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path: root/doc/classes/StaticBody3D.xml
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* Update links to outdated asset library demosskyace652024-04-071-3/+3
| | | | | | Update links to outdated asset library demos Co-authored-by: Max Hilbrunner <m.hilbrunner@gmail.com>
* Implement AnimationManager the base class of AnimationPlayer/TreeSilc Lizard (Tokage) Renew2023-09-291-1/+1
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* Use `[constant]` instead of `[code]` when possibleRaul Santos2023-09-011-1/+1
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* Doctool: Remove version attribute from XML headerRémi Verschelde2023-07-061-1/+1
| | | | | | We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
* Bump version to 4.2-devRémi Verschelde2023-07-051-1/+1
| | | | Keep on waitin'
* Overhaul the top sections of the class reference (Physics classes)VolTer2023-05-201-7/+4
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* Document using AnimatableBody when needed in StaticBody descriptionHugo Locurcio2023-04-181-3/+3
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* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Warn against using non-uniform scale for 3D physicsRicardo Buring2022-10-241-2/+3
| | | | | | | Using non-uniform scale is known to cause many issues. Add warnings to the editor and to the class reference. Also remove the warning from SoftBody3D since it is not relevant there: it simulates in global space.
* Improve StaticBody descriptionHaoyu Qiu2022-10-061-1/+1
| | | | | | | | The naming of static bodies has raised a lot of questions and discussions, because they are actually movable (not being static). This commit explains that the reason for "static" is that they are immovable from the point of view of the physics engine. This makes it easier to understand why the user can move static bodies manually.
* Restore RigidBody2/3D, SoftBody names in physicsfabriceci2022-08-261-1/+1
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* Add an XML schema for documentationHugo Locurcio2022-02-151-1/+1
| | | | | | | | This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
* Don't generate empty doc sections and reduce code duplicationAaron Franke2021-09-201-4/+0
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* Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBodyPouleyKetchoupp2021-09-161-1/+1
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* Add AnimatableBody inherited from StaticBody for moving platformsPouleyKetchoupp2021-08-311-15/+8
| | | | | | | | | | | | | Instead of having a physics node named Static that can be either Static or Kinematic, AnimatableBody is added again as a separate node: -Inherited from StaticBody to make its usage clearer -Still separated from CharacterBody to make its usage more focused Properly implemented constant velocity for kinematic bodies in godot physics servers (induced velocity without actually moving). Also updated description for the different physics nodes to make their usage clearer.
* Support for 3D sync to physicsPouleyKetchoupp2021-07-151-0/+3
| | | | Same implementation as in 2D.
* Better format arguments in variant parserMichael Alexsander Silva Dias2021-06-181-2/+2
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* Support for kinematic_motion in StaticBodyPouleyKetchoupp2021-06-041-4/+11
| | | | | | | | | | | Does the same thing as simulate motion from RigidBody in Kinematic mode, and CharacterBody (previously KinematicBody). Added support for constant linear/angular velocity with kinematic_motion in StaticBody, which moves the body in physics. Updated documentation for StaticBody and CharacterBody to describe their functionalities more accurately.
* Link to demos from within the class referenceAaron Franke2020-10-011-0/+3
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* doc: Update classref with node renamesRémi Verschelde2020-03-301-0/+28
A few extra renames for classes which were missed in last week's PRs.