 08:48:47 -03:00
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
cac1a93d1b Merge pull request #26103 from nekomatata/area2d-rectangle-collision-fix
Fixed Area2d input events ignoring the top and left edge of rectangle shape
2019-02-21 14:39:26 +01:00
edcfe41bd5 Area2d rectangle collision check doesn't ignore the first pixel row and column (fix #25462) 2019-02-21 00:34:57 +01:00
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
b7cc2bb1e2 Core: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`

Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
cb09abdbbd Fixed OWC for rigid bodies, closes #25732 2019-02-12 08:40:18 -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
1dfdd6834e fixes crash when Body2DSW doesn't have space 2018-12-27 19:29:47 +02:00
9edf98e841 Disabled CollisionShape and CollisionShape2D are not processed now
Fixes #24183
2018-12-12 17:48:35 +03:00
0b1e93ccd4 -Make sure monitorable cant be flipped while flushing queries, fixes #17330
-Also added set_deferred, this was missing.
2018-11-16 08:49:26 -03:00