Marcel Admiraal
1e28e234c5
Check for the use of an empty shape in Bullet Kinematic collisions
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(cherry picked from commit ff9a6c4e39
)
2021-04-06 22:37:35 +02:00
Duddino
aabb8d78ef
Added some checks to prevent accessing a null collider
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Previously godot would try to access
`CollisionObjectBullet::bt_collision_object` even if it was null.
Fixes #46651
(cherry picked from commit c47070e165
)
2021-03-07 22:51:06 +01:00
Rémi Verschelde
d298949513
Merge pull request #42882 from madmiraal/fix-39767-3.2
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[3.2] Set Bullet collision shape index to zero when using a single shape or ConcavePolygonShape
2021-01-14 20:46:06 +01:00
Rémi Verschelde
152415a006
Merge pull request #43924 from madmiraal/fix-43588-3.2
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[3.2] Fix cast_motion sometimes failing
2021-01-14 20:44:40 +01:00
Rémi Verschelde
f93c2ddc92
Merge pull request #45163 from akien-mga/3.2-cherrypicks
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Cherry-picks for the 3.2 branch (future 3.2.4) - 16th batch
2021-01-13 17:38:05 +01:00
Rémi Verschelde
652105dcdd
Merge pull request #44704 from madmiraal/fix-44510-3.2
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[3.2] Add signal to inform joint that body has exited tree
2021-01-13 17:16:19 +01:00
Rémi Verschelde
b64fe918aa
Merge pull request #45160 from madmiraal/fix-45145-3.2
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[3.2] Only remove Bullet's body constraints when removing body from space
2021-01-13 17:16:01 +01:00
Rémi Verschelde
8a8e0ae2eb
Merge pull request #40990 from madmiraal/fix-40739-3.2
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[3.2] Reload Bullet space override modifier even when RigidBody is inactive.
2021-01-13 16:44:04 +01:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
2021-01-13 16:17:06 +01:00
Marcel Admiraal
47657cd140
Only remove Bullet's body constraints when removing body from space
2021-01-13 13:45:40 +00:00
Marcel Admiraal
6b3bab6e54
Add signal to inform joint that body has exited tree
2020-12-31 14:51:07 +00:00
Rémi Verschelde
344a02834b
Merge pull request #43899 from madmiraal/fix-43852-3.2
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[3.2] Remove any constraints connected to a Bullet body when removing it
2020-12-19 09:31:04 +01:00
Marcel Admiraal
825ad65fc4
Remove Generic6DOFJoint precision property
2020-12-15 10:15:42 +00:00
Marcel Admiraal
2e99b5b137
Fix cast_motion sometimes failing
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- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.
2020-11-27 15:32:25 +00:00
Marcel Admiraal
4bfcaeff5a
Remove any constraints connected to a Bullet body when removing it
2020-11-26 18:16:47 +00:00
Rémi Verschelde
fc5b106369
Merge pull request #42168 from madmiraal/fix-42108-3.2
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[3.2] Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-16 09:33:17 +01:00
Marcel Admiraal
b7d00a364e
Set Bullet collision shape index to zero when using a single shape
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or ConcavePolygonShape.
2020-10-19 11:50:29 +01:00
Marcel Admiraal
d9d9be07c2
Check entire basis column for zero size when unscaling Bullet basis.
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(cherry picked from commit 5278e07095
)
2020-10-04 20:52:38 +02:00
Marcel Admiraal
a9b5dc56a6
Check and correct for zero scaling when unscaling Bullet basis.
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(cherry picked from commit 4b14916288
)
2020-09-24 14:43:06 +02:00
Marcel Admiraal
fc72c3fdf5
Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-09-18 10:42:59 +01:00
Marcel Admiraal
edc4820430
Fix RigidBodyBullet areasWhereIam element shift.
2020-09-14 18:26:19 +01:00
Rafał Mikrut
808615ec3e
Fixes leak when creating bullet shape
2020-08-05 10:08:05 +02:00
Marcel Admiraal
c1290280ac
Reload Bullet space override modifier even when RigidBody is inactive.
2020-08-03 11:26:44 +01:00
Rémi Verschelde
10544f1cf7
Revert "Move Bullet physics query flush from Bullet space pre-tick callback to"
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This reverts commit e7d8464f87
.
Fixes #40508 regression.
This will be re-applied and the regression fixed for a future 3.2.x release.
2020-07-28 11:42:04 +02:00
Marcel Admiraal
5692bb4c81
Ensure Bullet HeightMapShape3D data width and depth are at least 2.
