virtualx-engine/servers/physics_2d
PouleyKetchoupp d9720d4395 Fix CharacterBody motion with RayShape
Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.

Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
2021-08-24 17:34:55 -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 Fix RayShape collision detection 2021-08-24 16:03:05 -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 Restore RayShape as a regular shape type 2021-08-24 16:03:05 -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 Fix RayShape collision detection 2021-08-24 16:03:05 -07:00
collision_solver_2d_sw.h Fix RayShape collision detection 2021-08-24 16:03:05 -07:00
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 Fix CharacterBody motion with RayShape 2021-08-24 17:34:55 -07:00
physics_server_2d_sw.h Fix CharacterBody motion with RayShape 2021-08-24 17:34:55 -07:00
physics_server_2d_wrap_mt.cpp Refactor CommandQueueMT 2021-06-09 13:10:49 -03:00
physics_server_2d_wrap_mt.h Fix CharacterBody motion with RayShape 2021-08-24 17:34:55 -07:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
shape_2d_sw.cpp Fix RayShape collision detection 2021-08-24 16:03:05 -07:00
shape_2d_sw.h Fix RayShape collision detection 2021-08-24 16:03:05 -07:00
space_2d_sw.cpp Fix CharacterBody motion with RayShape 2021-08-24 17:34:55 -07:00
space_2d_sw.h Fix CharacterBody motion with RayShape 2021-08-24 17:34:55 -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