godot/modules/csg
Marcel Admiraal 63f4e92195 Use is_equal_approx() instead of vertex_snap when checking if ray is
colliding with equiplanar CSG faces.
2020-06-29 18:21:15 +01:00
..
doc_classes doc: Update classref with node renames 2020-03-30 18:23:02 +02:00
icons Renamed 2D and 3D nodes to make their types explicit 2020-03-27 14:54:04 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
config.py Merge pull request #37436 from akien-mga/doc-node-renames 2020-03-30 20:32:11 +02:00
csg.cpp Use is_equal_approx() instead of vertex_snap when checking if ray is 2020-06-29 18:21:15 +01:00
csg.h Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2020-05-14 16:54:55 +02:00
csg_gizmos.cpp Split `Geometry` singleton into `Geometry2D` and `Geometry3D` 2020-05-27 14:28:34 +03:00
csg_gizmos.h Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2020-05-14 16:54:55 +02:00
csg_shape.cpp Split `Geometry` singleton into `Geometry2D` and `Geometry3D` 2020-05-27 14:28:34 +03:00
csg_shape.h Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2020-05-14 16:54:55 +02:00
register_types.cpp Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2020-05-14 16:54:55 +02:00
register_types.h Adding missing include guards to header files identified by LGTM. 2020-03-23 04:52:36 -04:00