Commit graph

76 commits

Author SHA1 Message Date
Juan Linietsky
5fc084c28e -Fixed issue in Kinematicbody2D 2016-09-01 12:03:55 -03:00
Juan Linietsky
fc70824f7c More improvements to visual script..
fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
Rémi Verschelde
3725114a16 Merge pull request #5383 from Ovnuniarchos/OptimizeOneWay
Optimized one-way collision loops.
2016-07-18 16:37:50 +02:00
Rémi Verschelde
f40f360a2c Remove unused variables (fourth pass) + dead code
Also fix a potential regression from 3fcb9b1ec1.
2016-07-08 16:47:55 +02:00
Ovnuniarchos
b09b449615 Optimized one way collision loops. 2016-06-24 08:43:23 +02:00
Juan Linietsky
4b05181397 Fixed a stupid bug with segment-segment collision in SAT physics, closes #4801 , closes #4984 2016-06-18 18:32:10 -03:00
Juan Linietsky
b4b80625d1 Change hash grid in 2D physics to contemplate large objects as separate cases, to avoid huge memory and performance penalty. Fixes #4662 2016-06-18 17:21:53 -03:00
Rémi Verschelde
80727b6896 Drop empty .cpp files for header-only classes
Part of #5272
2016-06-18 20:00:08 +02:00
Rémi Verschelde
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky
a75f896338 First version of Profiler
It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
Josh Grams
a7b4127481 RigidBody2D (add_force, set_inertia): new methods. 2016-04-26 08:15:15 -04:00
Josh Grams
ffaced87a6 RigidBody2D: rename apply_impulse(pos) to offset. 2016-04-24 04:36:51 -04:00
Josh Grams
f7d31cec38 RigidBody2D: add and bind get_inertia() method.
You can't set this value very well, since it's automatically computed
from the mass and the collision shapes. But since the values are higher
than many people might suspect, so being able to read it helps estimate
the amount of torque you might need to apply.
2016-04-20 20:49:37 -04:00
Marc Gilleron
d239e6bc0e Fixed #4163 (intersect_shape crashes on results limit) 2016-04-12 02:18:41 +02:00
Rémi Verschelde
b5f873c9d1 Merge pull request #3999 from neikeq/issues_3650_3990
Fix crash when resizing ConcavePolygonShape2D segments
2016-03-10 06:29:20 +01:00
Ignacio Etcheverry
3fc16d4025 Fix crash when resizing ConcavePolygonShape2D segments 2016-03-09 19:52:15 +01:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Biliogadafr
e8c5b41dd8 Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable' 2016-02-01 04:30:16 +03:00
Juan Linietsky
d01f55a78e Merge pull request #2698 from Faless/add_area_fix
Fix bug in Body(2D)SW::add_area
2016-01-23 23:07:23 -03:00
Juan Linietsky
0e71d49ef4 -Fix crash at exit due to unnecesary check in command queue, fixes #2034
-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
2016-01-04 00:00:33 -03:00
Juan Linietsky
606729fa2d physics state properly returns contact metadata, closes #1979 2016-01-03 20:23:44 -03:00
Juan Linietsky
27c47e09a1 skip the first integration in physics bodies, fixes #2213 2016-01-02 13:28:18 -03:00
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
1e65c3c701 remove error print in area collision, should be a valid situation, closes #2463 2015-12-31 11:15:49 -03:00
Ovnuniarchos
89efebbf56 New and corrected are override modes. 2015-12-14 02:56:49 +01:00
Ovnuniarchos
43b2c9c7a4 Areas now calculate their dampenings the same way as their gravity. 2015-12-08 18:45:14 +01:00
Fabio Alessandrelli
1231c795de Fix Body (and Body2D) add_area / remove_area when area have multiple shapes 2015-12-02 11:30:48 +01:00
Juan Linietsky
d3eb9e8c54 -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260 2015-11-19 10:41:20 -03:00
Rémi Verschelde
399b1b0474 Cosmetic fixes to SCons buildsystem
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
Juan Linietsky
a871fc9112 Merge pull request #2587 from eska014/fix-area2d-mask-matching
Fix Area/Area2D mask matching
2015-10-17 09:47:27 -03:00
Biliogadafr
2ffc90d8b4 Expose softness parameter of pin joint to the editor. 2015-10-10 23:28:05 +03:00
eska
13ff4bde65 Fix Area2D type mask matching 2015-10-09 21:54:16 +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
b0aa49accb merged some stuff for okam 2015-09-03 23:24:55 -03:00
Juan Linietsky
2d8866574d Added gravity scale, and linear/angular damp override to 3D physics. 2015-08-30 18:57:17 -03:00
Juan Linietsky
4613a3f2c0 small fixes 2015-06-30 11:59:00 -03:00
Juan Linietsky
5064cc5006 Merge pull request #1932 from Faless/gravity_distance_full
Calculate gravity based on distance from body to gravity point
2015-06-07 00:25:37 -03:00
Juan Linietsky
f62961aba3 -fix bug in animation editor
-fix crash bug in physics motion, closes #1993
2015-05-27 17:30:50 -03:00
Juan Linietsky
b1b7826ea7 oops, previous commit was not working
it is working now
2015-05-26 01:30:36 -03:00
Juan Linietsky
9df77d2765 ability to run 2D physics in a thread
also, 2D physics is now thread safe too.
see physics_2d/thread_model
2015-05-26 01:06:05 -03:00
Fabio Alessandrelli
590afbcac4 Calculate gravity based on distance from body to gravity point (2D) 2015-05-18 01:32:26 +00:00
Juan Linietsky
bbe9a37f1d sleeping property now should work properly, fixes #1892 2015-05-16 17:54:36 -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
e7aa37fe75 improved kinematic motion, improved demos for kinematic motion 2015-05-03 22:37:10 -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
3bcb930e8a properly wake up bodies when a parameter changes, fixes #1740 2015-04-26 16:20:00 -03:00
Juan Linietsky
f971ae32e1 casting line into physics on negative space now works properly, fixes #1726 2015-04-24 22:41:31 -03:00
Juan Linietsky
28c4afeb57 -Rewritten KinematicBody2D::move to MUCH more efficient code.
-KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649
-Removed object type masking for KinematicBody2D
-Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there.
2015-04-19 20:50:55 -03:00