Commit Graph

142 Commits

Author SHA1 Message Date
Pedro J. Estébanez 32eb2cc61e Complement KinematicBody2D fix
>> which was done at 5fc084c28e
2017-03-06 05:25:22 +01:00
Rémi Verschelde 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
Rémi Verschelde f13e87e257 Merge pull request #7802 from tagcup/physics_64bit
Use real_t as floating point type in physics code.
2017-02-26 20:10:54 +01:00
Juan Linietsky da11d6d9e8 Many fixes to make exported scenes work better, still buggy. 2017-02-15 08:34:02 -03:00
Ferenc Arn eae94ba1c8 Use real_t as floating point type in physics code.
This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code.

Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
2017-02-13 17:42:02 -06:00
Juan Linietsky 52e2a1e98d fixed to 2D physics, makes it work again 2017-01-15 09:50:27 -03:00
Rémi Verschelde 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
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Ferenc Arn f271591ac2 Various corrections in 2D math.
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly.

Affected code in the Godot code base is also fixed in this commit.

The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
2017-01-10 10:14:20 -06:00
Juan Linietsky 0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
Rémi Verschelde 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
Rémi Verschelde 1c6058a5bc Merge pull request #6691 from Faless/expose_more_physics
Expose more 2D/3D physics options in project settings (#5029)
2016-10-09 14:08:50 +02:00
Fabio Alessandrelli 1d09c27ba4 Expose more 2D/3D physics options in project settings 2016-10-03 14:40:47 +02:00
Victor Seiji Hariki e5edd50d62 Now ignoring remaining collision shapes. 2016-09-26 23:40:06 -03:00
Juan Linietsky 5fc084c28e -Fixed issue in Kinematicbody2D 2016-09-01 12:03:55 -03:00
Juan Linietsky fc70824f7c More improvements to visual script..
fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
Rémi Verschelde f40f360a2c Remove unused variables (fourth pass) + dead code
Also fix a potential regression from 3fcb9b1ec1.
2016-07-08 16:47:55 +02:00
Juan Linietsky a75f896338 First version of Profiler
It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
Marc Gilleron d239e6bc0e Fixed #4163 (intersect_shape crashes on results limit) 2016-04-12 02:18:41 +02:00
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 0e71d49ef4 -Fix crash at exit due to unnecesary check in command queue, fixes #2034
-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
2016-01-04 00:00:33 -03:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
eska 13ff4bde65 Fix Area2D type mask matching 2015-10-09 21:54:16 +02:00
Juan Linietsky 83d9a692be Ability to visually debug geometry visually:
-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 4613a3f2c0 small fixes 2015-06-30 11:59:00 -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 af06843982 -new collision layer & mask system for 2D, for more flexible collision masking 2015-05-03 16:47:21 -03:00
Juan Linietsky 28c4afeb57 -Rewritten KinematicBody2D::move to MUCH more efficient code.
-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
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky c6c72a3c37 input events on Area2D is now supported
also added a demo showing how this works
2015-03-22 01:46:18 -03:00
Juan Linietsky a969e2e6f1 Area2D can now detect overlap with other areas
this should make everything simpler, specially for newcomers to Godot
2015-03-17 00:45:25 -03:00
Juan Linietsky 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
Juan Linietsky 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
Juan Linietsky fc676fa6f8 missing files with fixes for shower of bullets 2014-11-06 11:02:40 -03:00
Juan Linietsky 371eac9bef -added custom metadata to physics shapes (2D only for now)
-gizmos are not displayed in camera preview
2014-10-16 00:06:34 -03:00
Juan Linietsky 1a2cb755e2 3D Physics and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=

-New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too.
-A lot of fixes to the 3D physics engine
-Added KinematicBody with demo
-Fixed the space query API for 2D (demo will come soon). 3D is WIP.
-Fixed long-standing bug with body_enter/body_exit for Area and Area2D
-Performance variables now includes physics (active bodies, collision pairs and islands)
-Ability to see what's inside of instanced scenes!
-Fixed Blend Shapes (no bs+skeleton yet)
-Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
2014-09-02 23:13:40 -03:00
Juan Linietsky b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00
Juan Linietsky 7ca29bfaa7 -added kinematic body
-added kinematic body demos
2014-02-22 20:28:19 -03:00
Juan Linietsky 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
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00