Commit Graph

14 Commits

Author SHA1 Message Date
rafallus ba7d3f8331 Fix `input_ray_pickable` documentation for `CollisionObject3D` 2022-01-18 01:01:11 -06:00
Rémi Verschelde 6c1bd4d227
Replace Godot docs URL with `$DOCS_URL` in XML class reference 2021-11-15 13:02:21 +01:00
reduz 5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
PouleyKetchoupp 989acbbe81 Uniformize layer names, script methods and documentation
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Rémi Verschelde 6acbcf7a86
Merge pull request #50625 from nekomatata/body-one-direction-layers
One-directional collision layer check for rigid bodies and soft bodies
2021-07-31 22:12:46 +02:00
Rémi Verschelde 7adf4cc9b5
doc: Use self-closing tags for `return` and `argument`
For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
2021-07-30 15:29:52 +02:00
Raul Santos f8374b021e Fix typo in CollisionObject documentation 2021-07-24 22:57:18 +02:00
PouleyKetchoupp 940838c174 One-directional collision layer check for rigid bodies and soft bodies
Check for each body individually if it collides with the other one or
ignores it.

When a body is being ignored, the other body's mass is considered
infinite when applying impulses to avoid extra overlapping.
2021-07-19 17:24:04 -07:00
PouleyKetchoupp 5cbdc7a0ac Add support for controlling physics nodes' behavior when disabled
New property disable_mode to set different behaviors:
Remove: remove from physics simulation
MakeStatic: change body mode to static (doesn't affect area and soft body)
KeepActive: do nothing

Extra change:
Handle disable/enable node state with specific notifications, in order
to differentiate global pause from disabled nodes.
2021-06-30 09:20:44 -07:00
Marcel Admiraal be26a5e40e Rename CollisionObject3D input_event signal position and normal parameters 2021-06-07 08:52:24 +01:00
Aaron Franke 0ac4051c00
Update documentation for Transform3D 2021-06-03 07:30:01 -04:00
Rémi Verschelde cab5064f20
doc: Sync classref with current source
And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
2021-04-29 12:11:40 +02:00
Marcel Admiraal 071871b787 Move collision layer and mask into CollisionObject. 2021-04-20 10:38:42 +01:00
Rémi Verschelde eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00