tagcup
a5e0bb447c
Avoid converting Quat to Euler angles when not necessary.
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Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis.
Added various missing functions and constructors.
Should close #17968 .
2018-04-14 15:53:25 -04:00
Andrea Catania
df2a626b49
Fixed wrong function call
2018-04-12 11:02:43 +02:00
Andrea Catania
f0abdf06ad
Rigidbody wake up when hitten by a kinematic body
2018-04-12 07:59:12 +02:00
Rémi Verschelde
e1fef9bd76
Merge pull request #17959 from AndreaCatania/kinfix2
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Fixed kinematic sliding on trimesh
2018-04-04 11:21:49 +02:00
Andrea Catania
b050525072
Fixed kinematic sliding on trimesh
2018-04-04 10:49:10 +02:00
Andrea Catania
fe768f4f00
physics area added monitorable check
2018-04-01 11:27:18 +02:00
Andrea Catania
0e446f8aff
Fixed kinematic char sliding
2018-02-25 21:05:14 +01:00
luz.paz
612ab4bbc6
Fix typos with codespell
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Andrea Catania
6ed392f47a
Improved kinematic body 2D and 3D, Now can move rigid body
2018-02-20 12:43:47 +01:00
Andrea Catania
f48845428d
Added return true o collide when no rusult is NULL
2018-02-14 08:18:48 +01:00
Paolo Perkovic
08d4bfacaf
Fix inconsistencies and typos in argument names
2018-02-01 16:47:20 +01:00
Lee Pugh
ac26bf0fb4
Expose PhysicsDirectBodyState.get_contact_impulse
2018-01-12 15:27:45 -06:00
AndreaCatania
50c99370d2
Fixed Bullet collision shapes scale
2018-01-08 16:44:33 +01:00
Rémi Verschelde
e4213e66b2
Add missing copyright headers and fix formatting
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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
Rémi Verschelde
f8b58784bc
Merge pull request #13257 from AndreaCatania/master
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Fixed kinematic movement stuck, Changed how shape scale works.
2018-01-04 15:26:23 +01:00
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
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Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
AndreaCatania
f4b96cc0a9
Fixed kinematic movement stuck, Changed how shape scale works, Optimized
2017-12-23 18:23:12 +01:00
AndreaCatania
785173e899
Ray cast return shape id. Fixes #14473
2017-12-10 12:20:36 +01:00
Rémi Verschelde
13c2ff9320
Style: Apply new clang-format 5.0 style to all files
2017-12-07 08:02:00 +01:00
Rémi Verschelde
3fffe6ccb4
Merge pull request #13202 from AndreaCatania/master
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Space override scratching when body is add to world
2017-11-23 09:30:27 +01:00
AndreaCatania
8de4df3fe2
Space override scratching when body is add to world
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Fixes #13182
2017-11-23 01:26:49 +01:00
AndreaCatania
d6e413bb9c
Removed type_mask and fixed some variable name
2017-11-21 22:56:40 +01:00
muiroc
5dac3e857f
bullet cast_motion: reordered null check
2017-11-20 19:00:47 +01:00
AndreaCatania
0327a51c12
Added null check in Bullet cast_motion API
2017-11-19 18:21:36 +01:00
AndreaCatania
d250ade37b
Fixed gravity scale
2017-11-19 17:52:45 +01:00
AndreaCatania
aa3e740a53
Removed dynamic_cast from Bullet Server
2017-11-19 17:11:47 +01:00
AndreaCatania
e6ba163031
Fixed kinematic movement on concave shape
2017-11-19 17:01:08 +01:00
AndreaCatania
10f879bf88
Rewritten kinematic system
2017-11-07 15:22:09 +01:00
AndreaCatania
fb4871c919
Bullet physics engine implementation
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This is a bullet wrapper that allows Godot to use Bullet physics and benefit about all features.
Also it support all specific Godot physics functionality like multi shape body, areas, RayShape, etc..
It improve the Joints, Trimesh shape, and add support to soft body even if Godot is not yet ready to it.
2017-11-04 20:52:59 +01:00