Victor Seiji Hariki
a3c58999e2
Now ignoring remaining collision shapes.
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(cherry picked from commit e5edd50d62
)
2016-10-09 17:22:48 +02:00
anneomcl
12edde80f2
Fix for #6158 . Converting Vector2 to Size2 for scaling functions.
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(cherry picked from commit aa5ade834c
)
2016-10-09 17:18:54 +02:00
Rémi Verschelde
3725114a16
Merge pull request #5383 from Ovnuniarchos/OptimizeOneWay
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Optimized one-way collision loops.
2016-07-18 16:37:50 +02:00
Rémi Verschelde
f40f360a2c
Remove unused variables (fourth pass) + dead code
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Also fix a potential regression from 3fcb9b1ec1
.
2016-07-08 16:47:55 +02:00
Ovnuniarchos
b09b449615
Optimized one way collision loops.
2016-06-24 08:43:23 +02:00
Juan Linietsky
4b05181397
Fixed a stupid bug with segment-segment collision in SAT physics, closes #4801 , closes #4984
2016-06-18 18:32:10 -03:00
Juan Linietsky
b4b80625d1
Change hash grid in 2D physics to contemplate large objects as separate cases, to avoid huge memory and performance penalty. Fixes #4662
2016-06-18 17:21:53 -03:00
Rémi Verschelde
80727b6896
Drop empty .cpp files for header-only classes
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Part of #5272
2016-06-18 20:00:08 +02:00
Rémi Verschelde
a7fc04626a
Add missing license headers in our source files ( #5255 )
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Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky
a75f896338
First version of Profiler
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It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
Josh Grams
a7b4127481
RigidBody2D (add_force, set_inertia): new methods.
2016-04-26 08:15:15 -04:00
Josh Grams
ffaced87a6
RigidBody2D: rename apply_impulse(pos) to offset.
2016-04-24 04:36:51 -04:00
Josh Grams
f7d31cec38
RigidBody2D: add and bind get_inertia() method.
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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
Marc Gilleron
d239e6bc0e
Fixed #4163 (intersect_shape crashes on results limit)
2016-04-12 02:18:41 +02:00
Rémi Verschelde
b5f873c9d1
Merge pull request #3999 from neikeq/issues_3650_3990
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Fix crash when resizing ConcavePolygonShape2D segments
2016-03-10 06:29:20 +01:00
Ignacio Etcheverry
3fc16d4025
Fix crash when resizing ConcavePolygonShape2D segments
2016-03-09 19:52:15 +01:00
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
Biliogadafr
e8c5b41dd8
Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable'
2016-02-01 04:30:16 +03:00
Juan Linietsky
d01f55a78e
Merge pull request #2698 from Faless/add_area_fix
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Fix bug in Body(2D)SW::add_area
2016-01-23 23:07:23 -03:00
Juan Linietsky
0e71d49ef4
-Fix crash at exit due to unnecesary check in command queue, fixes #2034
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-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
2016-01-04 00:00:33 -03:00
Juan Linietsky
606729fa2d
physics state properly returns contact metadata, closes #1979
2016-01-03 20:23:44 -03:00
Juan Linietsky
27c47e09a1
skip the first integration in physics bodies, fixes #2213
2016-01-02 13:28:18 -03:00
Juan Linietsky
0ed864d876
properly removing unprocessed objects from physics islands fixes one way platforms for rigidbodies, closes #2345
2016-01-01 12:13:17 -03:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
Juan Linietsky
1e65c3c701
remove error print in area collision, should be a valid situation, closes #2463
2015-12-31 11:15:49 -03:00
Ovnuniarchos
89efebbf56
New and corrected are override modes.
2015-12-14 02:56:49 +01:00
Ovnuniarchos
43b2c9c7a4
Areas now calculate their dampenings the same way as their gravity.
2015-12-08 18:45:14 +01:00
Fabio Alessandrelli
1231c795de
Fix Body (and Body2D) add_area / remove_area when area have multiple shapes
2015-12-02 11:30:48 +01:00
Juan Linietsky
d3eb9e8c54
-remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260
2015-11-19 10:41:20 -03:00
Rémi Verschelde
399b1b0474
Cosmetic fixes to SCons buildsystem
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- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39 )
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
Juan Linietsky
a871fc9112
Merge pull request #2587 from eska014/fix-area2d-mask-matching
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Fix Area/Area2D mask matching
2015-10-17 09:47:27 -03:00
Biliogadafr
2ffc90d8b4
Expose softness parameter of pin joint to the editor.
2015-10-10 23:28:05 +03:00
eska
13ff4bde65
Fix Area2D type mask matching
2015-10-09 21:54:16 +02:00
Juan Linietsky
83d9a692be
Ability to visually debug geometry visually:
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
Juan Linietsky
b0aa49accb
merged some stuff for okam
2015-09-03 23:24:55 -03:00
Juan Linietsky
2d8866574d
Added gravity scale, and linear/angular damp override to 3D physics.
2015-08-30 18:57:17 -03:00
Juan Linietsky
4613a3f2c0
small fixes
2015-06-30 11:59:00 -03:00
Juan Linietsky
5064cc5006
Merge pull request #1932 from Faless/gravity_distance_full
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Calculate gravity based on distance from body to gravity point
2015-06-07 00:25:37 -03:00
Juan Linietsky
f62961aba3
-fix bug in animation editor
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-fix crash bug in physics motion, closes #1993
2015-05-27 17:30:50 -03:00
Juan Linietsky
b1b7826ea7
oops, previous commit was not working
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it is working now
2015-05-26 01:30:36 -03:00
Juan Linietsky
9df77d2765
ability to run 2D physics in a thread
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also, 2D physics is now thread safe too.
see physics_2d/thread_model
2015-05-26 01:06:05 -03:00
Fabio Alessandrelli
590afbcac4
Calculate gravity based on distance from body to gravity point (2D)
2015-05-18 01:32:26 +00:00
Juan Linietsky
bbe9a37f1d
sleeping property now should work properly, fixes #1892
2015-05-16 17:54:36 -03:00
Juan Linietsky
32b1b472af
-improved one-way collision handling in both dynamic and character bodies for 2D, fixes #1854
2015-05-10 19:24:09 -03:00
Juan Linietsky
e7aa37fe75
improved kinematic motion, improved demos for kinematic motion
2015-05-03 22:37:10 -03:00
Juan Linietsky
767f71a35e
-Made one way collision work with 2D physics (rigidbody)
2015-05-03 18:18:21 -03:00
Juan Linietsky
af06843982
-new collision layer & mask system for 2D, for more flexible collision masking
2015-05-03 16:47:21 -03:00
Juan Linietsky
3bcb930e8a
properly wake up bodies when a parameter changes, fixes #1740
2015-04-26 16:20:00 -03:00
Juan Linietsky
f971ae32e1
casting line into physics on negative space now works properly, fixes #1726
2015-04-24 22:41:31 -03:00
Juan Linietsky
28c4afeb57
-Rewritten KinematicBody2D::move to MUCH more efficient code.
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-KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649
-Removed object type masking for KinematicBody2D
-Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there.
2015-04-19 20:50:55 -03:00