Commit Graph

45 Commits

Author SHA1 Message Date
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky
cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Juan Linietsky
4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Robin Hübner
8aeade74db Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/' 2019-08-12 10:15:54 +02:00
Rémi Verschelde
6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Aaron Franke
702b539405
Change "ID" to lowercase "id"
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-09 06:25:32 -04:00
ShyRed
a9d4cde0f5 Allow adding disabled shapes
Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
2019-04-23 18:06:48 +02:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Andrea Catania
a395d809a5 Added function to control 6DOF precision 2018-11-27 07:11:28 +01:00
Andrea Catania
15305ec91f Optimitzed area overlap checks 2018-10-07 07:14:38 +02:00
Andrea Catania
7d681274f8 Improved code that handles collision shapes, fixes #21945 2018-10-06 16:50:10 +02:00
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
Rémi Verschelde
77185aaf21
Merge pull request #21049 from AndreaCatania/joints
Improved 6DOF joint implementation
2018-08-24 17:10:54 +02:00
Rémi Verschelde
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Rémi Verschelde
912131fe03
Merge pull request #20101 from panzergame/shape_margin
Expose bullet shape margin to UI.
2018-08-21 16:17:11 +02:00
Juan Linietsky
d88d0d457d Fixes to move and slide and ray separation, implement separation in Godot physics 2018-08-20 17:31:55 -03:00
Andrea Catania
0010d9c82a Added ray shape and move_and_slide with snapping on 3D.
Added stop_on_slope on 2d part
2018-08-19 13:45:23 +02:00
Tristan Porteries
e5bfa98d0f Expose bullet shape margin to UI.
The margin value is exposed into the UI for shape ressource.
This value can be modified through set_margin and get from get_margin
or by using the property margin. Each time the margin is modified
the associated collision shape is recreated and the margin value is
used in ShapeBullet::prepare.
2018-08-16 16:58:15 +02:00
Andrea Catania
a12e3bab23 Improved 6DOF joint implementation, and removed useless function from cone joint 2018-08-15 18:14:32 +02:00
Juan Linietsky
14fd797c53
Merge pull request #20381 from AndreaCatania/phymat_2
Improved Physics material
2018-08-07 15:31:26 -03:00
Andrea Catania
5e65e28eed Removed physics material combination mode. Added rough and absorbent parameter to material. Fixed 'change' signal connection 2018-08-07 19:38:04 +02:00
Tiger Caldwell
40c7716586 Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their respective 2D counterparts to be more consistent and to include more useful methods.
RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse

RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse

PhysicsDirectBodyState:
- Added apply_central_impulse

Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse

PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse

Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse

Also fixed some small bugs along the way
2018-07-24 05:00:56 -04:00
AndreaCatania
17ebbfb56d Implemented Soft body
- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
2018-07-23 20:50:23 +02:00
Juan Linietsky
1ad20dc2f1
Merge pull request #12403 from AndreaCatania/phymat
Physics material
2018-07-23 07:37:03 -03:00
muiroc
0a36e974da added cylinder shape support 2018-07-01 11:16:54 +02:00
AndreaCatania
5f66734d2d Implemented physics material
Hidden a function

Fixed travis static check
2018-05-11 03:23:09 +02:00
Wilson E. Alvarez
e5ae9750ed Fixed leak in BulletPhysicsServer 2018-03-13 15:24:30 -04:00
Andrea Catania
e1e78a51aa Implemented Bullet method omit forces 2018-02-27 08:41:17 +01:00
luz.paz
612ab4bbc6 Fix typos with codespell
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
a42765dada Added physics API in order to enable/disable collisions between rigidbody attached to a joint with bullet physics bullet
Fixes #16424
2018-02-05 18:54:07 +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
firefly2442
ac2b084fdc fix typo in switch statement 2017-12-30 21:49:04 -07:00
AndreaCatania
5dee44bbc1 Implemented physics linear and angular lock 2017-12-10 17:21:14 +01:00
Rémi Verschelde
25b36f18d3
Merge pull request #12756 from Stratos695/master
Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500)
2017-12-09 13:01:41 +01:00
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Andrea Catania
2336927043
Fixed bullet server null pointer check
Fixed bullet server null pointer check
2017-11-30 20:38:57 +01:00
Eric Rybicki
bd5df84199 Allow double-axis lock in RigidBody and KinematicBody 2017-11-10 22:33:54 +01:00
Juan Linietsky
50a9bd4e23
Merge pull request #12713 from AndreaCatania/master
Rewritten kinematic system
2017-11-09 16:08:58 -03:00
AndreaCatania
10f879bf88 Rewritten kinematic system 2017-11-07 15:22:09 +01:00
AndreaCatania
2c69f3d0d2 Bullet - Added support to multiple spaces 2017-11-05 18:50:39 +01:00
AndreaCatania
fb4871c919 Bullet physics engine implementation
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