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* | Rename RayShape to SeparationRayShapePouleyKetchoupp2021-08-241-4/+5
| | | | | | | | | | Makes it clearer that it's used for special cases when picking a collision shape.
* | Fix CharacterBody motion with RayShapePouleyKetchoupp2021-08-241-1/+2
| | | | | | | | | | | | | | | | | | | | 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).
* | Restore RayShape as a regular shape typePouleyKetchoupp2021-08-241-7/+14
|/ | | | | Partial revert from previously removing ray shapes completely, added back as a shape type but without the specific character controller code.
* Rename LineShape2D to WorldMarginShape2DHugo Locurcio2021-08-141-8/+8
| | | | | The new name makes it more obvious that it acts as an infinite plane, and is consistent with its 3D counterpart (WorldMarginShape3D).
* Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp2021-08-101-19/+10
| | | | | | | | | | | 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.
* doc: Use self-closing tags for `return` and `argument`Rémi Verschelde2021-07-301-602/+301
| | | | | | | | For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
* Fixing 2D moving platform logicfabriceci2021-07-151-0/+4
| | | | | | Fixing by applying the movement in two steps, first the platform movement, and then the body movement. Plus, add the platform movement when we are on_wall.
* Add a method to set the number of physics solver iterations in 3DHugo Locurcio2021-07-101-1/+1
| | | | | This is only for GodotPhysics, and adds a 3D counterpart to the 2D method that was recently added.
* Better format arguments in variant parserMichael Alexsander Silva Dias2021-06-181-4/+4
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* More explanatory names for RigidBody modesPouleyKetchoupp2021-06-041-6/+6
| | | | | | | | | MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet).
* Enable setting of collision iterations in PhysicsServer2DRhathe2021-05-191-0/+9
| | | | | This allows fine-tuning of collision iterations for more accurate collision physics with a performance cost.
* Unexpose _direct_state_changed in PhysicsBodyrafallus2021-04-221-4/+2
| | | | | | | Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly
* Added Additional Description for PhysicsServer2D->area_create() method.Bhuvan Vemula2021-03-091-1/+1
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* doc: Sync classref with current sourceRémi Verschelde2021-02-191-42/+62
| | | | And fix various bogus bindings following previous PRs.
* Mention that body_set_state is deferredTomasz Chabora2020-08-211-0/+1
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* Merge pull request #37350 from aaronfranke/force-impulseRémi Verschelde2020-07-021-4/+4
|\ | | | | Refactor physics force and impulse code to use (force, position) order
| * Refactor physics force and impulse codeAaron Franke2020-06-021-4/+4
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* | Correct misspellings of damped spring.Marcel Admiraal2020-06-041-9/+9
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* doc: Update classref with node renamesRémi Verschelde2020-03-301-0/+1284
A few extra renames for classes which were missed in last week's PRs.