virtualx-engine/servers/physics_2d
PouleyKetchoupp 4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
..
area_2d_sw.cpp Merge pull request #44695 from madmiraal/fix-44632 2021-03-26 16:34:02 +01:00
area_2d_sw.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
area_pair_2d_sw.cpp Ensure KinematicBodies only interact with other Bodies with matching mask. 2021-07-19 17:03:43 +01:00
area_pair_2d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
body_2d_sw.cpp Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
body_2d_sw.h Fix applied rotation from moving platforms in move_and_slide 2021-08-09 12:30:17 -07:00
body_pair_2d_sw.cpp One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
body_pair_2d_sw.h One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
broad_phase_2d_bvh.cpp Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
broad_phase_2d_bvh.h Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
broad_phase_2d_sw.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
broad_phase_2d_sw.h Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
collision_object_2d_sw.cpp Fix and clean disabled shapes handling in godot physics servers 2021-06-22 16:51:47 -07:00
collision_object_2d_sw.h One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
collision_solver_2d_sat.cpp Remove infinite inertia and ray shapes from CharacterBody 2021-08-10 12:10:26 -07:00
collision_solver_2d_sat.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
collision_solver_2d_sw.cpp Remove infinite inertia and ray shapes from CharacterBody 2021-08-10 12:10:26 -07:00
collision_solver_2d_sw.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
constraint_2d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
joints_2d_sw.cpp Rename Vector2 clamped to limit_length and add limit_length to Vector3 2021-06-03 12:04:57 -04:00
joints_2d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
physics_server_2d_sw.cpp Remove infinite inertia and ray shapes from CharacterBody 2021-08-10 12:10:26 -07:00
physics_server_2d_sw.h Remove infinite inertia and ray shapes from CharacterBody 2021-08-10 12:10:26 -07:00
physics_server_2d_wrap_mt.cpp Refactor CommandQueueMT 2021-06-09 13:10:49 -03:00
physics_server_2d_wrap_mt.h Remove infinite inertia and ray shapes from CharacterBody 2021-08-10 12:10:26 -07:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
shape_2d_sw.cpp Remove infinite inertia and ray shapes from CharacterBody 2021-08-10 12:10:26 -07:00
shape_2d_sw.h Remove infinite inertia and ray shapes from CharacterBody 2021-08-10 12:10:26 -07:00
space_2d_sw.cpp Remove infinite inertia and ray shapes from CharacterBody 2021-08-10 12:10:26 -07:00
space_2d_sw.h Remove infinite inertia and ray shapes from CharacterBody 2021-08-10 12:10:26 -07:00
step_2d_sw.cpp Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
step_2d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00