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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* fix kinematicBody2D jitters when sync_to_physics is turned on, closes #28181RaphaelHunter2019-09-231-1/+0
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* Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-1/+1
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* -Re-added margins in one way collision (made in a more user friendly way ↵Juan Linietsky2019-01-181-0/+5
| | | | | | than in Godot 2.1), fixes #23860 -Fixed potential bug in OWC (i dont think anyone had it but..)
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Further fixes to KinematicBody2D API, support for sync motion in moving objectsJuan Linietsky2018-07-171-0/+4
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* Before I forget, add warnings on areas without children (should not break ↵Juan Linietsky2018-01-181-0/+2
| | | | | | anything). Seen too many users misunderstanding the edit rect is the shape.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* expose missing CollisionShape API for CollisionObjectJakub Grzesik2017-07-241-0/+1
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* Readd tilemap's shape_transform and bugfixesBojidar Marinov2017-07-011-1/+1
| | | | This reverts commit a808f53020aa710ff81392e2349b8a39c55d2717.
* Revert "Fix Tileset/tilemap issues related to my adding of one-way ↵Juan Linietsky2017-07-011-1/+1
| | | | collisions to them"
* Fix #9409, fixup #9370; tileset now has shape transform instead of offsetBojidar Marinov2017-06-301-1/+1
| | | | | | Fix bad return type in CollisionObject2D, Shape -> Shape2D. Was causing unintended null when casting. (9409) Fix a misplaced ++ operator. (9370) Fix merging with exiting tileset duplicating shapes. (9370)
* -Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky2017-06-231-23/+39
| | | | | | | | | | | could detect their own overlap -Added ability to disable individual collisionshape/polygon -Moved One Way Collision to shape, allowing more flexibility -Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer. -Modifying a CollisionPolygon2D on the fly now works, it can even be animated. Will port this to 3D once well tested. Have fun!
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-1/+1
| | | | this might cause bugs I haven't found yet..
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-17/+13
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Type renames:Juan Linietsky2017-01-111-4/+4
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* input events on Area2D is now supportedJuan Linietsky2015-03-221-0/+12
| | | | also added a demo showing how this works
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+89