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path: root/servers/physics_2d/physics_2d_server_sw.h
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-296/+0
* ObjectID converted to a structure, fixes many bugs where used incorrectly as ...Juan Linietsky2020-02-121-4/+4
* Refactored RID/RID_Owner to always use O(1) allocation.Juan Linietsky2020-02-111-5/+6
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
* add 2d physic optimization simlilar to 3d physicsyakun.zhang2019-06-211-0/+3
* Change "ID" to lowercase "id"Aaron Franke2019-05-091-4/+4
* Allow adding disabled shapesShyRed2019-04-231-2/+2
* -Re-added margins in one way collision (made in a more user friendly way than...Juan Linietsky2019-01-181-1/+2
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
* -Make sure monitorable cant be flipped while flushing queries, fixes #17330Juan Linietsky2018-11-161-0/+4
* Fix picking in CanvasLayerPedro J. Estébanez2018-08-251-0/+6
* Merge pull request #20381 from AndreaCatania/phymat_2Juan Linietsky2018-08-071-4/+0
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| * Removed physics material combination mode. Added rough and absorbent paramete...Andrea Catania2018-08-071-4/+0
* | Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their respecti...Tiger Caldwell2018-07-241-0/+4
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* Merge pull request #12403 from AndreaCatania/phymatJuan Linietsky2018-07-231-0/+4
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| * Implemented physics materialAndreaCatania2018-05-111-0/+4
* | -Added support for raycast in KinematicBody2DJuan Linietsky2018-07-161-1/+2
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* Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-201-1/+1
* Added physics API in order to enable/disable collisions between rigidbody att...Andrea Catania2018-02-051-0/+3
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-091-2/+13
* Merge pull request #11702 from AndreaCatania/bodyDSRémi Verschelde2017-10-091-0/+3
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| * Added new API to get body direct stateAndreaCatania2017-09-291-0/+3
* | Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+1
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* Fix special case where KinematicBody fails one way collisions by adding exclu...Juan Linietsky2017-08-311-0/+1
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-4/+4
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-4/+4
* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-2/+2
* -Trigger shapes removed in 2D, they became obsolete long ago when areas could...Juan Linietsky2017-06-231-8/+4
* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-3/+3
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-67/+50
* Use real_t as floating point type in physics code.Ferenc Arn2017-02-131-11/+11
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
* Type renames:Juan Linietsky2017-01-111-11/+11
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Va...Juan Linietsky2017-01-021-1/+1
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
* -Fixed issue in Kinematicbody2DJuan Linietsky2016-09-011-1/+1
* First version of ProfilerJuan Linietsky2016-05-211-0/+1
* RigidBody2D (add_force, set_inertia): new methods.Josh Grams2016-04-261-0/+2
* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
* physics state properly returns contact metadata, closes #1979Juan Linietsky2016-01-031-1/+2
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
* Expose softness parameter of pin joint to the editor.Biliogadafr2015-10-101-0/+2
* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-0/+5
* ability to run 2D physics in a threadJuan Linietsky2015-05-261-3/+6
* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-031-2/+4
* -Rewritten KinematicBody2D::move to MUCH more efficient code.Juan Linietsky2015-04-191-0/+3