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(cherry picked from commit 236857c92a
)
2020-07-28 00:42:32 +02:00
Rémi Verschelde
400a780050
Revert "Allow Area2D and 3D mouse events without a collision layer"
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This reverts commit 15850687a8
.
2020-07-27 22:46:04 +02:00
Marcel Admiraal
98aabe111f
Use difference in position to check whether motion in Bullet is too close
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to zero.
2020-07-18 13:20:19 +01:00
volzhs
cfda32add0
Fix overlappingObjects vector crash
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use clear_overlaps() instead of clearing overlappingObjects directly
(cherry picked from commit 4e987f5ab9
)
2020-07-15 12:11:31 +02:00
Rémi Verschelde
717d4cbb73
Merge pull request #40309 from madmiraal/fix-40283-3.2
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[3.2] Set isScratchedSpaceOverrideModificator to false when removing a RigidBodyBullet from a space.
2020-07-13 18:00:12 +02:00
Marcel Admiraal
a3246a5ebe
Set isScratchedSpaceOverrideModificator to false when removing a
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RigidBodyBullet from a space.
2020-07-12 07:53:32 +01:00
Tomasz Chabora
15850687a8
Allow Area2D and 3D mouse events without a collision layer
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Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2020-07-11 11:14:12 +01:00
Marcel Admiraal
e7d8464f87
Move Bullet physics query flush from Bullet space pre-tick callback to
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Bullet physics flush_queries() as is done in Godot physics, and remove
the pre-tick callback.
2020-07-08 11:42:29 +01:00
Marcel Admiraal
d0fb6d6971
Clear a Bullet Area's overlappingObjects vector when removing an area
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from a space.
(cherry picked from commit a615d359e8
)
2020-07-06 19:17:11 +02:00
Rémi Verschelde
44a516986d
Merge pull request #39084 from madmiraal/backport-37314
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[3.2] Better damping implementation for Bullet rigid bodies
2020-07-02 13:26:03 +02:00
PouleyKetchoupp
d2aa3031dc
Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
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(cherry picked from commit 8b0232bf29
)
2020-06-22 12:03:21 +02:00
Marcel Admiraal
b006f5402d
Check for motion in cast_motion() before doing Bullet convexSweepTest().
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Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
2020-06-21 16:28:01 +01:00
Rémi Verschelde
7bf9787921
SCons: Format buildsystem files with psf/black
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Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65
)
2020-06-10 15:30:52 +02:00
Marcel Admiraal
5d8b0649be
Apply old method for linear & angular damping in Bullet, in order to
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make it easier to tweak and consistent with Godot Physics.
Include patch applied to Bullet master to enable dampings greater than 1.
2020-05-27 17:53:43 +01:00
Marcel Admiraal
8f0f2bf4ef
Better damping implementation for Bullet rigid bodies
2020-05-27 17:50:24 +01:00
Marcel Admiraal
08fa7cd8d9
Correct Bullet's default Area angular damp value.
2020-05-27 11:53:41 +01:00
Andrea Catania
b7dace75c7
Make softbody completelly stiff to attachment point
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(cherry picked from commit ca7ee56759
)
2020-05-01 10:56:57 +02:00
Rémi Verschelde
253fc093b8
DocData: Skip unexposed classes
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Properly expose classes that we actually want accessible.
(cherry picked from commit 0ef8bcac4d
)
2020-04-21 14:15:34 +02:00
Phischermen
c75459ac95
Enabled concave collision detection with Areas in Bullet.
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(cherry picked from commit 2c01cf54f8
)
2020-03-04 09:51:15 +01:00
Rémi Verschelde
2d20fc39aa
doc: Drop unused 'category' property from header
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We already removed it from the online docs with #35132 .
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
Rémi Verschelde
41b21dee01
Bullet: Prevent potential division by zero
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Fixes #33715 .
2020-01-21 00:20:57 +01:00
Rémi Verschelde
0b185278f3
Merge pull request #34225 from madmiraal/fix-34210
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Add check for zero length motion at beginning of each sweep test loop in SpaceBullet::test_body_motion
2020-01-11 11:57:41 +01:00
Rémi Verschelde
29e07dfa4e
bullet: Sync with upstream 2.89
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This allows distro unbundling again for distros that ship Bullet 2.89+.
2020-01-08 18:05:43 +01:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
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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
Marcel Admiraal
e0d252311e
Add check for zero length motion at beginning of each sweep test loop
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in SpaceBullet::test_body_motion.
2019-12-10 08:16:32 +01:00
Marcel Admiraal
78055cbdaf
Check that motion is not zero before doing a sweep test.
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Fixes #25476 .
2019-12-09 09:21:38 +01:00