40c7716586
Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their respective 2D counterparts to be more consistent and to include more useful methods.
...
RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse
PhysicsDirectBodyState:
- Added apply_central_impulse
Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse
PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse
Also fixed some small bugs along the way
2018-07-24 05:00:56 -04:00
2b9902db06
-Fix disable_3d flag
...
-Add extra flag optimize=[size,speed] to be able to prioritize size
2018-07-21 17:26:49 -03:00
0a36e974da
added cylinder shape support
2018-07-01 11:16:54 +02:00
0ea9c7c4dd
Expose methods area_set_area_monitor_callback and area_set_monitorable in PhysicsServer and Physics2DServer
2018-05-25 20:46:54 +02:00
09c887f38e
Implemented interface for bullet joint motors
2018-03-16 13:37:15 +01:00
134cca0cf2
Fixed physics server typo
2018-02-27 08:42:09 +01:00
a930797c31
Added Physics state APIs
2018-02-16 17:48:07 +01:00
9b8e8b2220
Bind many more properties to scripts
...
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
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
5dee44bbc1
Implemented physics linear and angular lock
2017-12-10 17:21:14 +01:00
25b36f18d3
Merge pull request #12756 from Stratos695/master
...
Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500 )
2017-12-09 13:01:41 +01:00
bc2e8d99e5
Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
...
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
d6e413bb9c
Removed type_mask and fixed some variable name
2017-11-21 22:56:40 +01:00
2fce0010f0
classref: Sync with current source
...
[ci skip]
2017-11-13 09:25:53 +01:00
bd5df84199
Allow double-axis lock in RigidBody and KinematicBody
2017-11-10 22:33:54 +01:00
10f879bf88
Rewritten kinematic system
2017-11-07 15:22:09 +01:00
7715a261d5
Merge pull request #12262 from AndreaCatania/pplug
...
Physics server plug
2017-11-03 23:39:44 -03:00
7a9ca08f16
Implemented physics plug
...
Moved init_physics
Implemented physics 2D plug
Fix clang
Fix clang
Fix static check
Fix clang
Fix static check
Moved physics server initialization
Moved physics server settings initialization
2017-11-04 03:25:51 +01:00
9cadb9e5f3
Bind unbound enums, rearrange some by value
2017-10-22 01:58:02 +07:00
c56c67db39
Added new API to get body direct state
2017-09-29 17:33:30 +02:00
5ad9be4c24
Rename pos to position in user facing methods and variables
...
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.
2017-09-20 13:11:10 +02:00
0fffa45158
Fix enums bindings
...
Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
e5aec72bae
Fix typo 'inetria' to 'inertia'
2017-09-01 01:32:29 +07:00
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
32dd9a9f66
ClassDB: Provide the enum name of integer constants
2017-08-20 22:07:43 +02:00
00f6c85928
Synchronize parameter names in definition and declaration
...
Fixes #10244 .
2017-08-16 17:22:23 +02:00
2f290038d6
Removes type information from method binds
2017-08-10 07:17:50 +02:00
5ae78fdf6a
Makes all Godot API's methods Lower Case
2017-08-07 18:24:35 +07:00
6c44fff508
Refactor layer_mask to collision_layer
2017-06-14 10:58:34 +07:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
5dbf1809c6
A Whole New World (clang-format edition)
...
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
411ee71b4d
Rename the _MD macro to D_METHOD
...
This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
93ab45b6b5
Style: Fix whole-line commented code
...
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
e6583117df
Both Array and Dictionary are always in shared mode (removed copy on write).
2017-01-11 08:54:17 -03:00
2e38b32e0f
Fixed inertia tensor computation and center of mass
2017-01-09 00:13:54 +00:00
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
...
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
c7bc44d5ad
Welcome in 2017, dear changelog reader!
...
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
f7c3d6329c
Port collision and layer masks to 3D, fixes #1759
...
Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
2016-04-09 22:11:12 +03:00
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
d4993b74fc
Add missing argument names in GDScript bindings
...
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
89efebbf56
New and corrected are override modes.
2015-12-14 02:56:49 +01:00
2d8866574d
Added gravity scale, and linear/angular damp override to 3D physics.
2015-08-30 18:57:17 -03:00
473c7222f5
Calculate gravity based on distance from body to gravity point
2015-05-18 01:30:43 +00:00
af06843982
-new collision layer & mask system for 2D, for more flexible collision masking
2015-05-03 16:47:21 -03:00
4804462ee0
-Fixes from source code analyzizer, closes #1768
2015-05-01 10:44:08 -03:00
4661a6e126
-try to avoid errors when path using ".." is present in script include, fixes #1703
2015-04-18 16:17:33 -03:00
6dd8768811
3D Import Import & UDP
...
-=-=-=-=-=-=-=-=-=-=-
-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
2014-11-12 11:23:23 -03:00
79664b42e9
Fix some incorrect bindings in PhysicsServer
2014-10-24 13:57:46 +02:00