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### Godot version
v4.3.stable.official [77dcf97d8]
### Issue description
A WiggleBone attached to a PhysicsBody3D or to a node that's moved with `_physics_process()` will move incorrectly if the ph…
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I have managed to create an event-display locally.
Now, I would like to play with physics objects, particularly creating new classes to handle physics collection.
But first, I would like to play w…
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Real-data IC and topo files added in PRs [EWOrg/CAM #16](https://github.com/EarthWorksOrg/CAM/pull/16) and [EWOrg/CAM #20](https://github.com/EarthWorksOrg/CAM/pull/20) cause run-time fails of compset…
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How can we get/set physics properties
And enable/disable(Play/Pause) physics
An example will be nice
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Do we need a new one?
What would be needed?
┆Issue is synchronized with this [Asana task](https://app.asana.com/0/158493230868429/158493729500991)
Vatyx updated
7 years ago
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Many fixes with several related to mechs.
The physics engine has been improved: now the center of gravity and moment of inertia take into account each children entity position, making mechs more stab…
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### What happened?
The following fields from `physics_state` have two dimensions, but the second dimension is currently not saved in CAM snapshots:
```
te_ini, &! vertically integrated tota…
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I don't know if this is a Bullet Physics Engine bug or what but if you create new sections of a scene after loading it initially, 3D physics will bog down the entire game engine badly. If you save the…
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There have been 2 issues about PinJoint2D not having softness like Godot has. Rapier just doesn't support per joint softness, so as a workaround you can change the following project wide properties:
…
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Proto is an entity with stored references to its components. This violates the premise of ECS, but damn is it convenient as hell when you need to do things that are too broad to want to make a System …