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joints
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Fix various typos with codespell
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2021-07-25 11:21:51 +02:00 |
SCsub
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SCons: Format buildsystem files with psf/black
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2020-03-30 09:05:53 +02:00 |
area_3d_sw.cpp
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Rename Transform to Transform3D in core
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2021-06-03 07:30:01 -04:00 |
area_3d_sw.h
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Rename Transform to Transform3D in core
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2021-06-03 07:30:01 -04:00 |
area_pair_3d_sw.cpp
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Ensure KinematicBodies only interact with other Bodies with matching mask.
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2021-07-19 17:03:43 +01:00 |
area_pair_3d_sw.h
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Godot Physics collisions and solver processed on threads
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2021-04-26 18:26:00 -07:00 |
body_3d_sw.cpp
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Safe margin cleanup
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2021-06-04 11:40:36 -07:00 |
body_3d_sw.h
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Fix applied rotation from moving platforms in move_and_slide
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2021-08-09 12:30:17 -07:00 |
body_pair_3d_sw.cpp
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One-directional collision layer check for rigid bodies and soft bodies
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2021-07-19 17:24:04 -07:00 |
body_pair_3d_sw.h
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One-directional collision layer check for rigid bodies and soft bodies
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2021-07-19 17:24:04 -07:00 |
broad_phase_3d_bvh.cpp
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Dynamic BVH broadphase in 2D & 3D Godot Physics
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2021-05-10 16:28:55 -07:00 |
broad_phase_3d_bvh.h
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Dynamic BVH broadphase in 2D & 3D Godot Physics
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2021-05-10 16:28:55 -07:00 |
broad_phase_3d_sw.cpp
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Update copyright statements to 2021
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2021-01-01 20:19:21 +01:00 |
broad_phase_3d_sw.h
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Dynamic BVH broadphase in 2D & 3D Godot Physics
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2021-05-10 16:28:55 -07:00 |
collision_object_3d_sw.cpp
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Fix and clean disabled shapes handling in godot physics servers
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2021-06-22 16:51:47 -07:00 |
collision_object_3d_sw.h
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One-directional collision layer check for rigid bodies and soft bodies
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2021-07-19 17:24:04 -07:00 |
collision_solver_3d_sat.cpp
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Make radius & height in CapsuleShape3D independent
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2021-08-11 14:54:53 -07:00 |
collision_solver_3d_sat.h
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Rename Transform to Transform3D in core
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2021-06-03 07:30:01 -04:00 |
collision_solver_3d_sw.cpp
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Remove infinite inertia and ray shapes from CharacterBody
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2021-08-10 12:10:26 -07:00 |
collision_solver_3d_sw.h
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Rename Transform to Transform3D in core
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2021-06-03 07:30:01 -04:00 |
constraint_3d_sw.h
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Godot Physics collisions and solver processed on threads
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2021-04-26 18:26:00 -07:00 |
gjk_epa.cpp
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Rename Transform to Transform3D in core
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2021-06-03 07:30:01 -04:00 |
gjk_epa.h
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Rename Transform to Transform3D in core
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2021-06-03 07:30:01 -04:00 |
joints_3d_sw.h
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Godot Physics collisions and solver processed on threads
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2021-04-26 18:26:00 -07:00 |
physics_server_3d_sw.cpp
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Remove infinite inertia and ray shapes from CharacterBody
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2021-08-10 12:10:26 -07:00 |
physics_server_3d_sw.h
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Remove infinite inertia and ray shapes from CharacterBody
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2021-08-10 12:10:26 -07:00 |
physics_server_3d_wrap_mt.cpp
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Refactor CommandQueueMT
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2021-06-09 13:10:49 -03:00 |
physics_server_3d_wrap_mt.h
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Remove infinite inertia and ray shapes from CharacterBody
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2021-08-10 12:10:26 -07:00 |
shape_3d_sw.cpp
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Make radius & height in CapsuleShape3D independent
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2021-08-11 14:54:53 -07:00 |
shape_3d_sw.h
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Make radius & height in CapsuleShape3D independent
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2021-08-11 14:54:53 -07:00 |
soft_body_3d_sw.cpp
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Use the standard C `INFINITY` and `NAN` constants directly
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2021-07-21 10:41:08 +02:00 |
soft_body_3d_sw.h
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Rename Transform to Transform3D in core
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2021-06-03 07:30:01 -04:00 |
space_3d_sw.cpp
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Remove infinite inertia and ray shapes from CharacterBody
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2021-08-10 12:10:26 -07:00 |
space_3d_sw.h
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Remove infinite inertia and ray shapes from CharacterBody
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2021-08-10 12:10:26 -07:00 |
step_3d_sw.cpp
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Godot Physics collisions and solver processed on threads
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2021-04-26 18:26:00 -07:00 |
step_3d_sw.h
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Godot Physics collisions and solver processed on threads
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2021-04-26 18:26:00 -07:00 |