Commit Graph

25 Commits

Author SHA1 Message Date
a7b4127481 RigidBody2D (add_force, set_inertia): new methods. 2016-04-26 08:15:15 -04:00
f7d31cec38 RigidBody2D: add and bind get_inertia() method.
You can't set this value very well, since it's automatically computed
from the mass and the collision shapes. But since the values are higher
than many people might suspect, so being able to read it helps estimate
the amount of torque you might need to apply.
2016-04-20 20:49:37 -04:00
4a4f247914 remove trailing whitespace 2016-03-09 00:00:52 +01:00
606729fa2d physics state properly returns contact metadata, closes #1979 2016-01-03 20:23:44 -03:00
27c47e09a1 skip the first integration in physics bodies, fixes #2213 2016-01-02 13:28:18 -03:00
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
1e65c3c701 remove error print in area collision, should be a valid situation, closes #2463 2015-12-31 11:15:49 -03:00
89efebbf56 New and corrected are override modes. 2015-12-14 02:56:49 +01:00
43b2c9c7a4 Areas now calculate their dampenings the same way as their gravity. 2015-12-08 18:45:14 +01:00
d3eb9e8c54 -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260 2015-11-19 10:41:20 -03:00
590afbcac4 Calculate gravity based on distance from body to gravity point (2D) 2015-05-18 01:32:26 +00:00
bbe9a37f1d sleeping property now should work properly, fixes #1892 2015-05-16 17:54:36 -03:00
767f71a35e -Made one way collision work with 2D physics (rigidbody) 2015-05-03 18:18:21 -03:00
3bcb930e8a properly wake up bodies when a parameter changes, fixes #1740 2015-04-26 16:20:00 -03:00
f92a1fd646 Merge pull request #1691 from Faless/area_combine_2d
Implement Area2D space_override_mode = COMBINE
2015-04-18 14:44:59 -03:00
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
bad445066c Implement Area2D space_override_mode combine 2015-04-14 16:33:52 +00:00
e9f94ce8d2 fix area center of gravity 2015-03-22 15:11:36 -03:00
9012cd408e -Add support for one-way collision in 2D (only works for kinematic body so far)
-Solve drawing order bug introduced in previous commit: solves #1214
2015-01-13 21:19:11 -03:00
b51f645711 Changes to 2D physics engine
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Removed "density" property
-Added instead more flexible "angular damp" and "linear damp"
-Added ability to override angular and linear damp in rigidbody
-Added gravity scale option rigidbody

Test well and iron out bugs, when it works the same will be moved to 3D
2015-01-05 18:37:12 -03:00
d85b67be53 Bug Fixes
-=-=-=-=-

-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
2014-11-02 11:31:01 -03:00
a84ba9c853 Collada
-=-=-=-

-Fixed some DAE import & export bugs
-Changed Collada exporter to use the mesh loops API
-Added tangent export to Collada exporter
-Added triangulation option to Collada exporter
-Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful.
-Fixed some strange bug with kinematic bodies #776
-Fix release compilaiton issues #782
2014-10-14 01:01:25 -03:00
af4a97bef9 missing fils from yesterday comit.
must have made some mistake with git,
not sure why they were not sent..
2014-10-03 08:58:41 -03:00
d7d65fa2f2 -improved physics ccd
-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
2014-02-19 11:57:14 -03:00
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00