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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-106/+0
| | | | Fixes #30736.
* 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.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ↵Juan Linietsky2018-08-211-9/+9
| | | | ability to choose between bodies and areas when colliding.
* Added ray / shape / point / motion / rest cast exclusion of area and or bodyAndrea Catania2018-08-211-0/+8
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* 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!
* Ported 'Exclude Parent' from Raycast2D to RaycastMarco Masselli2017-11-301-0/+4
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* Removed type_mask and fixed some variable nameAndreaCatania2017-11-211-4/+0
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* missing set/get_collision_mask_bit() for RayCastJakub Grzesik2017-10-231-0/+3
| | | | in the same fastion how it's implemented in Area or Bodies
* Rename RayCasts collision_layer to collision_maskPedro J. Estébanez2017-10-211-3/+3
| | | | | | | | The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`. Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property. Fixes #7589, where it's also discussed.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-3/+3
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* Merge pull request #8102 from bd339/iss3172Rémi Verschelde2017-04-241-0/+7
|\ | | | | Show 3D raycasts when debugging collisions
| * Show 3D raycasts when debugging collisionsBenjamin Dahse2017-03-301-0/+7
| | | | | | | | | | Represent a raycast by a line segment using the direction and magnitude of the cast_to vector. The entire line segment will become red while a collision occurs.
* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-9/+7
| | | | | | | | | | | | | | | | | | | | | | | | 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
* 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!
* Added force_raycast_update GDScript method for RayCast[2D]Karol Walasek2016-10-031-0/+2
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* Port collision and layer masks to 3D, fixes #1759Bojidar Marinov2016-04-091-0/+9
| | | | Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
* 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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* -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-2/+7
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+72