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- [x] Rebuild the website with videos
- [ ] Rebuild GitHub page with gifs/figs to show features
- [ ] Add relevant papers to doc/webpage. Give instructions about how to add paper to our list!
- [x]…
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Various hotfixes. Hovercraft physics improved.
Changes:
- Graphics, audio, player setting reset, you will need to re-input those.
- Adaptative Collision Lattice resolution: smaller entity will …
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**Feature description**
Diffrent object and materials change how much a bullet would be stopped. by that i mean a 120mm projectile would nearly completly ignore a resized stick but will be slowed dow…
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I'm testing nphysics, salva and legion (entity component system) together. I need all the physics data to be a legion resource (and that it means that it will be shared between threads). The problem i…
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I have two applications that use PShape.setFill.
One of them runs completely fine, the other one crashes. Both of them use size(x, y, P2D) in the setup, so that's not the issue.
The crazy thing is…
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**Godot version:**
3.2.2.stable.official
**OS/device including version:**
Kubuntu 18.04
**Issue description:**
As described in this issue:
https://github.com/godotengine/godot/issu…
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Hello , I've been testing your project, it's kinda cool but the moto falls to the sides very often, how can you avoid this behaviour? for example a physics constraint would do the trick?
thanks
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Hi, thanks for the great work. This tool looks very interesting and I was trying to implement the "pick up" and "put down" object actions as in your documentation and tutorials (btw they are great!) y…
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When two physics based sensors of same type but with different update rates are present in the world, both sensors end up with the same (higher) frame rate.
To reproduce:
1. create two sensors o…
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Today's events (#53) have made clear that we need to move forward on expanding the test suite to do light physics checking. Per @AdamGarnsworthy 's suggestion, the test suite should be able to determ…