Commit graph

21 commits

Author SHA1 Message Date
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
Ferenc Arn
eae94ba1c8 Use real_t as floating point type in physics code.
This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code.

Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
2017-02-13 17:42:02 -06:00
Juan Linietsky
52e2a1e98d fixed to 2D physics, makes it work again 2017-01-15 09:50:27 -03:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Ferenc Arn
f271591ac2 Various corrections in 2D math.
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly.

Affected code in the Godot code base is also fixed in this commit.

The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
2017-01-10 10:14:20 -06:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Ovnuniarchos
b09b449615 Optimized one way collision loops. 2016-06-24 08:43:23 +02:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Juan Linietsky
0ed864d876 properly removing unprocessed objects from physics islands fixes one way platforms for rigidbodies, closes #2345 2016-01-01 12:13:17 -03:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky
83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
Juan Linietsky
32b1b472af -improved one-way collision handling in both dynamic and character bodies for 2D, fixes #1854 2015-05-10 19:24:09 -03:00
Juan Linietsky
767f71a35e -Made one way collision work with 2D physics (rigidbody) 2015-05-03 18:18:21 -03:00
Juan Linietsky
af06843982 -new collision layer & mask system for 2D, for more flexible collision masking 2015-05-03 16:47:21 -03:00
Juan Linietsky
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky
f75ae815d5 -CCD in 3D physics was not working (code was not even there!) re-added, fixes 1067 2015-01-05 23:00:35 -03:00
Juan Linietsky
af4a97bef9 missing fils from yesterday comit.
must have made some mistake with git,
not sure why they were not sent..
2014-10-03 08:58:41 -03:00
Juan Linietsky
b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00
Juan Linietsky
9f33134c93 -Support for changing fonts
-Detect when free() might crash the project and throw error
-fixed 2D Bounce in physics (3d still broken)
-renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible.
-large amount of fixes
2014-04-05 12:39:30 -03:00
Juan Linietsky
d7d65fa2f2 -improved physics ccd
-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
2014-02-19 11:57:14 -03:00
Juan Linietsky
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00