Commit Graph

89 Commits

Author SHA1 Message Date
Juan Linietsky ee464f56c4 Add a minimum treshold for acquiring rest contacts to avoid numerical precision issues. Fixes #25074 2019-02-16 13:45:01 -03:00
Juan Linietsky f439b786ea Allow kinematic bodies without shapes to still move, fixes #24775 2019-02-16 11:06:44 -03:00
Juan Linietsky 2e6c98058f Make ray shapes not work with OWC. They don't make practical sense together. Closes #25532 2019-02-16 10:07:27 -03:00
Rémi Verschelde 769341e180 Cleanup after @reduz :)
Fixes #25172.
2019-01-21 11:12:55 +01:00
Juan Linietsky d8b702b566 -Re-added margins in one way collision (made in a more user friendly way than in Godot 2.1), fixes #23860
-Fixed potential bug in OWC (i dont think anyone had it but..)
2019-01-18 14:15:05 -03:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Juan Linietsky 66c6dfb3fd Ensure that even at slow speed, you will always get collision using kinematic motion. Fixes #16250 2018-11-14 21:21:51 -03:00
Juan Linietsky 3226b44f79 Make sure rotated shapes with one way direction collisions work, fixes #12791 2018-11-10 10:12:35 -03:00
Juan Linietsky daa1686772
Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layers
Fix picking in CanvasLayer
2018-11-07 17:51:27 -03:00
Juan Linietsky 121cead38e <fales> end of the week ;-) 2018-11-03 13:30:08 -03:00
Juan Linietsky 3a62f29eef Fix condition test 2018-11-03 13:23:38 -03:00
Juan Linietsky 414097ebd9 Simple workaround to make one way moving platforms work, fixes #9399 2018-11-02 16:22:23 -03:00
Juan Linietsky 64f649a80c -Fix problem in OWC logic closes #11357
-Fix problem with kinematic move and disabled shapes, in both 2D and 3D
2018-11-02 15:45:36 -03:00
Superwaitsum e5041ad0f5 Add some limits on the Editor Settings 2018-10-24 19:46:33 -05:00
Rémi Verschelde 1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz 08bde5b2de Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Pedro J. Estébanez 6d0f4a4ad7 Fix picking in CanvasLayer
New APIs in 2D physics allow intersection queries filtered by CanvasLayer object instance id. Viewport keep an inventory of its descendant CanvasLayers and takes advantage of all that to test picking with the mouse/touch position correctly transformed for each CanvasLayer.
2018-08-25 00:03:26 +02:00
Rémi Verschelde 52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Juan Linietsky ee07fb5ebe Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ability to choose between bodies and areas when colliding. 2018-08-21 15:31:23 -03:00
Juan Linietsky 063a22851a -Added support for raycast in KinematicBody2D
-Added support for snapping in KinematicBody2D
2018-07-16 20:04:07 -03:00
Max Hilbrunner e790d4aafa
Merge pull request #18349 from Gorgexpress/master
Fixed 2D intersect_shape limiting broadphase results
2018-05-26 18:29:49 +02:00
Michael 1ba106a71e Fixed 2D intersect_shape limiting broadphase results
Physics2DDirectSpaceStateSW was applying the result limit to broadphase
collision detection instead of narrow. This is inconsistent with its 3D
variant, as well as the rest of the 2D direct space state functions.

Broadphase is now limited by INTERSECTION_QUERY_MAX like everything else,
and narrow phase is exited early when the result limit has been reached.
2018-04-22 06:01:29 -04:00
Crazy-P 158c7c72c7 Resolves crash on shape2D culling for empty Concave shapes
Fixes https://github.com/godotengine/godot/issues/17789
2018-04-12 18:15:34 +08:00
Andrea Catania 6ed392f47a Improved kinematic body 2D and 3D, Now can move rigid body 2018-02-20 12:43:47 +01:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
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 b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
AndreaCatania d6e413bb9c Removed type_mask and fixed some variable name 2017-11-21 22:56:40 +01:00
Juan Linietsky 4deac219b0 Remove node from list before calling queries, fixes #10886 2017-11-10 08:32:02 -03:00
MateusMP b37e277303 Fixing bad index used in Space2DSW
Fix wrong col_obj access using wrong index variable.
Related with issue #11695
2017-11-08 20:38:49 -02:00
Pedro J. Estébanez 7b12ae39f2 Rename RayCasts collision_layer to collision_mask
The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`.

Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property.

Fixes #7589, where it's also discussed.
2017-10-21 22:17:47 +02:00
Juan Linietsky d22ceeef1b correction to one way collision code 2017-09-17 10:18:09 -03:00
Juan Linietsky 5886f810c2 fixes to one way collision, closes #10971 2017-09-17 09:39:03 -03:00
Juan Linietsky 77ec304966 Fix special case where KinematicBody fails one way collisions by adding exclusion lists, closes #9729 2017-08-31 22:55:01 -03:00
Rémi Verschelde 7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Wilson E. Alvarez 738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
Pedro J. Estébanez e1bdf81008 Remove needless check in motion test
Since now one-way collision is at shapes, the removed if was unneeded.
2017-08-16 12:36:26 +02:00
Pedro J. Estébanez b4129df96c Fix crash in Space2DSW::test_body_motion()
Fixes #9692.
2017-07-25 03:57:11 +02:00
Juan Linietsky 2e73be99d8 Lots of work on Audio & Physics engine:
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
Rémi Verschelde e64b82ebfc Some more typo fixes for "threshold"
Looks like @reduz really does not like that word.
2017-07-15 12:01:46 +02:00
Poommetee Ketson 2fd204c35e Refactor 'treshold' to 'threshold' 2017-07-08 22:24:56 +07:00
Juan Linietsky bc509ac7bd Simplified 2D Kinematicbody.. 3D will wait a bit. 2017-06-24 12:34:29 -03:00
Juan Linietsky 6ba1e4677b -Trigger shapes removed in 2D, they became obsolete long ago when areas could detect their own overlap
-Added ability to disable individual collisionshape/polygon
-Moved One Way Collision to shape, allowing more flexibility
-Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer.
-Modifying a CollisionPolygon2D on the fly now works, it can even be animated.

Will port this to 3D once well tested. Have fun!
2017-06-23 23:39:52 -03:00
Poommetee Ketson 6c44fff508 Refactor layer_mask to collision_layer 2017-06-14 10:58:34 +07:00
alexholly a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
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