50a9bd4e23
Merge pull request #12713 from AndreaCatania/master
...
Rewritten kinematic system
2017-11-09 16:08:58 -03:00
b37e277303
Fixing bad index used in Space2DSW
...
Fix wrong col_obj access using wrong index variable.
Related with issue #11695
2017-11-08 20:38:49 -02:00
0095d642c7
Merge pull request #11379 from m4nu3lf/feature/no_bias_overrotation
...
Avoid bias over rotation in contact resolution
2017-11-08 08:19:28 +01:00
10f879bf88
Rewritten kinematic system
2017-11-07 15:22:09 +01:00
fb4871c919
Bullet physics engine implementation
...
This is a bullet wrapper that allows Godot to use Bullet physics and benefit about all features.
Also it support all specific Godot physics functionality like multi shape body, areas, RayShape, etc..
It improve the Joints, Trimesh shape, and add support to soft body even if Godot is not yet ready to it.
2017-11-04 20:52:59 +01:00
7715a261d5
Merge pull request #12262 from AndreaCatania/pplug
...
Physics server plug
2017-11-03 23:39:44 -03:00
7a9ca08f16
Implemented physics plug
...
Moved init_physics
Implemented physics 2D plug
Fix clang
Fix clang
Fix static check
Fix clang
Fix static check
Moved physics server initialization
Moved physics server settings initialization
2017-11-04 03:25:51 +01:00
167b7b5533
Adding rumble support to ARVR controllers (if implemented on the ARVR interface)
2017-11-01 23:59:14 +11:00
31c92c5327
Merge pull request #12537 from marcelofg55/wasapi_improvements
...
Improved WASAPI driver logic when devices are connected or disconnected
2017-10-31 23:33:41 +01:00
cb3f594b14
Merge pull request #11249 from m4nu3lf/bugfix/get_euler
...
Fix inertia tensor update & Generic6DOFJoint & Simplify Basis::get_euler()
2017-10-31 23:03:01 +01:00
24b3733f3b
Merge pull request #10770 from RandomShaper/fix-joints
...
Fix joints collision exceptions, plus a bit more
2017-10-31 23:02:37 +01:00
16327bff8a
Improved WASAPI driver logic when devices are connected or disconnected
2017-10-31 13:07:35 -03:00
fd07a283e5
Merge pull request #12523 from RandomShaper/fix-margins-drawn-too-late
...
Fix viewport margins drawn after swapping buffers
2017-10-30 19:47:02 -03:00
793da07a4d
Fix viewport margins drawn after swapping buffers
2017-10-30 21:20:12 +01:00
83f5d7e40a
Refactor bufer to buffer
2017-10-28 19:15:51 +07:00
abea816e54
Revert "Rename Schlick GGX to GGX."
2017-10-23 07:42:36 +02:00
b4f0f59d9f
Many fixes to SSAO, should be good now.
2017-10-22 13:52:48 -03:00
1054c6edee
Merge pull request #12296 from tagcup/ggx_rename
...
Rename Schlick GGX to GGX.
2017-10-22 10:30:11 +02:00
2449d21671
AudioEffectFilter: lowercase dB property to db
2017-10-22 11:36:43 +07:00
cb0bf1edea
Rename Schlick GGX to GGX.
...
Schlick's approximation and GGX are orthogonal concepts.
Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.
The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21 19:35:54 -04:00
01a5a8b86c
Merge pull request #12291 from RandomShaper/fix-raycast-naming
...
Rename RayCasts collision_layer to collision_mask
2017-10-21 23:44:46 +02:00
c9894669a9
Merge pull request #12290 from Noshyaar/enum
...
Bind unbound enums, rearrange some by value
[ci skip]
2017-10-21 23:08:36 +02:00
7b12ae39f2
Rename RayCasts collision_layer to collision_mask
...
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.
2017-10-21 22:17:47 +02:00
9cadb9e5f3
Bind unbound enums, rearrange some by value
2017-10-22 01:58:02 +07:00
6361e24f29
Cleanup unnecessary debug prints
2017-10-21 20:41:07 +02:00
d67e77e837
Fixed viewport transparent bg when clear mode is enabled.
2017-10-21 02:06:10 -05:00
cf3919b228
Bind some VisualServer functions
2017-10-20 00:24:49 +02:00
7764640f22
Fix crash in shader parsing
...
...that would happen if incorrect syntax was found just after an opening square bracket.
Fixes #12046 .
2017-10-16 21:55:42 +02:00
3266ebbf4f
Merge pull request #12088 from Grosskopf/physics-server-docs
...
Added documentation for 3D Joints, the 2D Pin Joint, and the Physicsservers, also minor Bugfix
2017-10-15 10:12:53 +02:00
f8c7d32987
Added documentation for 3D Joints, the 2D Pin Joint, and the Physicsservers, also a minor bugfix in the 3D Pinjoint.
2017-10-14 22:17:26 +02:00
d030e6ee75
Expose 'request_frame_drawn_callback' to script.
2017-10-14 16:32:27 +01:00
cc37d43f86
Redoing the ARVR GDNative interface as module and tighter implementation
2017-10-14 09:10:18 +11:00
36ca9c9251
Merge pull request #12027 from marcelofg55/collision_crashfix
...
Prevent a possible crash at collision_object_2d_sw.h
2017-10-13 13:58:05 +02:00
79922be693
Prevent a possible crash at collision_object_2d_sw.h
2017-10-12 14:25:40 -03:00
064f2f4763
Merge pull request #12038 from Hinsbart/argument_names
...
Fix argument names in method bindings.
[ci skip]
2017-10-11 23:01:17 +02:00
d7b9847864
Fix argument names in method bindings.
...
Adds a couple of missing argument names.
2017-10-11 20:00:25 +02:00
819d9339c3
Bind VisualServer.sync() method to GDScript
...
This function is needed in Escoria's resource queue (https://github.com/godotengine/escoria/blob/master/device/globals/resource_queue.gd#L94 )
2017-10-11 17:45:19 +02:00
740ef3dc97
Merge pull request #11954 from neikeq/d
...
Added 'exposed' field to ClassInfo for registered classes
2017-10-11 13:54:34 +02:00
0c2e882210
Adds 'exposed' field to ClassInfo
...
This field represents if the class is exposed to the scripting API.
The value is 'true' if the class was registered manually ('ClassDB::register_*class()'), otherwise it's false (registered on '_post_initialize').
- Added missing registration of classes that are meant to be exposed.
2017-10-09 23:49:17 +02:00
8e9b99fe59
Merge pull request #11702 from AndreaCatania/bodyDS
...
Added new API to get body direct state
2017-10-09 11:01:36 +02:00
ce74efacbb
Made a few tweaks to the interface
2017-10-06 20:35:55 +11:00
4501a30ce9
Fix GIProbe light visibility
...
- Fix https://github.com/godotengine/godot/issues/10535
2017-10-04 19:13:07 +09:00
5303efb2fa
Merge pull request #11659 from AndreaCatania/prephysics
...
Renamed fixed_process to physics_process
2017-10-02 23:10:36 +02:00
4537977d6d
Renamed fixed_process to physics_process
2017-09-30 16:19:07 +02:00
d4e20555e8
Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186
2017-09-29 18:56:52 -03:00
c56c67db39
Added new API to get body direct state
2017-09-29 17:33:30 +02:00
392a94686c
Fixed typo: 'texure' to 'texture'
2017-09-29 04:40:01 +07:00
4f39ce32b9
Fixes to light shaders, should work now..
2017-09-27 21:45:47 -03:00
ffca222d17
Fixed Voice_Count issues in AudioEffectChorus:
...
- Setting voice_count value to 4 (MAX_VOICES) is now allowed
- Fixed slider glitch on setting voice_count value
2017-09-25 20:46:52 +07:00
09800ac650
AudioEffectLimiter: fix wrong soft_clip_ratio getter
2017-09-25 19:41:32 +07:00